Files
SyncIt21andGitHub 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00

82 lines
2.7 KiB
Plaintext

/datum/mutation/void
name = "Void Magnet"
desc = "A rare genome that attracts odd forces not usually observed."
quality = MINOR_NEGATIVE //upsides and downsides
text_gain_indication = span_notice("You feel a heavy, dull force just beyond the walls watching you.")
instability = POSITIVE_INSTABILITY_MODERATE // useful, but has large drawbacks
power_path = /datum/action/cooldown/spell/void/cursed
energy_coeff = 1
synchronizer_coeff = 1
/datum/mutation/void/setup()
. = ..()
var/datum/action/cooldown/spell/void/cursed/to_modify = .
if(!istype(to_modify)) // null or invalid
return
to_modify.curse_probability_modifier = GET_MUTATION_SYNCHRONIZER(src)
return .
/// The base "void invocation" action. No side effects.
/datum/action/cooldown/spell/void
name = "Invoke Void"
desc = "Pulls you into a pocket of the void temporarily, making you invincible."
button_icon_state = "void_magnet"
school = SCHOOL_EVOCATION
cooldown_time = 1 MINUTES
invocation = "DOOOOOOOOOOOOOOOOOOOOM!!!"
invocation_type = INVOCATION_SHOUT
spell_requirements = NONE
antimagic_flags = NONE
/datum/action/cooldown/spell/void/is_valid_target(atom/cast_on)
return isturf(cast_on.loc)
/datum/action/cooldown/spell/void/cast(atom/cast_on)
. = ..()
new /obj/effect/immortality_talisman/void(get_turf(cast_on), cast_on)
/// The cursed "void invocation" action, that has a chance of casting itself on its owner randomly on life ticks.
/datum/action/cooldown/spell/void/cursed
name = "Convoke Void" //magic the gathering joke here
desc = "A rare genome that attracts odd forces not usually observed. May sometimes pull you in randomly."
/// A multiplier applied to the probability of the curse appearing every life tick
var/curse_probability_modifier = 1
/datum/action/cooldown/spell/void/cursed/Grant(mob/grant_to)
. = ..()
if(!owner)
return
RegisterSignal(grant_to, COMSIG_LIVING_LIFE, PROC_REF(on_life))
/datum/action/cooldown/spell/void/cursed/Remove(mob/remove_from)
UnregisterSignal(remove_from, COMSIG_LIVING_LIFE)
return ..()
/// Signal proc for [COMSIG_LIVING_LIFE]. Has a chance of casting itself randomly.
/datum/action/cooldown/spell/void/cursed/proc/on_life(mob/living/source, seconds_per_tick)
SIGNAL_HANDLER
if(!isliving(source) || HAS_TRAIT(source, TRAIT_STASIS) || source.stat == DEAD || HAS_TRAIT(source, TRAIT_NO_TRANSFORM))
return
if(!is_valid_target(source))
return
var/prob_of_curse = 0.25
var/mob/living/carbon/carbon_source = source
if(istype(carbon_source) && carbon_source.dna)
// If we have DNA, the probability of curse changes based on how stable we are
prob_of_curse += ((100 - carbon_source.dna.stability) / 40)
prob_of_curse *= curse_probability_modifier
if(!SPT_PROB(prob_of_curse, seconds_per_tick))
return
cast(source)