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* Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. * conflicts * Modular! * update modular * icon icon icon icon icon Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com>
199 lines
7.0 KiB
Plaintext
199 lines
7.0 KiB
Plaintext
//Nearsightedness restricts your vision by several tiles.
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/datum/mutation/human/nearsight
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name = "Near Sightness"
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desc = "The holder of this mutation has poor eyesight."
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quality = MINOR_NEGATIVE
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text_gain_indication = "<span class='danger'>You can't see very well.</span>"
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/datum/mutation/human/nearsight/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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owner.become_nearsighted(GENETIC_MUTATION)
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/datum/mutation/human/nearsight/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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owner.cure_nearsighted(GENETIC_MUTATION)
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///Blind makes you blind. Who knew?
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/datum/mutation/human/blind
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name = "Blindness"
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desc = "Renders the subject completely blind."
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quality = NEGATIVE
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text_gain_indication = "<span class='danger'>You can't seem to see anything.</span>"
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/datum/mutation/human/blind/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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owner.become_blind(GENETIC_MUTATION)
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/datum/mutation/human/blind/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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owner.cure_blind(GENETIC_MUTATION)
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///Thermal Vision lets you see mobs through walls
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/datum/mutation/human/thermal
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name = "Thermal Vision"
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desc = "The user of this genome can visually perceive the unique human thermal signature."
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quality = POSITIVE
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difficulty = 18
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text_gain_indication = "<span class='notice'>You can see the heat rising off of your skin...</span>"
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text_lose_indication = "<span class='notice'>You can no longer see the heat rising off of your skin...</span>"
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instability = 25
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locked = TRUE //SKYRAT EDIT ADDITION
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synchronizer_coeff = 1
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power_coeff = 1
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energy_coeff = 1
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power_path = /datum/action/cooldown/spell/thermal_vision
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/datum/mutation/human/thermal/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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// Something went wront and we still have the thermal vision from our power, no cheating.
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if(HAS_TRAIT_FROM(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION))
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REMOVE_TRAIT(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
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owner.update_sight()
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/datum/mutation/human/thermal/modify()
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. = ..()
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var/datum/action/cooldown/spell/thermal_vision/to_modify = .
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if(!istype(to_modify)) // null or invalid
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return
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to_modify.eye_damage = 10 * GET_MUTATION_SYNCHRONIZER(src)
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to_modify.thermal_duration = 10 SECONDS * GET_MUTATION_POWER(src)
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/datum/action/cooldown/spell/thermal_vision
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name = "Activate Thermal Vision"
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desc = "You can see thermal signatures, at the cost of your eyesight."
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button_icon = 'icons/mob/actions/actions_changeling.dmi'
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button_icon_state = "augmented_eyesight"
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cooldown_time = 25 SECONDS
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spell_requirements = NONE
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/// How much eye damage is given on cast
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var/eye_damage = 10
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/// The duration of the thermal vision
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var/thermal_duration = 10 SECONDS
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/datum/action/cooldown/spell/thermal_vision/Remove(mob/living/remove_from)
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REMOVE_TRAIT(remove_from, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
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remove_from.update_sight()
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return ..()
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/datum/action/cooldown/spell/thermal_vision/is_valid_target(atom/cast_on)
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return isliving(cast_on) && !HAS_TRAIT(cast_on, TRAIT_THERMAL_VISION)
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/datum/action/cooldown/spell/thermal_vision/cast(mob/living/cast_on)
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. = ..()
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ADD_TRAIT(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
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cast_on.update_sight()
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to_chat(cast_on, span_info("You focus your eyes intensely, as your vision becomes filled with heat signatures."))
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addtimer(CALLBACK(src, PROC_REF(deactivate), cast_on), thermal_duration)
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/datum/action/cooldown/spell/thermal_vision/proc/deactivate(mob/living/cast_on)
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if(QDELETED(cast_on) || !HAS_TRAIT_FROM(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION))
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return
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REMOVE_TRAIT(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
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cast_on.update_sight()
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to_chat(cast_on, span_info("You blink a few times, your vision returning to normal as a dull pain settles in your eyes."))
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if(iscarbon(cast_on))
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var/mob/living/carbon/carbon_cast_on = cast_on
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carbon_cast_on.adjustOrganLoss(ORGAN_SLOT_EYES, eye_damage)
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///X-ray Vision lets you see through walls.
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/datum/mutation/human/xray
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name = "X Ray Vision"
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desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, wich might be fun for later //hmb
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text_gain_indication = "<span class='notice'>The walls suddenly disappear!</span>"
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instability = 35
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locked = TRUE
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/datum/mutation/human/xray/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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ADD_TRAIT(owner, TRAIT_XRAY_VISION, GENETIC_MUTATION)
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owner.update_sight()
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/datum/mutation/human/xray/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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REMOVE_TRAIT(owner, TRAIT_XRAY_VISION, GENETIC_MUTATION)
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owner.update_sight()
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///Laser Eyes lets you shoot lasers from your eyes!
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/datum/mutation/human/laser_eyes
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name = "Laser Eyes"
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desc = "Reflects concentrated light back from the eyes."
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quality = POSITIVE
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locked = TRUE
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difficulty = 16
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text_gain_indication = "<span class='notice'>You feel pressure building up behind your eyes.</span>"
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layer_used = FRONT_MUTATIONS_LAYER
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limb_req = BODY_ZONE_HEAD
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/datum/mutation/human/laser_eyes/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
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..()
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if(!(type in visual_indicators))
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visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "lasereyes", -FRONT_MUTATIONS_LAYER))
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/datum/mutation/human/laser_eyes/on_acquiring(mob/living/carbon/human/H)
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. = ..()
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if(.)
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return
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RegisterSignal(H, COMSIG_MOB_ATTACK_RANGED, PROC_REF(on_ranged_attack))
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/datum/mutation/human/laser_eyes/on_losing(mob/living/carbon/human/H)
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. = ..()
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if(.)
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return
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UnregisterSignal(H, COMSIG_MOB_ATTACK_RANGED)
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/datum/mutation/human/laser_eyes/get_visual_indicator()
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return visual_indicators[type][1]
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///Triggers on COMSIG_MOB_ATTACK_RANGED. Does the projectile shooting.
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/datum/mutation/human/laser_eyes/proc/on_ranged_attack(mob/living/carbon/human/source, atom/target, modifiers)
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SIGNAL_HANDLER
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if(!source.combat_mode)
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return
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to_chat(source, span_warning("You shoot with your laser eyes!"))
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source.changeNext_move(CLICK_CD_RANGE)
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source.newtonian_move(get_dir(target, source))
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var/obj/projectile/beam/laser_eyes/LE = new(source.loc)
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LE.firer = source
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LE.def_zone = ran_zone(source.zone_selected)
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LE.preparePixelProjectile(target, source, modifiers)
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INVOKE_ASYNC(LE, TYPE_PROC_REF(/obj/projectile, fire))
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playsound(source, 'sound/weapons/taser2.ogg', 75, TRUE)
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///Projectile type used by laser eyes
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/obj/projectile/beam/laser_eyes
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name = "beam"
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icon = 'icons/effects/genetics.dmi'
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icon_state = "eyelasers"
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/datum/mutation/human/illiterate
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name = "Illiterate"
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desc = "Causes a severe case of Aphasia that prevents reading or writing."
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quality = NEGATIVE
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text_gain_indication = "<span class='danger'>You feel unable to read or write.</span>"
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text_lose_indication = "<span class='danger'>You feel able to read and write again.</span>"
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/datum/mutation/human/illiterate/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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ADD_TRAIT(owner, TRAIT_ILLITERATE, GENETIC_MUTATION)
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/datum/mutation/human/illiterate/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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REMOVE_TRAIT(owner, TRAIT_ILLITERATE, GENETIC_MUTATION)
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