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Bubberstation/code/game/objects/effects
Jacquerel e000cb0b29 Bioscrambler scrambles your organs again (#74177)
## About The Pull Request


![image](https://user-images.githubusercontent.com/7483112/226889819-931b82c0-2d3a-4896-a1b4-30a25b9e3e68.png)

It looks like this task has fallen to me.

The reason this was originally removed was threefold:
- Having your brain replaced would ghost you.
- Having your lungs replaced would often instantly kill you in a way
that people would take a long time to notice.
- Several abstract or otherwise inappropriate organs could end up inside
someone.

I have solved all three of these problems using a blacklist.

Lungs are simply never touched. Brains, sadly, are also never touched. 
We _can_ modify your brain without ghosting you and originally I
implemented it that way, but the fact of the matter is that having your
brain scrambled is essentially irreversible except via DNA infuser, if
you had your brain replaced with a monkey brain which renders you unable
to use complex machinery (or worse, a Psyker brain) there is very little
that can be done about it.
If people think that this is good to have anyway I can put it back in
but it's probably for the best to leave it off.

I moved the code that the DNA infuser used to safely implant a brain
into a proc on organs when I originally expected that brain replacement
would be a feature of this PR, but I've left it there in case anything
else wants to do convenient brain replacement in the future (or already
does and can be updated to use this method).

The reason I didn't use a _white_list is because it seems like this list
would easily become incredibly long and nobody would maintain it. A
blacklist is slightly less safe, but reviewing the list it generates it
seems fine.

I also noted that the anomaly and the armour both implemented exactly
the same code in two places, so I moved that into a proc on `carbon`
instead. Now you don't need to apply changes in two places, and if
anything else needs to do this in the future once anyone adds literally
any items which use a bioscrambler core as material then it's easy for
them too.

Finally I scrubbed all cybernetics from the list and also made the
anomaly not affect cybernetics.
No strong reason for this one, just seemed like how it should work given
that it's also blocked by bio armour.

## Why It's Good For The Game

The bioscrambler in its current state doesn't do a whole lot, half of
the things it changes are invisible under your clothes and often won't
come up as a mechanical change unless you have developed chunky fingers
or a sunlight allergy.
This makes them somewhat more potentially dangerous and means people who
are negatively effected might turn up at medbay asking for new eyes or a
new stomach.
Like the Dimensional anomaly it also introduces somewhat of a gamble
feature. Some of the things on the list are _good_, and standing next to
it might help you rather than harm you. Or more likely, both. As the
infuser mechanic continues to add new organs with benefits and downsides
it also makes this anomaly more interesting.

Finally this gives the bioscrambler reactive armour a purpose, because
now it means that people attacking you have a chance to spontaneously
grow cat ears or snail eyes.

## Changelog

🆑
add: Bioscrambler anomalies will once again swap your organs with other
organs.
balance: Bioscrambler anomalies no longer affect synthetic parts.
/🆑
2023-03-23 16:03:42 -06:00
..
2022-11-19 14:27:10 -08:00
2022-11-15 03:50:11 +00:00
2022-11-29 20:13:28 +00:00
2022-11-15 03:50:11 +00:00
2022-11-15 03:50:11 +00:00
2023-02-28 16:44:08 -07:00
2022-11-15 03:50:11 +00:00