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https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-20 20:45:28 +01:00
Streamlines Life() a little (#96215)
## About The Pull Request Main changes - `handle_mutations` is gone, DNA Injectors are now managed via a status effect - `handle_diseases` is gone, disease stages are just handled via life signal - `handle_bodyparts` is gone, it was unused and in the future any implementations should use a life signal - `spec_life` is gone, the main content of it is now in `human/Life`, most children implementations now use life signal, zombie tongues now handle zombie groans - Life signal was split in two (pre and active) Other changes - DNA injector code was cleaned up considerably - HARS now alerts admins when you inject someone else with it like Monkey - `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like transformation sting no longer copies "active mutations") ## Why It's Good For The Game Across the course of a full round we spend the same amount of time doing literally nothing in life as we spend on handling human breathing. Now in the context of a full round this is 8 seconds. Which in the grand scheme of things, not a whole lot, but if we can get a tiny performance gain from... not doing literally nothing (especially when we can do these things cleaner with signals) that's a win in my book ## Changelog 🆑 Melbert refactor: Refactored dna injectors (both the ones that change appearance and activate mutations), report any oddities with them like failing to revert your appearance or mutations not applying correctly code: Ever so slightly changed how diseases tick, report any oddities code: Ever so slightly changed how some species mechanics tick, like golems and slimes, report any oddities code: The code behind printing appearance modifying dna injectors from genetics has changed, report any oddities code: Some backend transformation sting code changed slightly, report any oddities code: Zombie "idle" groaning is now tied to the tongue rather than the species itself admin: Force-injecting someone with HARS give an admin alert, the same as force-injecting someone with Monkey fix: Several methods of copying DNA (including transformation sting) mistakenly copied "active mutations", this has been fixed /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
This commit is contained in:
@@ -11,18 +11,34 @@
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throw_range = 5
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w_class = WEIGHT_CLASS_TINY
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/// Modified to damage caused from injection, currently unused though
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var/damage_coeff = 1
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var/list/fields
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var/list/add_mutations = list()
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var/list/remove_mutations = list()
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/// Adds all mutations in this list to the injected mob, activating it rather than mutating it if possible.
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var/list/add_mutations
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/// If the injected mob has any mutations in this list activated or mutated, they will be removed.
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var/list/remove_mutations
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/// Tracks if it's been used
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VAR_FINAL/used = FALSE
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/// Duration of the mutations added/activated or DNA changes. Does not affect removed mutations.
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var/duration = INFINITY
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/// A DNA datum that has its fields copied to the target on injection.
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var/datum/dna/stored_dna
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var/used = FALSE
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/obj/item/dnainjector/Initialize(mapload)
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/obj/item/dnainjector/Initialize(mapload, datum/dna/stored_dna, damage_coeff = 1)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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if(used)
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update_appearance()
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src.stored_dna = stored_dna
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src.damage_coeff = damage_coeff
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/obj/item/dnainjector/Destroy()
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if(stored_dna?.holder)
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stack_trace("DNA injector got owned DNA somehow")
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stored_dna = null
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else
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QDEL_NULL(stored_dna)
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return ..()
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/obj/item/dnainjector/vv_edit_var(vname, vval)
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. = ..()
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@@ -43,27 +59,26 @@
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/obj/item/dnainjector/proc/inject(mob/living/carbon/target, mob/user)
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if(!target.can_mutate())
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return FALSE
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if(target.stat == DEAD) //prevents dead people from having their DNA changed
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to_chat(user, span_notice("You can't modify [target]'s DNA while [target.p_theyre()] dead."))
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return FALSE
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for(var/removed_mutation in remove_mutations)
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target.dna.remove_mutation(removed_mutation, list(MUTATION_SOURCE_ACTIVATED, MUTATION_SOURCE_MUTATOR))
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for(var/added_mutation in add_mutations)
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if(added_mutation == /datum/mutation/race)
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message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(target)] with \the [src] [span_danger("(MONKEY)")]")
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target.dna.remove_mutation(removed_mutation, GLOB.standard_mutation_sources)
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for(var/datum/mutation/added_mutation as anything in add_mutations)
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if(added_mutation::warn_admins_on_inject && target != user && !ismonkey(target))
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message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(target)] with [src] containing [added_mutation::name].")
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if(target.dna.mutation_in_sequence(added_mutation))
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target.dna.activate_mutation(added_mutation)
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if(duration != INFINITY)
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addtimer(CALLBACK(target.dna, TYPE_PROC_REF(/datum/dna, remove_mutation), added_mutation, MUTATION_SOURCE_ACTIVATED), duration)
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else
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target.dna.add_mutation(added_mutation, MUTATION_SOURCE_MUTATOR)
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if(fields)
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if(fields["name"] && fields["UE"] && fields["blood_type"])
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target.real_name = fields["name"]
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target.dna.unique_enzymes = fields["UE"]
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target.name = target.real_name
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target.set_blood_type(fields["blood_type"])
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if(fields["UI"]) //UI+UE
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target.dna.unique_identity = merge_text(target.dna.unique_identity, fields["UI"])
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if(fields["UF"])
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target.dna.unique_features = merge_text(target.dna.unique_features, fields["UF"])
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if(fields["UI"] || fields["UF"])
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target.updateappearance(mutcolor_update = TRUE, mutations_overlay_update = TRUE)
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if(duration != INFINITY)
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addtimer(CALLBACK(target.dna, TYPE_PROC_REF(/datum/dna, remove_mutation), added_mutation, MUTATION_SOURCE_MUTATOR), duration)
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if(stored_dna)
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target.apply_status_effect(/datum/status_effect/temporary_transformation/dna_injector, duration, stored_dna)
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return TRUE
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/obj/item/dnainjector/attack(mob/target, mob/user)
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@@ -100,53 +115,7 @@
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update_appearance()
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/obj/item/dnainjector/timed
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var/duration = 60 SECONDS
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/obj/item/dnainjector/timed/inject(mob/living/carbon/target, mob/user)
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if(target.stat == DEAD) //prevents dead people from having their DNA changed
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to_chat(user, span_notice("You can't modify [target]'s DNA while [target.p_theyre()] dead."))
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return FALSE
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if(!target.can_mutate())
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return FALSE
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var/endtime = world.time + duration
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for(var/mutation in remove_mutations)
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target.dna.remove_mutation(mutation, list(MUTATION_SOURCE_ACTIVATED, MUTATION_SOURCE_MUTATOR))
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for(var/mutation in add_mutations)
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if(target.dna.get_mutation(mutation))
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continue //Skip permanent mutations we already have.
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if(mutation == /datum/mutation/race && !ismonkey(target))
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message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(target)] with \the [src] [span_danger("(MONKEY)")]")
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target.dna.add_mutation(mutation, MUTATION_SOURCE_TIMED_INJECTOR)
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addtimer(CALLBACK(target.dna, TYPE_PROC_REF(/datum/dna, remove_mutation), mutation, MUTATION_SOURCE_TIMED_INJECTOR), duration)
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if(fields)
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if(fields["name"] && fields["UE"] && fields["blood_type"])
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LAZYINITLIST(target.dna.previous)
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if(!target.dna.previous["name"])
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target.dna.previous["name"] = target.real_name
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if(!target.dna.previous["UE"])
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target.dna.previous["UE"] = target.dna.unique_enzymes
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if(!target.dna.previous["blood_type"])
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target.dna.previous["blood_type"] = target.get_bloodtype()
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target.real_name = fields["name"]
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target.dna.unique_enzymes = fields["UE"]
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target.name = target.real_name
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target.set_blood_type(fields["blood_type"])
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LAZYSET(target.dna.temporary_mutations, UE_CHANGED, endtime)
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if(fields["UI"]) //UI+UE
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LAZYINITLIST(target.dna.previous)
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if(!target.dna.previous["UI"])
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target.dna.previous["UI"] = target.dna.unique_identity
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target.dna.unique_identity = merge_text(target.dna.unique_identity, fields["UI"])
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LAZYSET(target.dna.temporary_mutations, UI_CHANGED, endtime)
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if(fields["UF"]) //UI+UE
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LAZYINITLIST(target.dna.previous)
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if(!target.dna.previous["UF"])
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target.dna.previous["UF"] = target.dna.unique_features
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target.dna.unique_features = merge_text(target.dna.unique_features, fields["UF"])
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LAZYSET(target.dna.temporary_mutations, UF_CHANGED, endtime)
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if(fields["UI"] || fields["UF"])
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target.updateappearance(mutcolor_update = TRUE, mutations_overlay_update = TRUE)
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return TRUE
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duration = 60 SECONDS
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/obj/item/dnainjector/timed/hulk
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name = "\improper DNA injector (Hulk)"
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@@ -263,12 +263,10 @@
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/mob/living/basic/soulscythe/Initialize(mapload)
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. = ..()
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add_traits(list(TRAIT_ASHSTORM_IMMUNE, TRAIT_SNOWSTORM_IMMUNE, TRAIT_LAVA_IMMUNE), INNATE_TRAIT)
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RegisterSignal(src, COMSIG_LIVING_LIFE, PROC_REF(on_life))
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/mob/living/basic/soulscythe/proc/on_life(datum/source, seconds_per_tick) // done like this because there's no need to go through all of life since the item does the work anyways
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/mob/living/basic/soulscythe/Life(seconds_per_tick)
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if(stat == CONSCIOUS)
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adjust_blood_volume(round(1 * seconds_per_tick), maximum = MAX_BLOOD_LEVEL)
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return COMPONENT_LIVING_CANCEL_LIFE_PROCESSING
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/// Special projectile for the soulscythe.
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/obj/projectile/soulscythe
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