//Nearsightedness restricts your vision by several tiles. /datum/mutation/human/nearsight name = "Near Sightness" desc = "The holder of this mutation has poor eyesight." quality = MINOR_NEGATIVE text_gain_indication = "You can't see very well." /datum/mutation/human/nearsight/on_acquiring(mob/living/carbon/human/owner) if(..()) return owner.become_nearsighted(GENETIC_MUTATION) /datum/mutation/human/nearsight/on_losing(mob/living/carbon/human/owner) if(..()) return owner.cure_nearsighted(GENETIC_MUTATION) ///Blind makes you blind. Who knew? /datum/mutation/human/blind name = "Blindness" desc = "Renders the subject completely blind." quality = NEGATIVE text_gain_indication = "You can't seem to see anything." /datum/mutation/human/blind/on_acquiring(mob/living/carbon/human/owner) if(..()) return owner.become_blind(GENETIC_MUTATION) /datum/mutation/human/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/human/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 = "You can see the heat rising off of your skin..." text_lose_indication = "You can no longer see the heat rising off of your skin..." instability = 25 synchronizer_coeff = 1 power_coeff = 1 energy_coeff = 1 power = /obj/effect/proc_holder/spell/self/thermal_vision_activate /datum/mutation/human/thermal/modify() if(!power) return FALSE var/obj/effect/proc_holder/spell/self/thermal_vision_activate/modified_power = power modified_power.eye_damage = 10 * GET_MUTATION_SYNCHRONIZER(src) modified_power.thermal_duration = 10 * GET_MUTATION_POWER(src) modified_power.charge_max = (25 * GET_MUTATION_ENERGY(src)) SECONDS /obj/effect/proc_holder/spell/self/thermal_vision_activate name = "Activate Thermal Vision" desc = "You can see thermal signatures, at the cost of your eyesight." charge_max = 25 SECONDS var/eye_damage = 10 var/thermal_duration = 10 clothes_req = FALSE action_icon = 'icons/mob/actions/actions_changeling.dmi' action_icon_state = "augmented_eyesight" /obj/effect/proc_holder/spell/self/thermal_vision_activate/cast(list/targets, mob/user = usr) . = ..() if(HAS_TRAIT(user,TRAIT_THERMAL_VISION)) return ADD_TRAIT(user, TRAIT_THERMAL_VISION, GENETIC_MUTATION) user.update_sight() to_chat(user, text("You focus your eyes intensely, as your vision becomes filled with heat signatures.")) addtimer(CALLBACK(src, .proc/thermal_vision_deactivate), thermal_duration SECONDS) /obj/effect/proc_holder/spell/self/thermal_vision_activate/proc/thermal_vision_deactivate(mob/user = usr) if(!HAS_TRAIT_FROM(user,TRAIT_THERMAL_VISION, GENETIC_MUTATION)) return REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, GENETIC_MUTATION) user.update_sight() to_chat(user, text("You blink a few times, your vision returning to normal as a dull pain settles in your eyes.")) var/mob/living/carbon/user_mob = user if(!istype(user_mob)) return user_mob.adjustOrganLoss(ORGAN_SLOT_EYES, eye_damage) /datum/mutation/human/thermal/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION) owner.update_sight() ///X-ray Vision lets you see through walls. /datum/mutation/human/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, wich might be fun for later //hmb text_gain_indication = "The walls suddenly disappear!" instability = 35 locked = TRUE /datum/mutation/human/xray/on_acquiring(mob/living/carbon/human/owner) if(..()) return ADD_TRAIT(owner, TRAIT_XRAY_VISION, GENETIC_MUTATION) owner.update_sight() /datum/mutation/human/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/human/laser_eyes name = "Laser Eyes" desc = "Reflects concentrated light back from the eyes." quality = POSITIVE locked = TRUE difficulty = 16 text_gain_indication = "You feel pressure building up behind your eyes." layer_used = FRONT_MUTATIONS_LAYER limb_req = BODY_ZONE_HEAD /datum/mutation/human/laser_eyes/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut) ..() if(!(type in visual_indicators)) visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "lasereyes", -FRONT_MUTATIONS_LAYER)) /datum/mutation/human/laser_eyes/on_acquiring(mob/living/carbon/human/H) . = ..() if(.) return RegisterSignal(H, COMSIG_MOB_ATTACK_RANGED, .proc/on_ranged_attack) /datum/mutation/human/laser_eyes/on_losing(mob/living/carbon/human/H) . = ..() if(.) return UnregisterSignal(H, COMSIG_MOB_ATTACK_RANGED) /datum/mutation/human/laser_eyes/get_visual_indicator() return visual_indicators[type][1] ///Triggers on COMSIG_MOB_ATTACK_RANGED. Does the projectile shooting. /datum/mutation/human/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_dir(target, source)) var/obj/projectile/beam/laser_eyes/LE = new(source.loc) LE.firer = source LE.def_zone = ran_zone(source.zone_selected) LE.preparePixelProjectile(target, source, modifiers) INVOKE_ASYNC(LE, /obj/projectile.proc/fire) playsound(source, 'sound/weapons/taser2.ogg', 75, TRUE) ///Projectile type used by laser eyes /obj/projectile/beam/laser_eyes name = "beam" icon = 'icons/effects/genetics.dmi' icon_state = "eyelasers"