Commit Graph
4 Commits
Author SHA1 Message Date
GhomandRoxy 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-15 15:50:31 -04:00
34ba1755cb Mutation chromosomes code improvement (#91033)
I was about to start working on something, but then I've noticed
chromosomes-related code was looking quite old and had some magic
numbers in it, so I've decided to update it a little.

Better code.

N/A

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-05-22 21:19:04 -04:00
MrMelbertandShadow-Quill 238371484f Clear Farsight and Rock Absorber effects on mutation removal (#90787)
## About The Pull Request

Fixes #90637

Adds on remove effects for Farsight and Rock Absorber, because I forgot.

## Changelog

🆑 Melbert
fix: Losing Farsight or Rock Absorber mutations will properly drop their
effects as well
/🆑
2025-04-29 18:23:24 -06:00
MrMelbertandShadow-Quill 7817527eb3 Adds some positive mutations (#90393)
## About The Pull Request

- Hypermetabolic Blood
   - You bleed 1.5x more, but regenerate blood 6x faster. 
- For reference: A moderate slash wound is ~2 blood loss per tick, a
crit slash wound is ~4 blood loss per tick, and you regenerate ~0.25
blood per tick.
- For weak bleed wounds, you will net lose less blood per tick with the
mutation than without.
- However, for strong bleed wounds you will net lose more blood per tick
with the mutation.
- Ultimately, you will (obviously) recover much faster once closing the
wound.
   - Affected by synchronizer and power
- Rock Eater
 	- You can eat materials like a golem.
- Rock Absorber
- You can eat materials like a golem, and you will also gain golem buffs
from them.
	- Combination gene from "Rock Eater" and "Stoner" 
- I didn't (deeply) vet if any of these effects would be OP combined
with other genes, but I'm chalking it up to emergent gameplay if I miss
something
- Farsight
	- Gives you an action button which lets you expand your view range
	- Affected by power
 - Inexorable
- Disables soft crit, but entering the threshold for soft crit will
cause ticking brute/toxin damage and force you to whisper.
       - No slimepeople can't cheese this 
    - Also is an innate "painkiller".
    - Affected by synchronizer

## Why It's Good For The Game

Just some random mutation ideas I had, for more genetics shenanigans.
They're all relatively unobtrusive but have some niche potential
(Bleeding more for Blood Cult? Farsight + Thermals? Inexorable +
Martyrdom?)

## Changelog

🆑 Melbert
add: "Hypermetabolic Blood" Mutation
add: "Rock Eater" Mutation
add: "Rock Absorber" Combination Mutation
add: "Farsight" Mutation
add: "Inexorable" Mutation
/🆑
2025-04-29 17:51:08 -06:00