//Nearsightedness restricts your vision by several tiles. /datum/mutation/nearsight name = "Near Sightness" desc = "The holder of this mutation has poor eyesight." instability = NEGATIVE_STABILITY_MODERATE quality = MINOR_NEGATIVE text_gain_indication = span_danger("You can't see very well.") /datum/mutation/nearsight/on_acquiring(mob/living/carbon/human/owner) . = ..() if(!.) return owner.become_nearsighted(GENETIC_MUTATION) /datum/mutation/nearsight/on_losing(mob/living/carbon/human/owner) if(..()) return owner.cure_nearsighted(GENETIC_MUTATION) ///Blind makes you blind. Who knew? /datum/mutation/blind name = "Blindness" desc = "Renders the subject completely blind." instability = NEGATIVE_STABILITY_MAJOR quality = NEGATIVE text_gain_indication = span_danger("You can't seem to see anything.") /datum/mutation/blind/on_acquiring(mob/living/carbon/human/owner) . = ..() if(!.) return owner.become_blind(GENETIC_MUTATION) /datum/mutation/blind/on_losing(mob/living/carbon/human/owner) if(..()) return owner.cure_blind(GENETIC_MUTATION) ///Thermal Vision lets you see mobs through walls /datum/mutation/thermal name = "Thermal Vision" desc = "The user of this genome can visually perceive the unique human thermal signature." quality = POSITIVE difficulty = 18 text_gain_indication = span_notice("You can see the heat rising off of your skin...") text_lose_indication = span_notice("You can no longer see the heat rising off of your skin...") instability = POSITIVE_INSTABILITY_MAJOR // thermals aren't station equipment synchronizer_coeff = 1 power_coeff = 1 energy_coeff = 1 power_path = /datum/action/cooldown/spell/thermal_vision /datum/mutation/thermal/on_losing(mob/living/carbon/human/owner) if(..()) return // Something went wront and we still have the thermal vision from our power, no cheating. if(HAS_TRAIT_FROM(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION)) REMOVE_TRAIT(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION) owner.update_sight() /datum/mutation/thermal/setup() . = ..() var/datum/action/cooldown/spell/thermal_vision/to_modify = . if(!istype(to_modify)) // null or invalid return to_modify.eye_damage = 10 * GET_MUTATION_SYNCHRONIZER(src) to_modify.thermal_duration = 10 SECONDS * GET_MUTATION_POWER(src) /datum/action/cooldown/spell/thermal_vision name = "Activate Thermal Vision" desc = "You can see thermal signatures, at the cost of your eyesight." button_icon = 'icons/mob/actions/actions_changeling.dmi' button_icon_state = "augmented_eyesight" cooldown_time = 25 SECONDS spell_requirements = NONE /// How much eye damage is given on cast var/eye_damage = 10 /// The duration of the thermal vision var/thermal_duration = 10 SECONDS /datum/action/cooldown/spell/thermal_vision/Remove(mob/living/remove_from) REMOVE_TRAIT(remove_from, TRAIT_THERMAL_VISION, GENETIC_MUTATION) remove_from.update_sight() return ..() /datum/action/cooldown/spell/thermal_vision/is_valid_target(atom/cast_on) return isliving(cast_on) && !HAS_TRAIT(cast_on, TRAIT_THERMAL_VISION) /datum/action/cooldown/spell/thermal_vision/cast(mob/living/cast_on) . = ..() ADD_TRAIT(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION) cast_on.update_sight() to_chat(cast_on, span_info("You focus your eyes intensely, as your vision becomes filled with heat signatures.")) addtimer(CALLBACK(src, PROC_REF(deactivate), cast_on), thermal_duration) /datum/action/cooldown/spell/thermal_vision/proc/deactivate(mob/living/cast_on) if(QDELETED(cast_on) || !HAS_TRAIT_FROM(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION)) return REMOVE_TRAIT(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION) cast_on.update_sight() to_chat(cast_on, span_info("You blink a few times, your vision returning to normal as a dull pain settles in your eyes.")) if(iscarbon(cast_on)) var/mob/living/carbon/carbon_cast_on = cast_on carbon_cast_on.adjustOrganLoss(ORGAN_SLOT_EYES, eye_damage) ///X-ray Vision lets you see through walls. /datum/mutation/xray name = "X Ray Vision" desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, which might be fun for later //hmb text_gain_indication = span_notice("The walls suddenly disappear!") instability = POSITIVE_INSTABILITY_MAJOR locked = TRUE /datum/mutation/xray/on_acquiring(mob/living/carbon/human/owner) . = ..() if(!.) return ADD_TRAIT(owner, TRAIT_XRAY_VISION, GENETIC_MUTATION) owner.update_sight() /datum/mutation/xray/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, TRAIT_XRAY_VISION, GENETIC_MUTATION) owner.update_sight() ///Laser Eyes lets you shoot lasers from your eyes! /datum/mutation/laser_eyes name = "Laser Eyes" desc = "Reflects concentrated light back from the eyes." quality = POSITIVE locked = TRUE difficulty = 16 text_gain_indication = span_notice("You feel pressure building up behind your eyes.") layer_used = FRONT_MUTATIONS_LAYER limb_req = BODY_ZONE_HEAD /datum/mutation/laser_eyes/New(datum/mutation/copymut) ..() if(!(type in visual_indicators)) visual_indicators[type] = list(mutable_appearance('icons/mob/effects/genetics.dmi', "lasereyes", -FRONT_MUTATIONS_LAYER)) /datum/mutation/laser_eyes/on_acquiring(mob/living/carbon/human/H) . = ..() if(!.) return RegisterSignal(H, COMSIG_MOB_ATTACK_RANGED, PROC_REF(on_ranged_attack)) /datum/mutation/laser_eyes/on_losing(mob/living/carbon/human/H) . = ..() if(.) return UnregisterSignal(H, COMSIG_MOB_ATTACK_RANGED) /datum/mutation/laser_eyes/get_visual_indicator() return visual_indicators[type][1] ///Triggers on COMSIG_MOB_ATTACK_RANGED. Does the projectile shooting. /datum/mutation/laser_eyes/proc/on_ranged_attack(mob/living/carbon/human/source, atom/target, modifiers) SIGNAL_HANDLER if(!source.combat_mode) return to_chat(source, span_warning("You shoot with your laser eyes!")) source.changeNext_move(CLICK_CD_RANGE) source.newtonian_move(get_angle(source, target)) var/obj/projectile/beam/laser/laser_eyes/LE = new(source.loc) LE.firer = source LE.def_zone = ran_zone(source.zone_selected) LE.aim_projectile(target, source, modifiers) INVOKE_ASYNC(LE, TYPE_PROC_REF(/obj/projectile, fire)) playsound(source, 'sound/items/weapons/taser2.ogg', 75, TRUE) ///Projectile type used by laser eyes /obj/projectile/beam/laser/laser_eyes name = "beam" icon = 'icons/mob/effects/genetics.dmi' icon_state = "eyelasers" /datum/mutation/illiterate name = "Illiterate" desc = "Causes a severe case of Aphasia that prevents reading or writing." instability = NEGATIVE_STABILITY_MAJOR quality = NEGATIVE text_gain_indication = span_danger("You feel unable to read or write.") text_lose_indication = span_danger("You feel able to read and write again.") /datum/mutation/illiterate/on_acquiring(mob/living/carbon/human/owner) . = ..() if(!.) return ADD_TRAIT(owner, TRAIT_ILLITERATE, GENETIC_MUTATION) /datum/mutation/illiterate/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, TRAIT_ILLITERATE, GENETIC_MUTATION)