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Bubberstation/code/datums/mutations/_mutations.dm

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/datum/mutation
var/name
/datum/mutation/human
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 = ""
/// Visual indicators upon the character of the owner of this mutation
var/static/list/visual_indicators = list()
/// The proc holder (ew) o
var/obj/effect/proc_holder/spell/power
/// Which mutation layer to use
var/layer_used = MUTATIONS_LAYER
/// 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
/// Time between mutation creation and removal. If this exists, we have a timer
var/timeout
/// '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 class of mutation (MUT_NORMAL, MUT_EXTRA, MUT_OTHER)
var/class
/**
* 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
/**
* 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
/// Has the chromosome been modified
var/modified = FALSE //ugly but we really don't want chromosomes and on_acquiring to overlap and apply double the powers
/// Is this mutation mutadone proof
var/mutadone_proof = FALSE
//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 = -1
/// Boosts mutation strength
var/power_coeff = -1
/// Lowers mutation cooldown
var/energy_coeff = -1
/// List of strings of valid chromosomes this mutation can accept.
var/list/valid_chrom_list = list()
/datum/mutation/human/New(class = MUT_OTHER, timer, datum/mutation/human/copymut)
. = ..()
src.class = class
if(timer)
addtimer(CALLBACK(src, .proc/remove), timer)
timeout = timer
if(copymut && istype(copymut, /datum/mutation/human))
copy_mutation(copymut)
update_valid_chromosome_list()
/datum/mutation/human/proc/on_acquiring(mob/living/carbon/human/acquirer)
if(!acquirer || !istype(acquirer) || acquirer.stat == DEAD || (src in acquirer.dna.mutations))
return TRUE
// SKYRAT EDIT ADDITION
if(acquirer.has_borer())
to_chat(acquirer, span_warning("Something inside holds dearly to your humanity!"))
// SKYRAT EDIT END
if(species_allowed && !species_allowed.Find(acquirer.dna.species.id))
return TRUE
if(health_req && acquirer.health < health_req)
return TRUE
if(limb_req && !acquirer.get_bodypart(limb_req))
return TRUE
for(var/datum/mutation/human/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 TRUE
owner = acquirer
dna = acquirer.dna
dna.mutations += src
if(text_gain_indication)
to_chat(owner, text_gain_indication)
if(visual_indicators.len)
var/list/mut_overlay = list(get_visual_indicator())
if(owner.overlays_standing[layer_used])
mut_overlay = owner.overlays_standing[layer_used]
mut_overlay |= get_visual_indicator()
owner.remove_overlay(layer_used)
owner.overlays_standing[layer_used] = mut_overlay
owner.apply_overlay(layer_used)
grant_spell() //we do checks here so nothing about hulk getting magic
if(!modified)
addtimer(CALLBACK(src, .proc/modify, 0.5 SECONDS)) //gonna want children calling ..() to run first
/datum/mutation/human/proc/get_visual_indicator()
return
/datum/mutation/human/proc/on_life(delta_time, times_fired)
return
/datum/mutation/human/proc/on_losing(mob/living/carbon/human/owner)
if(!istype(owner) || !(owner.dna.mutations.Remove(src)))
return TRUE
. = FALSE
if(text_lose_indication && owner.stat != DEAD)
to_chat(owner, text_lose_indication)
if(visual_indicators.len)
var/list/mut_overlay = list()
if(owner.overlays_standing[layer_used])
mut_overlay = owner.overlays_standing[layer_used]
owner.remove_overlay(layer_used)
mut_overlay.Remove(get_visual_indicator())
owner.overlays_standing[layer_used] = mut_overlay
owner.apply_overlay(layer_used)
if(power)
owner.RemoveSpell(power)
qdel(src)
/mob/living/carbon/proc/update_mutations_overlay()
return
/mob/living/carbon/human/update_mutations_overlay()
for(var/datum/mutation/human/mutation in dna.mutations)
if(mutation.species_allowed && !mutation.species_allowed.Find(dna.species.id))
dna.force_lose(mutation) //shouldn't have that mutation at all
continue
if(mutation.visual_indicators.len == 0)
continue
var/list/mut_overlay = list()
if(overlays_standing[mutation.layer_used])
mut_overlay = overlays_standing[mutation.layer_used]
var/mutable_appearance/indicator_to_add = mutation.get_visual_indicator()
if(!mut_overlay.Find(indicator_to_add)) //either we lack the visual indicator or we have the wrong one
remove_overlay(mutation.layer_used)
for(var/mutable_appearance/indicator_to_remove in mutation.visual_indicators[mutation.type])
mut_overlay.Remove(indicator_to_remove)
mut_overlay |= indicator_to_add
overlays_standing[mutation.layer_used] = mut_overlay
apply_overlay(mutation.layer_used)
/datum/mutation/human/proc/modify() //called when a genome is applied so we can properly update some stats without having to remove and reapply the mutation from someone
if(modified || !power || !owner)
return
power.charge_max *= GET_MUTATION_ENERGY(src)
power.charge_counter *= GET_MUTATION_ENERGY(src)
modified = TRUE
/datum/mutation/human/proc/copy_mutation(datum/mutation/human/mutation_to_copy)
if(!mutation_to_copy)
return
chromosome_name = mutation_to_copy.chromosome_name
stabilizer_coeff = mutation_to_copy.stabilizer_coeff
synchronizer_coeff = mutation_to_copy.synchronizer_coeff
power_coeff = mutation_to_copy.power_coeff
energy_coeff = mutation_to_copy.energy_coeff
mutadone_proof = mutation_to_copy.mutadone_proof
can_chromosome = mutation_to_copy.can_chromosome
valid_chrom_list = mutation_to_copy.valid_chrom_list
/datum/mutation/human/proc/remove_chromosome()
stabilizer_coeff = initial(stabilizer_coeff)
synchronizer_coeff = initial(synchronizer_coeff)
power_coeff = initial(power_coeff)
energy_coeff = initial(energy_coeff)
mutadone_proof = initial(mutadone_proof)
can_chromosome = initial(can_chromosome)
chromosome_name = null
/datum/mutation/human/proc/remove()
if(dna)
dna.force_lose(src)
else
qdel(src)
/datum/mutation/human/proc/grant_spell()
if(!ispath(power) || !owner)
return FALSE
power = new power()
power.action_background_icon_state = "bg_tech_blue_on"
power.panel = "Genetic"
owner.AddSpell(power)
return TRUE
// 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/human/proc/update_valid_chromosome_list()
valid_chrom_list.Cut()
if(can_chromosome == CHROMOSOME_NEVER)
valid_chrom_list += "none"
return
if(stabilizer_coeff != -1)
valid_chrom_list += "Stabilizer"
if(synchronizer_coeff != -1)
valid_chrom_list += "Synchronizer"
if(power_coeff != -1)
valid_chrom_list += "Power"
if(energy_coeff != -1)
valid_chrom_list += "Energetic"