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75e7ef6def
This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑
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, times_fired)
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SIGNAL_HANDLER
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if(!isliving(source) || HAS_TRAIT(source, TRAIT_STASIS) || source.stat == DEAD || HAS_TRAIT(source, TRAIT_NO_TRANSFORM))
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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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