Files
Bubberstation/code/controllers/subsystem/processing/quirks.dm
SmArtKar 640a1229ca Adds blinking and a new Fluoride Stare quirk (#88927)
## About The Pull Request

Spessmen now need to blink! If you have non-robotic eyes, you'll
automatically blink every once in a while. Lizards have asynchronous
blinking, and whenever they blink one of their eyes (chosen at random)
will blink slightly sooner.


https://github.com/user-attachments/assets/e62020ef-d2f8-4634-9399-a27244326cfe

You can also blink manually, as emotes now fire the animations.


https://github.com/user-attachments/assets/80d6304f-f3c2-424a-a5aa-96a4aee7acdc

Adds a new eye-related quirk, Fluoride Stare! It will spawn you without
eyelids, preventing random or manual blinking and forcing you to wet
your eyes with some saline solution (of which you get a bottle, and a
dropper to apply it) every minute or so.
Additionally, eyes now display their color on their organ sprite,
instead of always showing up as blue.

(Don't tell roleplayers, but Fully Immerse smite now blinds you when you
blink, for true full immersion)

## Why It's Good For The Game

Spessmen blinking is just soulful, and brings some life into the game.
As for the quirk, its just a funny bit/reference that people can use
to... torture themselves?

## Changelog
🆑
add: Spessmen now blink.
add: Added a new Fluoride Stare quirk, keep those eyeballs wet, lest
they crack!
image: Eyes now display their color on their organ sprite, instead of
always being displayed as blue.
/🆑
2025-01-09 10:24:49 +01:00

241 lines
8.5 KiB
Plaintext

#define EXP_ASSIGN_WAYFINDER 1200
#define RANDOM_QUIRK_BONUS 3
#define MINIMUM_RANDOM_QUIRKS 3
// Shifted to glob so they are generated at world start instead of risking players doing preference stuff before the subsystem inits
GLOBAL_LIST_INIT_TYPED(quirk_blacklist, /list/datum/quirk, list(
list(/datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/nearsighted, /datum/quirk/item_quirk/scarred_eye),
list(/datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/fluoride_stare),
list(/datum/quirk/item_quirk/blindness, /datum/quirk/touchy),
list(/datum/quirk/jolly, /datum/quirk/depression, /datum/quirk/apathetic, /datum/quirk/hypersensitive),
list(/datum/quirk/no_taste, /datum/quirk/vegetarian, /datum/quirk/deviant_tastes, /datum/quirk/gamer),
list(/datum/quirk/pineapple_liker, /datum/quirk/pineapple_hater, /datum/quirk/gamer),
list(/datum/quirk/alcohol_tolerance, /datum/quirk/light_drinker),
list(/datum/quirk/item_quirk/clown_enjoyer, /datum/quirk/item_quirk/mime_fan),
list(/datum/quirk/bad_touch, /datum/quirk/friendly),
list(/datum/quirk/extrovert, /datum/quirk/introvert),
list(/datum/quirk/prosthetic_limb, /datum/quirk/quadruple_amputee, /datum/quirk/body_purist),
list(/datum/quirk/transhumanist, /datum/quirk/body_purist),
list(/datum/quirk/prosthetic_organ, /datum/quirk/tin_man, /datum/quirk/body_purist),
list(/datum/quirk/quadruple_amputee, /datum/quirk/paraplegic, /datum/quirk/hemiplegic),
list(/datum/quirk/quadruple_amputee, /datum/quirk/frail),
list(/datum/quirk/social_anxiety, /datum/quirk/mute),
list(/datum/quirk/mute, /datum/quirk/softspoken),
list(/datum/quirk/poor_aim, /datum/quirk/bighands),
list(/datum/quirk/bilingual, /datum/quirk/foreigner),
list(/datum/quirk/spacer_born, /datum/quirk/item_quirk/settler),
list(/datum/quirk/photophobia, /datum/quirk/nyctophobia),
list(/datum/quirk/item_quirk/settler, /datum/quirk/freerunning),
list(/datum/quirk/numb, /datum/quirk/selfaware),
list(/datum/quirk/empath, /datum/quirk/evil),
))
GLOBAL_LIST_INIT(quirk_string_blacklist, generate_quirk_string_blacklist())
/proc/generate_quirk_string_blacklist()
var/list/string_blacklist = list()
for(var/blacklist in GLOB.quirk_blacklist)
var/list/string_list = list()
for(var/datum/quirk/typepath as anything in blacklist)
string_list += initial(typepath.name)
string_blacklist += list(string_list)
return string_blacklist
//Used to process and handle roundstart quirks
// - Quirk strings are used for faster checking in code
// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
PROCESSING_SUBSYSTEM_DEF(quirks)
name = "Quirks"
init_order = INIT_ORDER_QUIRKS
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME
wait = 1 SECONDS
var/list/quirks = list() //Assoc. list of all roundstart quirk datum types; "name" = /path/
var/list/quirk_points = list() //Assoc. list of quirk names and their "point cost"; positive numbers are good traits, and negative ones are bad
///An assoc list of quirks that can be obtained as a hardcore character, and their hardcore value.
var/list/hardcore_quirks = list()
/datum/controller/subsystem/processing/quirks/Initialize()
get_quirks()
return SS_INIT_SUCCESS
/// Returns the list of possible quirks
/datum/controller/subsystem/processing/quirks/proc/get_quirks()
RETURN_TYPE(/list)
if (!quirks.len)
SetupQuirks()
return quirks
/datum/controller/subsystem/processing/quirks/proc/SetupQuirks()
// Sort by Positive, Negative, Neutral; and then by name
var/list/quirk_list = sort_list(subtypesof(/datum/quirk), GLOBAL_PROC_REF(cmp_quirk_asc))
for(var/type in quirk_list)
var/datum/quirk/quirk_type = type
if(initial(quirk_type.abstract_parent_type) == type)
continue
quirks[initial(quirk_type.name)] = quirk_type
quirk_points[initial(quirk_type.name)] = initial(quirk_type.value)
var/hardcore_value = initial(quirk_type.hardcore_value)
if(!hardcore_value)
continue
hardcore_quirks[quirk_type] += hardcore_value
/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/applied_client)
var/badquirk = FALSE
for(var/quirk_name in applied_client.prefs.all_quirks)
var/datum/quirk/quirk_type = quirks[quirk_name]
if(ispath(quirk_type))
if(user.add_quirk(quirk_type, override_client = applied_client))
SSblackbox.record_feedback("tally", "quirks_taken", 1, "[quirk_name]")
else
stack_trace("Invalid quirk \"[quirk_name]\" in client [applied_client.ckey] preferences")
applied_client.prefs.all_quirks -= quirk_name
badquirk = TRUE
if(badquirk)
applied_client.prefs.save_character()
/*
*Randomises the quirks for a specified mob
*/
/datum/controller/subsystem/processing/quirks/proc/randomise_quirks(mob/living/user)
var/bonus_quirks = max((length(user.quirks) + rand(-RANDOM_QUIRK_BONUS, RANDOM_QUIRK_BONUS)), MINIMUM_RANDOM_QUIRKS)
var/added_quirk_count = 0 //How many we've added
var/list/quirks_to_add = list() //Quirks we're adding
var/good_count = 0
var/score //What point score we're at
///Cached list of possible quirks
var/list/possible_quirks = quirks.Copy()
var/max_positive_quirks = CONFIG_GET(number/max_positive_quirks)
if(max_positive_quirks < 0)
max_positive_quirks = 6
//Create a random list of stuff to start with
while(bonus_quirks > added_quirk_count)
var/quirk = pick(possible_quirks) //quirk is a string
if(quirk in GLOB.quirk_blacklist) //prevent blacklisted
possible_quirks -= quirk
continue
if(quirk_points[quirk] > 0)
good_count++
score += quirk_points[quirk]
quirks_to_add += quirk
possible_quirks -= quirk
added_quirk_count++
//But lets make sure we're balanced
while(score > 0)
if(!length(possible_quirks))//Lets not get stuck
break
var/quirk = pick(quirks)
if(quirk in GLOB.quirk_blacklist) //prevent blacklisted
possible_quirks -= quirk
continue
if(!quirk_points[quirk] < 0)//negative only
possible_quirks -= quirk
continue
good_count++
score += quirk_points[quirk]
quirks_to_add += quirk
//And have benefits too
if(max_positive_quirks > 0)
while(score < 0 && good_count <= max_positive_quirks)
if(!length(possible_quirks))//Lets not get stuck
break
var/quirk = pick(quirks)
if(quirk in GLOB.quirk_blacklist) //prevent blacklisted
possible_quirks -= quirk
continue
if(!(quirk_points[quirk] > 0)) //positive only
possible_quirks -= quirk
continue
good_count++
score += quirk_points[quirk]
quirks_to_add += quirk
for(var/datum/quirk/quirk as anything in user.quirks)
if(quirk.name in quirks_to_add) //Don't delete ones we keep
quirks_to_add -= quirk.name //Already there, no need to add.
continue
user.remove_quirk(quirk.type) //these quirks are objects
for(var/datum/quirk/quirk as anything in quirks_to_add)
user.add_quirk(quirks[quirk]) //these are typepaths converted from string
/// Takes a list of quirk names and returns a new list of quirks that would
/// be valid.
/// If no changes need to be made, will return the same list.
/// Expects all quirk names to be unique, but makes no other expectations.
/datum/controller/subsystem/processing/quirks/proc/filter_invalid_quirks(list/quirks)
var/list/new_quirks = list()
var/list/positive_quirks = list()
var/points_enabled = !CONFIG_GET(flag/disable_quirk_points)
var/max_positive_quirks = CONFIG_GET(number/max_positive_quirks)
var/balance = 0
var/list/all_quirks = get_quirks()
for (var/quirk_name in quirks)
var/datum/quirk/quirk = all_quirks[quirk_name]
if (isnull(quirk))
continue
if ((initial(quirk.quirk_flags) & QUIRK_MOODLET_BASED) && CONFIG_GET(flag/disable_human_mood))
continue
var/blacklisted = FALSE
for (var/list/blacklist as anything in GLOB.quirk_blacklist)
if (!(quirk in blacklist))
continue
for (var/other_quirk in blacklist)
if (other_quirk in new_quirks)
blacklisted = TRUE
break
if (blacklisted)
break
if (blacklisted)
continue
var/value = initial(quirk.value)
if (value > 0)
if (max_positive_quirks >= 0 && positive_quirks.len == max_positive_quirks)
continue
positive_quirks[quirk_name] = value
balance += value
new_quirks += quirk_name
if (points_enabled && balance > 0)
var/balance_left_to_remove = balance
for (var/positive_quirk in positive_quirks)
var/value = positive_quirks[positive_quirk]
balance_left_to_remove -= value
new_quirks -= positive_quirk
if (balance_left_to_remove <= 0)
break
// It is guaranteed that if no quirks are invalid, you can simply check through `==`
if (new_quirks.len == quirks.len)
return quirks
return new_quirks
#undef EXP_ASSIGN_WAYFINDER
#undef RANDOM_QUIRK_BONUS
#undef MINIMUM_RANDOM_QUIRKS