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## About The Pull Request Main changes - `handle_mutations` is gone, DNA Injectors are now managed via a status effect - `handle_diseases` is gone, disease stages are just handled via life signal - `handle_bodyparts` is gone, it was unused and in the future any implementations should use a life signal - `spec_life` is gone, the main content of it is now in `human/Life`, most children implementations now use life signal, zombie tongues now handle zombie groans - Life signal was split in two (pre and active) Other changes - DNA injector code was cleaned up considerably - HARS now alerts admins when you inject someone else with it like Monkey - `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like transformation sting no longer copies "active mutations") ## Why It's Good For The Game Across the course of a full round we spend the same amount of time doing literally nothing in life as we spend on handling human breathing. Now in the context of a full round this is 8 seconds. Which in the grand scheme of things, not a whole lot, but if we can get a tiny performance gain from... not doing literally nothing (especially when we can do these things cleaner with signals) that's a win in my book ## Changelog 🆑 Melbert refactor: Refactored dna injectors (both the ones that change appearance and activate mutations), report any oddities with them like failing to revert your appearance or mutations not applying correctly code: Ever so slightly changed how diseases tick, report any oddities code: Ever so slightly changed how some species mechanics tick, like golems and slimes, report any oddities code: The code behind printing appearance modifying dna injectors from genetics has changed, report any oddities code: Some backend transformation sting code changed slightly, report any oddities code: Zombie "idle" groaning is now tied to the tongue rather than the species itself admin: Force-injecting someone with HARS give an admin alert, the same as force-injecting someone with Monkey fix: Several methods of copying DNA (including transformation sting) mistakenly copied "active mutations", this has been fixed /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
82 lines
2.7 KiB
Plaintext
82 lines
2.7 KiB
Plaintext
/datum/mutation/void
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name = "Void Magnet"
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desc = "A rare genome that attracts odd forces not usually observed."
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quality = MINOR_NEGATIVE //upsides and downsides
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text_gain_indication = span_notice("You feel a heavy, dull force just beyond the walls watching you.")
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instability = POSITIVE_INSTABILITY_MODERATE // useful, but has large drawbacks
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power_path = /datum/action/cooldown/spell/void/cursed
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energy_coeff = 1
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synchronizer_coeff = 1
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/datum/mutation/void/setup()
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. = ..()
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var/datum/action/cooldown/spell/void/cursed/to_modify = .
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if(!istype(to_modify)) // null or invalid
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return
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to_modify.curse_probability_modifier = GET_MUTATION_SYNCHRONIZER(src)
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return .
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/// The base "void invocation" action. No side effects.
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/datum/action/cooldown/spell/void
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name = "Invoke Void"
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desc = "Pulls you into a pocket of the void temporarily, making you invincible."
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button_icon_state = "void_magnet"
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school = SCHOOL_EVOCATION
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cooldown_time = 1 MINUTES
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invocation = "DOOOOOOOOOOOOOOOOOOOOM!!!"
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invocation_type = INVOCATION_SHOUT
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spell_requirements = NONE
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antimagic_flags = NONE
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/datum/action/cooldown/spell/void/is_valid_target(atom/cast_on)
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return isturf(cast_on.loc)
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/datum/action/cooldown/spell/void/cast(atom/cast_on)
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. = ..()
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new /obj/effect/immortality_talisman/void(get_turf(cast_on), cast_on)
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/// The cursed "void invocation" action, that has a chance of casting itself on its owner randomly on life ticks.
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/datum/action/cooldown/spell/void/cursed
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name = "Convoke Void" //magic the gathering joke here
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desc = "A rare genome that attracts odd forces not usually observed. May sometimes pull you in randomly."
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/// A multiplier applied to the probability of the curse appearing every life tick
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var/curse_probability_modifier = 1
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/datum/action/cooldown/spell/void/cursed/Grant(mob/grant_to)
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. = ..()
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if(!owner)
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return
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RegisterSignal(grant_to, COMSIG_LIVING_LIFE, PROC_REF(on_life))
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/datum/action/cooldown/spell/void/cursed/Remove(mob/remove_from)
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UnregisterSignal(remove_from, COMSIG_LIVING_LIFE)
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return ..()
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/// Signal proc for [COMSIG_LIVING_LIFE]. Has a chance of casting itself randomly.
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/datum/action/cooldown/spell/void/cursed/proc/on_life(mob/living/source, seconds_per_tick)
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SIGNAL_HANDLER
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if(HAS_TRAIT(source, TRAIT_STASIS) || source.stat == DEAD)
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return
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if(!is_valid_target(source))
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return
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var/prob_of_curse = 0.25
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var/mob/living/carbon/carbon_source = source
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if(istype(carbon_source) && carbon_source.dna)
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// If we have DNA, the probability of curse changes based on how stable we are
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prob_of_curse += ((100 - carbon_source.dna.stability) / 40)
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prob_of_curse *= curse_probability_modifier
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if(!SPT_PROB(prob_of_curse, seconds_per_tick))
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return
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cast(source)
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