Files
96d60afb47 Turns the Hemophage Species into a Quirk (#5919)
## About The Pull Request
The goal of this PR is twofold:
1. Remove hemophages as a species.
2. Allow anyone to be a hemophage through the use of a quirk.

Currently, hemophages are somewhat limited in what they can look like
bodyshape wise due to being tied to a species, yet almost all of their
abilities and traits are tied to organs.

To-Do:

- [x] Properly implement the removal of the organs when the quirk gets
removed.
- [x] Test the quirk with the other hemophage specific quirks, possibly
work them into toggles with this quirk.
## Why It's Good For The Game
This helps shorten our list of playable species while keeping the core
aspects of hemophage gameplay able to be done. It also increases
customization potential, yippee.
## Proof Of Testing
See below.
<details>
<summary>Screenshots/Videos</summary>
<img width="1917" height="1004" alt="image"
src="https://github.com/user-attachments/assets/f2b6cb97-1425-4888-a9c4-4a7ed30d74bf"
/>

<img width="619" height="154" alt="image"
src="https://github.com/user-attachments/assets/de0c21f9-bca5-4171-8fc9-d6d28b7e3ea0"
/>

</details>

## Changelog
🆑
del: Removed the hemphage specific quirks Masquerade, Sol Weakness, and
Pseudo-Respiration. They are now toggles on the hemophage quirk.
refactor: Refactored the hemophage species into being a quirk:
Hemophagia.
/🆑

---------

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2026-07-31 12:50:53 -04:00

285 lines
11 KiB
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#define EXP_ASSIGN_WAYFINDER 1200
#define RANDOM_QUIRK_BONUS 3
#define MINIMUM_RANDOM_QUIRKS 3
// Shifted to glob so they are generated at world start instead of risking players doing preference stuff before the subsystem inits
GLOBAL_LIST_INIT_TYPED(quirk_blacklist, /list/datum/quirk, list(
list(/datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/nearsighted),
list(/datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/scarred_eye),
list(/datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/fluoride_stare),
list(/datum/quirk/item_quirk/blindness, /datum/quirk/touchy),
//list(/datum/quirk/jolly, /datum/quirk/depression, /datum/quirk/hypersensitive),
list(/datum/quirk/jolly, /datum/quirk/depression), // BUBBER EDIT ADD - no mood swings allowed
list(/datum/quirk/jolly, /datum/quirk/hypersensitive), // BUBBER EDIT ADD - we don't want players to be happy
list(/datum/quirk/no_taste, /datum/quirk/vegetarian, /datum/quirk/deviant_tastes, /datum/quirk/gamer),
list(/datum/quirk/pineapple_liker, /datum/quirk/pineapple_hater, /datum/quirk/gamer),
list(/datum/quirk/alcohol_tolerance, /datum/quirk/light_drinker),
list(/datum/quirk/item_quirk/clown_enjoyer, /datum/quirk/item_quirk/mime_fan),
list(/datum/quirk/prosthetic_limb, /datum/quirk/quadruple_amputee, /datum/quirk/body_purist),
list(/datum/quirk/transhumanist, /datum/quirk/body_purist),
list(/datum/quirk/prosthetic_organ, /datum/quirk/tin_man, /datum/quirk/body_purist),
list(/datum/quirk/quadruple_amputee, /datum/quirk/paraplegic, /datum/quirk/hemiplegic, /datum/quirk/permanent_limp), //BUBBER EDIT - Add Permanent Limp to this list.
//list(/datum/quirk/quadruple_amputee, /datum/quirk/frail), // SKYRAT EDIT REMOVAL- Since we have synth wounds now, frail has a large downside for prosthetics and such
list(/datum/quirk/social_anxiety, /datum/quirk/mute),
list(/datum/quirk/mute, /datum/quirk/softspoken),
//list(/datum/quirk/bilingual, /datum/quirk/foreigner, /datum/quirk/csl),
list(/datum/quirk/bilingual, /datum/quirk/foreigner), //BUBBER EDIT ADD
//BUBBER EDIT (item_quirk)
list(/datum/quirk/spacer_born, /datum/quirk/item_quirk/settler),
list(/datum/quirk/photophobia, /datum/quirk/nyctophobia),
//BUBBER EDIT (item_quirk)
list(/datum/quirk/item_quirk/settler, /datum/quirk/freerunning),
list(/datum/quirk/numb, /datum/quirk/selfaware),
list(/datum/quirk/empath, /datum/quirk/evil),
list(/datum/quirk/keen_nose, /datum/quirk/item_quirk/anosmia),
// BUBBER EDIT - ADDITION - START
list(/datum/quirk/equipping/nerve_staple, /datum/quirk/nonviolent),
list(/datum/quirk/equipping/nerve_staple, /datum/quirk/item_quirk/nearsighted),
list(/datum/quirk/no_guns, /datum/quirk/poor_aim),
list(/datum/quirk/no_guns, /datum/quirk/nonviolent),
list(/datum/quirk/spacer_born, /datum/quirk/oversized),
list(/datum/quirk/felinid_aspect, /datum/quirk/item_quirk/canine, /datum/quirk/item_quirk/avian),
list(/datum/quirk/all_nighter, /datum/quirk/heavy_sleeper),
list(/datum/quirk/light_drinker, /datum/quirk/drunkhealing),
list(/datum/quirk/oversized, /datum/quirk/freerunning),
list(/datum/quirk/echolocation, /datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/nearsighted, /datum/quirk/item_quirk/deafness),
list(/datum/quirk/featherweight, /datum/quirk/oversized),
list(/datum/quirk/overweight, /datum/quirk/obese),
list(/datum/quirk/dominant_aura, /datum/quirk/well_trained),
list(/datum/quirk/equipping/entombed, /datum/quirk/equipping/seamless_clothes),
list(/datum/quirk/equipping/entombed, /datum/quirk/badback),
list(/datum/quirk/unblinking, /datum/quirk/item_quirk/fluoride_stare),
list(/datum/quirk/micro, /datum/quirk/micro/smaller, /datum/quirk/micro/smallest, /datum/quirk/oversized),
list(/datum/quirk/psionic_dampener, /datum/quirk/telepathic),
list(/datum/quirk/hemophage, /datum/quirk/prosthetic_organ, /datum/quirk/tin_man)
// BUBBER EDIT - ADDITION - END
))
GLOBAL_LIST_INIT(quirk_string_blacklist, generate_quirk_string_blacklist())
/proc/generate_quirk_string_blacklist()
var/list/string_blacklist = list()
for(var/blacklist in GLOB.quirk_blacklist)
var/list/string_list = list()
for(var/datum/quirk/typepath as anything in blacklist)
string_list += initial(typepath.name)
string_blacklist += list(string_list)
return string_blacklist
//Used to process and handle roundstart quirks
// - Quirk strings are used for faster checking in code
// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
PROCESSING_SUBSYSTEM_DEF(quirks)
name = "Quirks"
ss_flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME
wait = 1 SECONDS
var/list/quirks = list() //Assoc. list of all roundstart quirk datum types; "name" = /path/
var/list/datum/quirk/quirk_prototypes = list()
var/list/quirk_points = list() //Assoc. list of quirk names and their "point cost"; positive numbers are good traits, and negative ones are bad
///An assoc list of quirks that can be obtained as a hardcore character, and their hardcore value.
var/list/hardcore_quirks = list()
/// Whether or not quirk points are enabled, per server config
var/points_enabled
/// The number of max positive quirks that we allow, per server config
var/max_positive_quirks
// The default number of quirk points that you get to spend, per server config
var/default_quirk_points
/datum/controller/subsystem/processing/quirks/Initialize()
points_enabled = !CONFIG_GET(flag/disable_quirk_points)
max_positive_quirks = CONFIG_GET(number/max_positive_quirks)
default_quirk_points = CONFIG_GET(number/default_quirk_points)
get_quirks()
return SS_INIT_SUCCESS
/// Returns the list of possible quirks
/datum/controller/subsystem/processing/quirks/proc/get_quirks()
RETURN_TYPE(/list)
if (!quirks.len)
SetupQuirks()
return quirks
/datum/controller/subsystem/processing/quirks/proc/SetupQuirks()
// Sort by Positive, Negative, Neutral; and then by name
var/list/quirk_list = sort_list(valid_subtypesof(/datum/quirk), GLOBAL_PROC_REF(cmp_quirk_asc))
for(var/type in quirk_list)
var/datum/quirk/quirk_type = type
// SKYRAT EDIT ADDITION START
if(initial(quirk_type.erp_quirk) && CONFIG_GET(flag/disable_erp_preferences))
continue
// Hidden quirks aren't visible to TGUI or the player
#if !defined(UNIT_TESTS)
if (initial(quirk_type.hidden_quirk))
continue
#endif
// SKYRAT EDIT ADDITION END
quirk_prototypes[type] = new type
quirks[initial(quirk_type.name)] = quirk_type
quirk_points[initial(quirk_type.name)] = initial(quirk_type.value)
var/hardcore_value = initial(quirk_type.hardcore_value)
if(!hardcore_value)
continue
hardcore_quirks[quirk_type] += hardcore_value
/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/applied_client)
var/badquirk = FALSE
for(var/quirk_name in applied_client.prefs.all_quirks)
var/datum/quirk/quirk_type = quirks[quirk_name]
if(ispath(quirk_type))
if(user.add_quirk(quirk_type, override_client = applied_client, announce = FALSE))
SSblackbox.record_feedback("tally", "quirks_taken", 1, "[quirk_name]")
else
stack_trace("Invalid quirk \"[quirk_name]\" in client [applied_client.ckey] preferences")
applied_client.prefs.all_quirks -= quirk_name
badquirk = TRUE
if(badquirk)
applied_client.prefs.save_character()
/*
*Randomises the quirks for a specified mob
*/
/datum/controller/subsystem/processing/quirks/proc/randomise_quirks(mob/living/user)
var/bonus_quirks = max((LAZYLEN(user.quirks) + rand(-RANDOM_QUIRK_BONUS, RANDOM_QUIRK_BONUS)), MINIMUM_RANDOM_QUIRKS)
var/added_quirk_count = 0 //How many we've added
var/list/quirks_to_add = list() //Quirks we're adding
var/good_count = 0
var/score //What point score we're at
///Cached list of possible quirks
var/list/possible_quirks = quirks.Copy()
if(max_positive_quirks < 0)
max_positive_quirks = 6
//Create a random list of stuff to start with
while(bonus_quirks > added_quirk_count)
var/quirk = pick(possible_quirks) //quirk is a string
if(quirk in GLOB.quirk_blacklist) //prevent blacklisted
possible_quirks -= quirk
continue
if(quirk_points[quirk] > 0)
good_count++
score += quirk_points[quirk]
quirks_to_add += quirk
possible_quirks -= quirk
added_quirk_count++
//But lets make sure we're balanced
while(score > 0)
if(!length(possible_quirks))//Lets not get stuck
break
var/quirk = pick(quirks)
if(quirk in GLOB.quirk_blacklist) //prevent blacklisted
possible_quirks -= quirk
continue
if(!quirk_points[quirk] < 0)//negative only
possible_quirks -= quirk
continue
good_count++
score += quirk_points[quirk]
quirks_to_add += quirk
//And have benefits too
if(max_positive_quirks > 0)
while(score < 0 && good_count <= max_positive_quirks)
if(!length(possible_quirks))//Lets not get stuck
break
var/quirk = pick(quirks)
if(quirk in GLOB.quirk_blacklist) //prevent blacklisted
possible_quirks -= quirk
continue
if(!(quirk_points[quirk] > 0)) //positive only
possible_quirks -= quirk
continue
good_count++
score += quirk_points[quirk]
quirks_to_add += quirk
for(var/datum/quirk/quirk as anything in user.quirks)
if(quirk.name in quirks_to_add) //Don't delete ones we keep
quirks_to_add -= quirk.name //Already there, no need to add.
continue
user.remove_quirk(quirk.type) //these quirks are objects
for(var/datum/quirk/quirk as anything in quirks_to_add)
user.add_quirk(quirks[quirk]) //these are typepaths converted from string
/// Takes a list of quirk names and returns a new list of quirks that would
/// be valid.
/// If no changes need to be made, will return the same list.
/// Expects all quirk names to be unique, but makes no other expectations.
/datum/controller/subsystem/processing/quirks/proc/filter_invalid_quirks(list/quirks, list/augments) // SKYRAT EDIT - AUGMENTS+
var/list/new_quirks = list()
var/list/positive_quirks = list()
var/balance = -default_quirk_points
var/list/all_quirks = get_quirks()
// SKYRAT EDIT BEGIN - AUGMENTS+
for(var/key in augments)
var/datum/augment_item/aug = GLOB.augment_items[augments[key]]
balance += aug.cost
// SKYRAT EDIT END
for (var/quirk_name in quirks)
var/datum/quirk/quirk = all_quirks[quirk_name]
if (isnull(quirk))
continue
if ((initial(quirk.quirk_flags) & QUIRK_MOODLET_BASED) && CONFIG_GET(flag/disable_human_mood))
continue
var/blacklisted = FALSE
for (var/list/blacklist as anything in GLOB.quirk_blacklist)
if (!(quirk in blacklist))
continue
for (var/other_quirk in blacklist)
if (other_quirk in new_quirks)
blacklisted = TRUE
break
if (blacklisted)
break
if (blacklisted)
continue
var/value = initial(quirk.value)
if (value > 0)
if (max_positive_quirks >= 0 && positive_quirks.len == max_positive_quirks)
continue
positive_quirks[quirk_name] = value
balance += value
new_quirks += quirk_name
if (points_enabled && balance > 0)
var/balance_left_to_remove = balance
for (var/positive_quirk in positive_quirks)
var/value = positive_quirks[positive_quirk]
balance_left_to_remove -= value
new_quirks -= positive_quirk
if (balance_left_to_remove <= 0)
break
// It is guaranteed that if no quirks are invalid, you can simply check through `==`
if (new_quirks.len == quirks.len)
return quirks
return new_quirks
#undef EXP_ASSIGN_WAYFINDER
#undef RANDOM_QUIRK_BONUS
#undef MINIMUM_RANDOM_QUIRKS