About The Pull Request
Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game
Let us remember the "purpose" of tinfoil hats.
Changelog
cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
About The Pull Request
Fixes#37273Fixes#37507
Changelog
cl Garen7
tweak: Lesser form lings can now toggle augmented vision
fix: You can no longer turn back into human form as a lesser form ling while ventcrawling
fix: Stuns and Reagents are now passed when transforming into a monkey or human
/cl
It didn't seem like augmented vision was meant to only be usable as a human so I made it usable as a monkey, if the original creator wanted it to be only usable as a human they would have assigned the var req_human of the augmented vision ability to TRUE since thats where this behavior is usually handled.
Why It's Good For The Game
This
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_move(NewLoc)
pattern is just awful, especially when only one mutation out of all of them implements it.
Changelog
cl Naksu
code: removed /datum/mutation/human/proc/on_move in favor of having the chameleon mutation register for a signal
/cl
* new mutation: simple speech
* finalize simple speech and fix word list apostrophes
* Is now a brain trauma instead
* fix merge conflict
* grammer fix
* cleanup cause I'm an idiot
* made the suffix list a bit easier to read
* fix traits.dm
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.
Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
will never have the gene naturally
Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
(see above)
Thermal vision is just a strictly worse xray
cl ShizCalev
fix: Corrected slime mutation not correctly replacing the word douchebag.
fix: Fixed Elvis speech mutation inserting the word "getting" when saying "muh valids"
/cl
* adds the antenna power to genetics
it gives you an innate radio
* adds paranoia and mind reader
* foil hat interaction, sprites, tweaks
* upstream change
never webedit, kids
* fixes conflict-fixing error
* adds chromosomes
* Makes the framework nice and functional
* Adds chromosome interaction
* Makes chromosomes work
* removes the double instability update
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* more review stuff
also fixed some inconsistencies in chromosomes
* unfucks defines
* Fixes saved mutations runtiming with empty pods
* Adds stability to the dna console and advanced health scanner
* removes a random bug i stumbled upon
* Update code/game/machinery/computer/dna_console.dm
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* makes chromosomes harder to get
fixes double mutations, adds reinforcer and nerfs stabilizer
* fixes edge case where fireballs would be harmless
* cleans up find/replace all mess and 1 in 10 trillion chance of fireball breaking
* does the tweaking
* indent fix
* adds more canadian variety
* no longer mr politeman
* adds cobby's review suggestion
* gets rid of mutation defines
* makes it use speechmod
* removes accidental letters
* gets rid of unneeded comma in .json
* changes magic number into defines
i hope it's supposed to be like this
* compile fix
* gets rid of yelling define in dna.dm
* removes unneeded line in .json
* adds 5 new (minor) negative mutations
also adds a mutation conflict system
* removes debug comments and to_chat(world)s
* addresses reviews
* further review addressing, new message
and a message given to the subject when a mutation fails to manifest because of conflicts
* cooldown on acid flesh message
* does the thing - please work
* adds it to the locker
* remove var/datum
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* Update code/modules/clothing/head/jobs.dm
adds space
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds denton's review suggestion
it's a webedit but i tested it and it worked
* makes it a bit less annoying
* grammar fix
* adds Transcendent Olfaction to genetics
codersprite by me
* fixes
made messages work, added a new message
removed duplicate icon
* uses disgust instead of oxy damage
* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.
* makes it compile
* Adds cryokinesis and renames the cold resistence file to space adaptation
* adds cryokinesis
* fixes icon conflict
is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?
* fixes a typo and lowers instability of cryokines by 5
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* maybe reverts line ending?
* unfucks flags?
* probably unfucks line endings
i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!
* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages
* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
🆑 coiax
fix: Humans with the Void mutation will no longer be able to enter the void
while inside something else (eg. cloning pod, cryotube) willingly or unwillingly.
/🆑
- I refactored immortality talisman effects to stop all this ugly ass code
reusing, and stop the weird modification of the speech invocation.
- I added DNA injectors for the Void mutation for testing.
GENETICS
The random hexadecimal rng game has been replaced with gene sequencing from goon.
Adds mutation activators and mutators
You can now store mutations
Everyone now has their own set of unique mutations
Limited mutations per person to 8 (including one always being monkey)
Adds race specific mutations (See fire breathing for lizads)
You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by
Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences
Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)
Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength
cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
cl
add: A wizard's scrying orb now grants both xray vision, and the ability to hear the dead to whoever possesses it.
balance: However, as soon as the orb is no longer in your possession, these abilities fade.
/cl
This was @XDTM's idea, when he implemented near death experiences.
It works even when in your backpack.
This also adds the TRAIT_XRAY_VISION, for non-genetic, non-eyeball sources of xray.
Why? Having a wizard talking to ghosts means it looks like he's talking to thin air. Also, this makes scrying orb a little more active in its knowledge gathering. Ghosts will have the chance to mislead the wizard with whatever they're talking about.
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.
* makes the moustache make you italian
* Revert #34916
* fixes travis i think
removes duplicate replace
* puts the mask on by default, undoes dynamic-a speech-a
rip
* removes unneeded varedits
saves 2 lines woo
* Mamma-mia!
That's a one-a spicy meatball! The first of many spicy meatballs!
* I have-a returned from the exile and fixed-a the things people asked-a for!
Includes changing sec so that not every word with sec in it will end
with problems. Uses resident italian advice to make minor edits. The
chef is now mario-tier of not-italian.
* Adds-a the mutation code and-a calls it for the cook at roundstart
Mamma-mia whoever named-a the CLOWNMUT and-a made it a #define trolled-a
the hell out of me-a! It was like-a chasing an actual-a clown!
* Actually bothers to upload the trait definition
Lesson gained: Save all, all the time.
* Case sensitive fun whee
Someday I'll learn to build first
* IT COMPILES-A
Fucking finally.
* Small addition that was left out and attempting to merge resolve the odd DME change
I never actually edited the dme in any way, only dm files; I think I
just haven't updated the master recently, so the exe is in a different
place than the repo. Don't expect this to compile.
* Fixes .dme to match with master
If this doesn't work I'll start reverting to the last version that didn't throw a fit.
* Commit to get travis to recheck
.dmm should be fixed, so this needs rechecking. Also, adding wine
replacement.
* The pizza, she is a-ready to share-a with the people!
Fixes a lot, does as much sanitization as is possible so that words like
insect don't become inpoliziact or similar. For some words, punctuation
may be displaced by the final space necessary to keep normal words from
running into eachother. This part, at least, is done.
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk
Notable changes:
Fakedeath now updates instantly, instead of waiting for the next life tick.
Fakedeath now sets time of death when acquired.
Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
Hulk no longer overrides status_flag changes, in case there are any.
* Refactors disabilities into lists, allowing for independent disability sources
* defines
* Xhuiiiiissss
* living
* did that
* adjusted for traumas
* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.
* makes antur happy
* Reworks Brain Damage
* mechanics
* rebalancing
* hulks in wheelchairs
* yup
* bugsquash
* Adds narcolepsy, phobias and agnosia. Not guaranteed 100% bug-free yet, testmerge at your own risk.
* lizard phobia
* Did you know there's a skeleton inside of you RIGHT NOW?
* Fixes for the new stuff
* The issue with those is that in most rounds you won't see them
I'll keep them available so they can be added manually, for example by events and such
* Goof reviews
* Brainloss is based off brain organ integrity
removes brainloss var
* Replaces some getorganslot with defines
* eyes
* put the traumas in the brainnnn
* text
* args
* Adds godwoken, puts split personality in severe, adds brainwashing
* Bluespace prophet special trauma (untested)
* Some minor stuff
* Monophobia, and tweaks
* More fixes
* fix
* a
* new tail
* Discoordination and Muscle Weakness
* thanks for the review!
* [B]oneless
* agnosia fix
* .
* go away agnosia
* pretend it didn't happen
* Shitcode-free-er
* bitwisdom
* psychotic brawling
* i guess this might be important
* latest reviews
* .
* conflict-free
* addresses it
* surgery fix
* a masterpiece
* fix
* fix again
* config
* damage formula reworked
* who needs to test anyway
* fixes some bugs
* fix 2
* proper spookin
* bluespace prophet fixes and improvements
* no bible healing
* .
* normalizes monophobia chances