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https://github.com/Bubberstation/Bubberstation.git
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Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
136 lines
5.0 KiB
Plaintext
136 lines
5.0 KiB
Plaintext
#define EXP_ASSIGN_WAYFINDER 1200
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#define RANDOM_QUIRK_BONUS 3
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#define MINIMUM_RANDOM_QUIRKS 3
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//Used to process and handle roundstart quirks
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// - Quirk strings are used for faster checking in code
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// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
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PROCESSING_SUBSYSTEM_DEF(quirks)
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name = "Quirks"
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init_order = INIT_ORDER_QUIRKS
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME
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wait = 1 SECONDS
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var/list/quirks = list() //Assoc. list of all roundstart quirk datum types; "name" = /path/
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var/list/quirk_points = list() //Assoc. list of quirk names and their "point cost"; positive numbers are good traits, and negative ones are bad
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var/list/quirk_objects = list() //A list of all quirk objects in the game, since some may process
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var/list/quirk_blacklist = list() //A list of quirks that can not be used with each other. Format: list(quirk1,quirk2),list(quirk3,quirk4)
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///An assoc list of quirks that can be obtained as a hardcore character, and their hardcore value.
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var/list/hardcore_quirks = list()
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/datum/controller/subsystem/processing/quirks/Initialize(timeofday)
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if(!quirks.len)
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SetupQuirks()
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quirk_blacklist = list(list("Blind","Nearsighted"), \
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list("Jolly","Depression","Apathetic","Hypersensitive"), \
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list("Ageusia","Vegetarian","Deviant Tastes"), \
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list("Ananas Affinity","Ananas Aversion"), \
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list("Alcohol Tolerance","Light Drinker"), \
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list("Clown Fan","Mime Fan"), \
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list("Bad Touch", "Friendly"), \
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list("Extrovert", "Introvert"))
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return ..()
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/datum/controller/subsystem/processing/quirks/proc/SetupQuirks()
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// Sort by Positive, Negative, Neutral; and then by name
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var/list/quirk_list = sortList(subtypesof(/datum/quirk), /proc/cmp_quirk_asc)
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for(var/V in quirk_list)
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var/datum/quirk/T = V
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quirks[initial(T.name)] = T
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quirk_points[initial(T.name)] = initial(T.value)
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var/hardcore_value = initial(T.hardcore_value)
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if(!hardcore_value)
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continue
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hardcore_quirks[T] += hardcore_value
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/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/cli, spawn_effects)
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var/badquirk = FALSE
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for(var/V in cli.prefs.all_quirks)
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var/datum/quirk/Q = quirks[V]
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if(Q)
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user.add_quirk(Q, spawn_effects)
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else
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stack_trace("Invalid quirk \"[V]\" in client [cli.ckey] preferences")
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cli.prefs.all_quirks -= V
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badquirk = TRUE
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if(badquirk)
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cli.prefs.save_character()
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if(ishuman(user))
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var/mob/living/carbon/human/human = user
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human.hardcore_survival_score = cli.prefs.hardcore_survival_score //Only do this if we actually asign quirks, to prevent sillicons etc from getting the points.
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// Assign wayfinding pinpointer granting quirk if they're new
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if(cli.get_exp_living(TRUE) < EXP_ASSIGN_WAYFINDER && !user.has_quirk(/datum/quirk/needswayfinder))
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user.add_quirk(/datum/quirk/needswayfinder, TRUE)
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/*
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*Randomises the quirks for a specified mob
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*/
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/datum/controller/subsystem/processing/quirks/proc/randomise_quirks(mob/living/user)
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var/bonus_quirks = max((length(user.roundstart_quirks) + rand(-RANDOM_QUIRK_BONUS, RANDOM_QUIRK_BONUS)), MINIMUM_RANDOM_QUIRKS)
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var/added_quirk_count = 0 //How many we've added
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var/list/quirks_to_add = list() //Quirks we're adding
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var/good_count = 0 //Maximum of 6 good perks
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var/score //What point score we're at
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///Cached list of possible quirks
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var/list/possible_quirks = quirks.Copy()
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//Create a random list of stuff to start with
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while(bonus_quirks > added_quirk_count)
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var/quirk = pick(possible_quirks) //quirk is a string
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if(quirk in quirk_blacklist) //prevent blacklisted
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possible_quirks -= quirk
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continue
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if(quirk_points[quirk] > 0)
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good_count++
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score += quirk_points[quirk]
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quirks_to_add += quirk
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possible_quirks -= quirk
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added_quirk_count++
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//But lets make sure we're balanced
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while(score > 0)
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if(!length(possible_quirks))//Lets not get stuck
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break
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var/quirk = pick(quirks)
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if(quirk in quirk_blacklist) //prevent blacklisted
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possible_quirks -= quirk
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continue
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if(!quirk_points[quirk] < 0)//negative only
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possible_quirks -= quirk
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continue
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good_count++
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score += quirk_points[quirk]
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quirks_to_add += quirk
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//And have benefits too
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while(score < 0 && good_count <= MAX_QUIRKS)
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if(!length(possible_quirks))//Lets not get stuck
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break
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var/quirk = pick(quirks)
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if(quirk in quirk_blacklist) //prevent blacklisted
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possible_quirks -= quirk
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continue
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if(!quirk_points[quirk] > 0) //positive only
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possible_quirks -= quirk
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continue
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good_count++
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score += quirk_points[quirk]
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quirks_to_add += quirk
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for(var/datum/quirk/quirk as anything in user.roundstart_quirks)
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if(quirk.name in quirks_to_add) //Don't delete ones we keep
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quirks_to_add -= quirk.name //Already there, no need to add.
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continue
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user.remove_quirk(quirk.type) //these quirks are objects
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for(var/datum/quirk/quirk as anything in quirks_to_add)
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user.add_quirk(quirks[quirk], spawn_effects = TRUE)//these are typepaths converted from string
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#undef RANDOM_QUIRK_BONUS
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#undef MINIMUM_RANDOM_QUIRKS
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