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Bubberstation/code/datums/elements/organ_set_bonus.dm
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san7890andGitHub bf6f81a9b5 Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.

Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game

I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.

Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.

I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.

also fixed up some code in the area, numerous bugs were found and
exploded
2023-03-18 01:57:06 +00:00

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/**
* organ set bonus element; which makes organs in the same set, all in one person, provide a unique bonus!
*
* Used for infused organs!
*/
/datum/element/organ_set_bonus
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// Status Effect typepath to instantiate and apply to the mob.
var/datum/status_effect/organ_set_bonus/bonus_type
/datum/element/organ_set_bonus/Attach(datum/target, bonus_type)
. = ..()
if(!isorgan(target))
return ELEMENT_INCOMPATIBLE
src.bonus_type = bonus_type
RegisterSignal(target, COMSIG_ORGAN_IMPLANTED, PROC_REF(on_implanted))
RegisterSignal(target, COMSIG_ORGAN_REMOVED, PROC_REF(on_removed))
/datum/element/organ_set_bonus/Detach(obj/item/organ/target)
UnregisterSignal(target, list(COMSIG_ORGAN_IMPLANTED, COMSIG_ORGAN_REMOVED))
if(target.owner)
UnregisterSignal(target.owner, COMSIG_PARENT_EXAMINE)
return ..()
/datum/element/organ_set_bonus/proc/on_implanted(obj/item/organ/target, mob/living/carbon/receiver)
SIGNAL_HANDLER
var/datum/status_effect/organ_set_bonus/set_bonus = receiver.has_status_effect(bonus_type)
if(!set_bonus)
set_bonus = receiver.apply_status_effect(bonus_type)
set_bonus.set_organs(set_bonus.organs + 1)
/datum/element/organ_set_bonus/proc/on_removed(obj/item/organ/target, mob/living/carbon/loser)
SIGNAL_HANDLER
//get status effect or remove it
var/datum/status_effect/organ_set_bonus/set_bonus = loser.has_status_effect(bonus_type)
if(set_bonus)
set_bonus.set_organs(set_bonus.organs - 1)
/datum/status_effect/organ_set_bonus
id = "organ_set_bonus"
duration = -1
tick_interval = -1
alert_type = null
///how many organs the carbon with this has in the set
var/organs = 0
///how many organs in the set you need to enable the bonus
var/organs_needed = 0
///if the bonus is active
var/bonus_active = FALSE
var/bonus_activate_text = span_notice("??? DNA is deeply infused with you! You've learned how to make error reports!")
var/bonus_deactivate_text = span_notice("Your DNA is no longer majority ???. You did make an issue report, right?")
/// Required mob bio-type. Also checks DNA validity it's set to MOB_ORGANIC.
var/required_biotype = MOB_ORGANIC
/// A list of traits added to the mob upon bonus activation, can be of any length.
var/list/bonus_traits = list()
/datum/status_effect/organ_set_bonus/proc/set_organs(new_value)
organs = new_value
if(!organs) //initial value but won't kick in without calling the setter
qdel(src)
if(organs >= organs_needed)
if(!bonus_active)
INVOKE_ASYNC(src, PROC_REF(enable_bonus))
else if(bonus_active)
INVOKE_ASYNC(src, PROC_REF(disable_bonus))
/datum/status_effect/organ_set_bonus/proc/enable_bonus()
SHOULD_CALL_PARENT(TRUE)
if(required_biotype)
if(!(owner.mob_biotypes & required_biotype))
return FALSE
if((required_biotype == MOB_ORGANIC) && !owner.can_mutate())
return FALSE
bonus_active = TRUE
if(length(bonus_traits))
owner.add_traits(bonus_traits, REF(src))
if(bonus_activate_text)
to_chat(owner, bonus_activate_text)
return TRUE
/datum/status_effect/organ_set_bonus/proc/disable_bonus()
SHOULD_CALL_PARENT(TRUE)
bonus_active = FALSE
if(length(bonus_traits))
owner.remove_traits(bonus_traits, REF(src))
if(bonus_deactivate_text)
to_chat(owner, bonus_deactivate_text)