Files
e68c1edad1 Streamlines Life() a little (#96215)
## 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>
2026-05-29 22:48:16 -06:00

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/// This divisor controls how fast body temperature changes to match the environment
#define BODYTEMP_DIVISOR 16
/**
* Handles the biological and general over-time processes of the mob.
*
*
* Arguments:
* - seconds_per_tick: The amount of time that has elapsed since this last fired.
* - times_fired: The number of times SSmobs has fired
*/
/mob/living/proc/Life(seconds_per_tick = SSMOBS_DT)
set waitfor = FALSE
SHOULD_NOT_SLEEP(TRUE)
var/signal_result = SEND_SIGNAL(src, COMSIG_LIVING_PRE_LIFE, seconds_per_tick)
if(signal_result & COMPONENT_LIVING_CANCEL_LIFE_PROCESSING) // mmm less work
return
if (client)
var/turf/T = get_turf(src)
if(!T)
move_to_error_room()
var/msg = " was found to have no .loc with an attached client, if the cause is unknown it would be wise to ask how this was accomplished."
message_admins(ADMIN_LOOKUPFLW(src) + msg)
send2tgs_adminless_only("Mob", key_name_and_tag(src) + msg, R_ADMIN)
src.log_message("was found to have no .loc with an attached client.", LOG_GAME)
// This is a temporary error tracker to make sure we've caught everything
else if (registered_z != T.z)
#ifdef TESTING
message_admins("[ADMIN_LOOKUPFLW(src)] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z]. If you could ask them how that happened and notify coderbus, it would be appreciated.")
#endif
log_game("Z-TRACKING: [src] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z].")
update_z(T.z)
else if (registered_z)
log_game("Z-TRACKING: [src] of type [src.type] has a Z-registration despite not having a client.")
update_z(null)
if(isnull(loc) || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
SEND_SIGNAL(src, COMSIG_LIVING_LIFE, seconds_per_tick)
if(QDELETED(src)) // signal handlers such as diseases could delete the mob
return
if(!HAS_TRAIT(src, TRAIT_STASIS))
if(stat != DEAD)
//Breathing, if applicable
handle_breathing(seconds_per_tick)
// Handle temperature/pressure differences between body and environment
var/datum/gas_mixture/environment = loc.return_air()
if(environment)
handle_environment(environment, seconds_per_tick)
handle_gravity(seconds_per_tick)
if(living_flags & QUEUE_NUTRITION_UPDATE)
update_nutrition()
living_flags &= ~QUEUE_NUTRITION_UPDATE
if(living_flags & BLOOD_UPDATE_QUEUED)
update_blood_effects()
living_flags &= ~BLOOD_UPDATE_QUEUED
if(stat != DEAD)
return TRUE
/mob/living/proc/handle_breathing(seconds_per_tick)
SEND_SIGNAL(src, COMSIG_LIVING_HANDLE_BREATHING, seconds_per_tick)
// Base mob environment handler for body temperature
/mob/living/proc/handle_environment(datum/gas_mixture/environment, seconds_per_tick)
var/loc_temp = get_temperature(environment)
var/temp_delta = loc_temp - bodytemperature
if(ismovable(loc))
var/atom/movable/occupied_space = loc
temp_delta *= (1 - occupied_space.contents_thermal_insulation)
if(temp_delta < 0) // it is cold here
if(!on_fire) // do not reduce body temp when on fire
adjust_bodytemperature(max(max(temp_delta / BODYTEMP_DIVISOR, BODYTEMP_COOLING_MAX) * seconds_per_tick, temp_delta))
else // this is a hot place
adjust_bodytemperature(min(min(temp_delta / BODYTEMP_DIVISOR, BODYTEMP_HEATING_MAX) * seconds_per_tick, temp_delta))
/**
* Get the fullness of the mob
*
* Fullness is a representation of how much nutrition the mob has,
* including the nutrition of stuff yet to be digested (reagents in blood / stomach)
*
* * only_consumable - if TRUE, only consumable reagents are counted.
* Otherwise, all reagents contribute to fullness, despite not adding nutrition as they process.
*
* Returns a number representing fullness, scaled similarly to nutrition.
*/
/mob/living/proc/get_fullness(only_consumable)
var/fullness = nutrition
// we add the nutrition value of what we're currently digesting
for(var/datum/reagent/consumable/bits in reagents.reagent_list)
fullness += bits.get_nutriment_factor(src) * bits.volume / bits.metabolization_rate
return fullness
/**
* Check if the mob contains this reagent.
*
* This will validate the the reagent holder for the mob and any sub holders contain the requested reagent.
* Vars:
* * reagent (typepath) takes a PATH to a reagent.
* * amount (int) checks for having a specific amount of that chemical.
* * needs_metabolizing (bool) takes into consideration if the chemical is matabolizing when it's checked.
*/
/mob/living/proc/has_reagent(reagent, amount = -1, needs_metabolizing = FALSE)
return reagents?.has_reagent(reagent, amount, needs_metabolizing)
/mob/living/proc/update_damage_hud()
return
/mob/living/proc/handle_gravity(seconds_per_tick)
if(gravity_state > STANDARD_GRAVITY)
handle_high_gravity(gravity_state, seconds_per_tick)
/mob/living/proc/gravity_animate()
if(!get_filter("gravity"))
add_filter("gravity",1,list("type"="motion_blur", "x"=0, "y"=0))
animate(get_filter("gravity"), y = 1, time = 10, loop = -1)
animate(y = 0, time = 10)
/mob/living/proc/handle_high_gravity(gravity, seconds_per_tick)
if(gravity < GRAVITY_DAMAGE_THRESHOLD) //Aka gravity values of 3 or more
return
var/grav_strength = gravity - GRAVITY_DAMAGE_THRESHOLD
adjust_brute_loss(min(GRAVITY_DAMAGE_SCALING * grav_strength, GRAVITY_DAMAGE_MAXIMUM) * seconds_per_tick)
/// Proc used for custom metabolization of reagents, if any
/mob/living/proc/reagent_tick(datum/reagent/chem, seconds_per_tick)
SHOULD_CALL_PARENT(TRUE)
return SEND_SIGNAL(src, COMSIG_MOB_REAGENT_TICK, chem, seconds_per_tick)
/// Proc used for custom reagent exposure effects, if any
/mob/living/proc/reagent_expose(datum/reagent/chem, methods = TOUCH, reac_volume, show_message = TRUE, touch_protection = 0)
return
#undef BODYTEMP_DIVISOR