Files
Ghom 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
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.
/🆑
2025-06-15 15:50:31 -04:00

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, times_fired)
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)