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/// Negatives that are virtually harmless and mostly just funny (language)
// Set to 0 because munchkinning via miscommunication = bad
#define NEGATIVE_STABILITY_MINI 0
/// Negatives that are slightly annoying (unused)
#define NEGATIVE_STABILITY_MINOR -20
/// Negatives that present an uncommon or weak, consistent hindrance to gameplay (cough, paranoia)
#define NEGATIVE_STABILITY_MODERATE -30
/// Negatives that present a major consistent hindrance to gameplay (deaf, mute, acid flesh)
#define NEGATIVE_STABILITY_MAJOR -40
/// Positives that provide basically no benefit (glowy)
#define POSITIVE_INSTABILITY_MINI 5
/// Positives that are niche in application or useful in rare circumstances (parlor tricks, geladikinesis, autotomy)
#define POSITIVE_INSTABILITY_MINOR 10
/// Positives that provide a new ability that's roughly par with station equipment (insulated, cryokinesis)
#define POSITIVE_INSTABILITY_MODERATE 25
/// Positives that are unique, very powerful, and noticeably change combat/gameplay (hulk, tk)
#define POSITIVE_INSTABILITY_MAJOR 35
/datum/mutation
var/name = "mutation"
/// Description of the mutation
var/desc = "A mutation."
/// Is this mutation currently locked?
var/locked
/// Quality of the mutation
var/quality
/// Message given to the user upon gaining this mutation
var/text_gain_indication = ""
/// Message given to the user upon losing this mutation
var/text_lose_indication = ""
/// The path of action we grant to our user on mutation gain
var/datum/action/cooldown/power_path
/// Optional: Icon for overlay the mutation gives the mod
var/mutation_icon = 'icons/mob/effects/genetics.dmi'
/// Optional: Icon state for the overlay the mutation gives the mob
var/mutation_icon_state = ""
/// Which mutation layer to use
var/layer_used = MUTATIONS_LAYER
/// Where the mutation overlay is located
var/offset_location = UPPER_BODY
/// To restrict mutation to only certain species
var/list/species_allowed
/// Minimum health required to acquire the mutation
var/health_req
/// Required limbs to acquire this mutation
var/limb_req
/// The owner of this mutation's DNA
var/datum/dna/dna
/// Owner of this mutation
var/mob/living/carbon/human/owner
/// Instability the holder gets when the mutation is not native
var/instability = 0
/// Amount of those big blocks with gene sequences
var/blocks = 4
/// Amount of missing sequences. Sometimes it removes an entire pair for 2 points
var/difficulty = 8
/// 'Mutation #49', decided every round to get some form of distinction between undiscovered mutations
var/alias
/// Whether we can read it if it's active. To avoid cheesing with mutagen
var/scrambled = FALSE
/// The sources of the mutation (found in defines/dna.dm)
var/list/sources = list()
/**
* any mutations that might conflict.
* put mutation typepath defines in here.
* make sure to enter it both ways (so that A conflicts with B, and B with A)
*/
var/list/conflicts
var/remove_on_aheal = TRUE
/**
* can we take chromosomes?
* 0: CHROMOSOME_NEVER never
* 1: CHROMOSOME_NONE yeah
* 2: CHROMOSOME_USED no, already have one
*/
var/can_chromosome = CHROMOSOME_NONE
/// Name of the chromosome
var/chromosome_name
//Chromosome stuff - set to -1 to prevent people from changing it. Example: It'd be a waste to decrease cooldown on mutism
/// genetic stability coeff
var/stabilizer_coeff = 1
/// Makes the mutation hurt the user less
var/synchronizer_coeff = MUTATION_COEFFICIENT_UNMODIFIABLE
/// Boosts mutation strength
var/power_coeff = MUTATION_COEFFICIENT_UNMODIFIABLE
/// Lowers mutation cooldown
var/energy_coeff = MUTATION_COEFFICIENT_UNMODIFIABLE
/// List of strings of valid chromosomes this mutation can accept.
var/list/valid_chrom_list = list()
/// List of traits that are added or removed by the mutation with GENETIC_TRAIT source.
var/list/mutation_traits
/// if TRUE admins get alerted when someone force-injects someone else with this mutation
var/warn_admins_on_inject = FALSE
/datum/mutation/Destroy()
power_path = null
dna = null
owner = null
return ..()
/datum/mutation/proc/make_copy()
var/datum/mutation/copy = new type
copy.chromosome_name = chromosome_name
copy.stabilizer_coeff = stabilizer_coeff
copy.synchronizer_coeff = synchronizer_coeff
copy.power_coeff = power_coeff
copy.energy_coeff = energy_coeff
copy.can_chromosome = can_chromosome
copy.valid_chrom_list = valid_chrom_list
update_valid_chromosome_list()
return copy
/datum/mutation/proc/on_acquiring(mob/living/carbon/human/acquirer)
if(!acquirer || !istype(acquirer) || acquirer.stat == DEAD || (src in acquirer.dna.mutations))
return FALSE
// SKYRAT EDIT ADDITION
if(acquirer.has_borer())
to_chat(acquirer, span_warning("Something inside holds dearly to your humanity!"))
// SKYRAT EDIT END
if(LAZYLEN(species_allowed) && !LAZYFIND(species_allowed, acquirer.dna.species.id))
return FALSE
if(health_req && acquirer.health < health_req)
return FALSE
if(limb_req && !acquirer.get_bodypart(limb_req))
return FALSE
for(var/datum/mutation/mewtayshun as anything in acquirer.dna.mutations) //check for conflicting powers
if(!(mewtayshun.type in conflicts) && !(type in mewtayshun.conflicts))
continue
to_chat(acquirer, span_warning("You feel your genes resisting something."))
return FALSE
owner = acquirer
dna = acquirer.dna
LAZYADD(dna.mutations, src)
SEND_SIGNAL(src, COMSIG_MUTATION_GAINED, acquirer)
if(text_gain_indication)
to_chat(owner, text_gain_indication)
if(LAZYLEN(species_allowed))
RegisterSignal(owner, COMSIG_SPECIES_GAIN, PROC_REF(on_species_change))
if(mutation_icon && mutation_icon_state)
RegisterSignal(owner, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlay))
owner.update_appearance(UPDATE_OVERLAYS)
grant_power() //we do checks here so nothing about hulk getting magic
if(mutation_traits)
owner.add_traits(mutation_traits, GENETIC_MUTATION)
return TRUE
/datum/mutation/proc/get_visual_indicator()
return
/datum/mutation/proc/on_life(seconds_per_tick)
return
/datum/mutation/proc/on_losing(mob/living/carbon/human/owner)
if(!istype(owner) || !(owner.dna.mutations?.Remove(src)))
return TRUE
. = FALSE
SEND_SIGNAL(src, COMSIG_MUTATION_LOST, owner)
UnregisterSignal(owner, list(COMSIG_SPECIES_GAIN, COMSIG_ATOM_UPDATE_OVERLAYS))
if(mutation_icon && mutation_icon_state)
owner.update_appearance(UPDATE_OVERLAYS)
if(text_lose_indication && owner.stat != DEAD)
to_chat(owner, text_lose_indication)
if(mutation_traits)
owner.remove_traits(mutation_traits, GENETIC_MUTATION)
/datum/mutation/proc/on_species_change(datum/source, datum/species/new_species)
SIGNAL_HANDLER
if(!LAZYFIND(species_allowed, new_species.id))
dna.remove_mutation(src, src.sources) // shouldn't have this mutation at all
/datum/mutation/proc/on_update_overlay(datum/source, list/overlay_list)
SIGNAL_HANDLER
var/mutable_appearance/mutation_appearance = mutable_appearance(mutation_icon, mutation_icon_state, -layer_used)
owner.apply_height(mutation_appearance, offset_location)
overlay_list += mutation_appearance
/**
* Called after on_aquiring, or when a chromosome is applied.
* returns the instance of 'power_path' for children calls to use without calling locate() again.
*/
/datum/mutation/proc/setup()
if(!power_path || QDELETED(owner))
return
var/datum/action/cooldown/modified_power = locate(power_path) in owner.actions
if(!modified_power)
CRASH("Genetic mutation [type] called setup(), but could not find a action to modify!")
modified_power.cooldown_time = initial(modified_power.cooldown_time) * GET_MUTATION_ENERGY(src)
return modified_power
/datum/mutation/proc/remove_chromosome()
stabilizer_coeff = initial(stabilizer_coeff)
synchronizer_coeff = initial(synchronizer_coeff)
power_coeff = initial(power_coeff)
energy_coeff = initial(energy_coeff)
can_chromosome = initial(can_chromosome)
chromosome_name = null
/datum/mutation/proc/grant_power()
if(!ispath(power_path) || !owner)
return FALSE
var/datum/action/cooldown/new_power = new power_path(src)
new_power.background_icon_state = "bg_tech_blue"
new_power.base_background_icon_state = new_power.background_icon_state
new_power.active_background_icon_state = "[new_power.base_background_icon_state]_active"
new_power.overlay_icon_state = "bg_tech_blue_border"
new_power.active_overlay_icon_state = "bg_spell_border_active_blue"
new_power.Grant(owner)
return new_power
// Runs through all the coefficients and uses this to determine which chromosomes the
// mutation can take. Stores these as text strings in a list.
/datum/mutation/proc/update_valid_chromosome_list()
valid_chrom_list.Cut()
if(can_chromosome == CHROMOSOME_NEVER)
valid_chrom_list += "none"
return
if(stabilizer_coeff != MUTATION_COEFFICIENT_UNMODIFIABLE)
valid_chrom_list += "Stabilizer"
if(synchronizer_coeff != MUTATION_COEFFICIENT_UNMODIFIABLE)
valid_chrom_list += "Synchronizer"
if(power_coeff != MUTATION_COEFFICIENT_UNMODIFIABLE)
valid_chrom_list += "Power"
if(energy_coeff != MUTATION_COEFFICIENT_UNMODIFIABLE)
valid_chrom_list += "Energetic"