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## About The Pull Request 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. ## Why It's Good For The Game 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. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑
123 lines
4.6 KiB
Plaintext
123 lines
4.6 KiB
Plaintext
/obj/item/fake_identity_kit
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name = "fake identity kit"
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desc = "All of the paperwork you need to get a fresh start and a perfect alibi, plus a little digital assistance to insert you into crew records."
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "docs_mulligan"
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w_class = WEIGHT_CLASS_TINY
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interaction_flags_click = NEED_LITERACY|NEED_LIGHT|NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
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/// What do we set up our "new arrival" as?
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var/assigned_job = JOB_ASSISTANT
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/obj/item/fake_identity_kit/examine_more(mob/user)
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. = ..()
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. += span_info("Using this kit after exposure to Mulligan serum will create a fake identity for your new appearance.")
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. += span_info("This will add you to various station manifests, create an Assistant-level ID card, and announce your arrival over the radio.")
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/obj/item/fake_identity_kit/attack_self(mob/living/carbon/human/user, modifiers)
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. = ..()
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if (!ishuman(user))
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balloon_alert(user, "can't pass as employee!")
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return
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if (find_record(user.real_name))
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balloon_alert(user, "records already exist!")
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return
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user.temporarilyRemoveItemFromInventory(src)
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user.playsound_local(user, 'sound/items/cards/cardshuffle.ogg', 50, TRUE)
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var/obj/item/card/id/advanced/original_id = user.get_idcard(hand_first = FALSE)
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if (original_id)
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user.temporarilyRemoveItemFromInventory(original_id)
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var/datum/job/job = SSjob.get_job(assigned_job)
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user.mind.set_assigned_role(job)
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var/datum/outfit/job_outfit = job.outfit
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var/id_trim = job_outfit::id_trim
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var/obj/item/card/id/advanced/fake_id = new()
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if (id_trim)
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SSid_access.apply_trim_to_card(fake_id, id_trim)
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shuffle_inplace(fake_id.access)
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fake_id.registered_name = user.real_name
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if(user.age)
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fake_id.registered_age = user.age
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fake_id.update_label()
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fake_id.update_icon()
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var/placed_in = user.equip_in_one_of_slots(fake_id, list(
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LOCATION_ID,
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LOCATION_LPOCKET,
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LOCATION_RPOCKET,
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LOCATION_BACKPACK,
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LOCATION_HANDS,
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), qdel_on_fail = FALSE, indirect_action = TRUE)
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if (isnull(placed_in))
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fake_id.forceMove(user.drop_location())
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to_chat(user, span_warning("You drop your new ID card on the ground."))
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else
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to_chat(user, span_notice("You quickly put your new ID card [placed_in]."))
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user.sec_hud_set_ID()
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var/mob/living/carbon/human/dummy/consistent/dummy = new() // For manifest rendering, unfortunately
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dummy.physique = user.physique
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user.dna.copy_dna(dummy.dna, COPY_DNA_SE|COPY_DNA_SPECIES)
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user.copy_clothing_prefs(dummy)
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dummy.updateappearance(icon_update = TRUE, mutcolor_update = TRUE, mutations_overlay_update = TRUE)
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dummy.dress_up_as_job(job, visual_only = TRUE, player_client = user.client)
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GLOB.manifest.inject(user, appearance_proxy = dummy)
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QDEL_NULL(dummy)
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if (original_id)
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var/returned_to = user.equip_in_one_of_slots(original_id, list(
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LOCATION_BACKPACK,
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LOCATION_LPOCKET,
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LOCATION_RPOCKET,
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LOCATION_HANDS,
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), qdel_on_fail = FALSE, indirect_action = TRUE)
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if (isnull(returned_to))
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fake_id.forceMove(user.drop_location())
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to_chat(user, span_warning("You drop your old ID card on the ground."))
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else
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to_chat(user, span_notice("You stash your old ID card [returned_to]."))
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var/obj/item/arrival_announcer/announcer = new(user.drop_location())
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user.put_in_hands(announcer)
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to_chat(user, span_notice("You quickly eat the leftover paperwork, leaving only the signaller used to announce your arrival on the station."))
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qdel(src)
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/obj/item/arrival_announcer
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name = "arrivals announcement signaller"
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desc = "A radio signaller which uses a backdoor in the NT announcement system to trigger a fake announcement that you have just arrived there, then self-destructs."
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icon_state = "signaller"
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inhand_icon_state = "signaler"
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icon = 'icons/obj/devices/new_assemblies.dmi'
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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interaction_flags_click = NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
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/obj/item/arrival_announcer/attack_self(mob/living/user, modifiers)
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. = ..()
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if (!isliving(user))
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return
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var/name = user.real_name
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var/datum/record/manifest_data = find_record(name)
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if (isnull(manifest_data))
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balloon_alert(user, "no records found!")
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return
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var/job = manifest_data.rank
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if (tgui_alert(user, "Announce arrival of [name] as [job]?", "Are you ready?", list("Yes", "No"), timeout = 30 SECONDS) != "Yes")
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return
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if (QDELETED(src) || !user.can_perform_action(src, interaction_flags_click))
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return
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announce_arrival(user, job, announce_to_ghosts = FALSE)
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do_sparks(1, FALSE, user)
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new /obj/effect/decal/cleanable/ash(user.drop_location())
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user.temporarilyRemoveItemFromInventory(src)
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qdel(src)
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