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* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981) * Process procs now properly use deltatime when implementing rates, timers and probabilities * Review fixes * Geiger counters cleanup Made hardsuit geiger code more similar to geiger counter code Geiger counters are more responsive now * Moved SS*_DT defines to subsystems.dm * Rebase fix * Redefined the SS*_DT defines to use the subsystem wait vars * Implemented suggested changes by @AnturK * Commented /datum/proc/process about the deltatime stuff * Send delta_time as a process parameter instead of the defines Also DTfied acid_processing * Dtfied new acid component * Process procs now properly utilize deltatime when implementing rates, timers and probabilities Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
172 lines
6.4 KiB
Plaintext
172 lines
6.4 KiB
Plaintext
//every quirk in this folder should be coded around being applied on spawn
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//these are NOT "mob quirks" like GOTTAGOFAST, but exist as a medium to apply them and other different effects
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/datum/quirk
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var/name = "Test Quirk"
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var/desc = "This is a test quirk."
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var/value = 0
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var/human_only = TRUE
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var/gain_text
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var/lose_text
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var/medical_record_text //This text will appear on medical records for the trait. Not yet implemented
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var/mood_quirk = FALSE //if true, this quirk affects mood and is unavailable if moodlets are disabled
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var/mob_trait //if applicable, apply and remove this mob trait
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///Amount of points this trait is worth towards the hardcore character mode; minus points implies a positive quirk, positive means its hard. This is used to pick the quirks assigned to a hardcore character. 0 means its not available to hardcore draws.
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var/hardcore_value = 0
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var/mob/living/quirk_holder
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/datum/quirk/New(mob/living/quirk_mob, spawn_effects)
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..()
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if(!quirk_mob || (human_only && !ishuman(quirk_mob)) || quirk_mob.has_quirk(type))
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qdel(src)
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return
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quirk_holder = quirk_mob
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SSquirks.quirk_objects += src
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to_chat(quirk_holder, gain_text)
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quirk_holder.roundstart_quirks += src
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if(mob_trait)
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ADD_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
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START_PROCESSING(SSquirks, src)
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add()
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if(spawn_effects)
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on_spawn()
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if(quirk_holder.client)
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post_add()
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else
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RegisterSignal(quirk_holder, COMSIG_MOB_LOGIN, .proc/on_quirk_holder_first_login)
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/**
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* On client connection set quirk preferences.
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*
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* Run post_add to set the client preferences for the quirk.
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* Clear the attached signal for login.
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* Used when the quirk has been gained and no client is attached to the mob.
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*/
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/datum/quirk/proc/on_quirk_holder_first_login(mob/living/source)
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SIGNAL_HANDLER
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UnregisterSignal(source, COMSIG_MOB_LOGIN)
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post_add()
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/datum/quirk/Destroy()
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STOP_PROCESSING(SSquirks, src)
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remove()
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if(quirk_holder)
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to_chat(quirk_holder, lose_text)
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quirk_holder.roundstart_quirks -= src
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if(mob_trait)
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REMOVE_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
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SSquirks.quirk_objects -= src
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return ..()
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/datum/quirk/proc/transfer_mob(mob/living/to_mob)
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quirk_holder.roundstart_quirks -= src
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to_mob.roundstart_quirks += src
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if(mob_trait)
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REMOVE_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
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ADD_TRAIT(to_mob, mob_trait, ROUNDSTART_TRAIT)
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quirk_holder = to_mob
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on_transfer()
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/datum/quirk/proc/add() //special "on add" effects
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/datum/quirk/proc/on_spawn() //these should only trigger when the character is being created for the first time, i.e. roundstart/latejoin
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/datum/quirk/proc/remove() //special "on remove" effects
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/datum/quirk/proc/on_process() //process() has some special checks, so this is the actual process
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/datum/quirk/proc/post_add() //for text, disclaimers etc. given after you spawn in with the trait
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/datum/quirk/proc/on_transfer() //code called when the trait is transferred to a new mob
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/datum/quirk/process(delta_time)
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if(QDELETED(quirk_holder))
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quirk_holder = null
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qdel(src)
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return
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if(quirk_holder.stat == DEAD)
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return
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on_process(delta_time)
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/**
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* get_quirk_string() is used to get a printable string of all the quirk traits someone has for certain criteria
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*
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* Arguments:
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* * Medical- If we want the long, fancy descriptions that show up in medical records, or if not, just the name
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* * Category- Which types of quirks we want to print out. Defaults to everything
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*/
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/mob/living/proc/get_quirk_string(medical, category = CAT_QUIRK_ALL) //helper string. gets a string of all the quirks the mob has
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var/list/dat = list()
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switch(category)
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if(CAT_QUIRK_ALL)
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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dat += medical ? T.medical_record_text : T.name
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//Major Disabilities
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if(CAT_QUIRK_MAJOR_DISABILITY)
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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if(T.value < -1)
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dat += medical ? T.medical_record_text : T.name
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//Minor Disabilities
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if(CAT_QUIRK_MINOR_DISABILITY)
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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if(T.value == -1)
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dat += medical ? T.medical_record_text : T.name
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//Neutral and Positive quirks
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if(CAT_QUIRK_NOTES)
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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if(T.value > -1)
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dat += medical ? T.medical_record_text : T.name
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if(!dat.len)
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return medical ? "No issues have been declared." : "None"
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return medical ? dat.Join("<br>") : dat.Join(", ")
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/mob/living/proc/cleanse_trait_datums() //removes all trait datums
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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qdel(T)
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/mob/living/proc/transfer_trait_datums(mob/living/to_mob)
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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T.transfer_mob(to_mob)
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/*
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Commented version of Nearsighted to help you add your own traits
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Use this as a guideline
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/datum/quirk/nearsighted
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name = "Nearsighted"
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///The trait's name
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desc = "You are nearsighted without prescription glasses, but spawn with a pair."
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///Short description, shows next to name in the trait panel
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value = -1
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///If this is above 0, it's a positive trait; if it's not, it's a negative one; if it's 0, it's a neutral
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mob_trait = TRAIT_NEARSIGHT
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///This define is in __DEFINES/traits.dm and is the actual "trait" that the game tracks
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///You'll need to use "HAS_TRAIT_FROM(src, X, sources)" checks around the code to check this; for instance, the Ageusia trait is checked in taste code
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///If you need help finding where to put it, the declaration finder on GitHub is the best way to locate it
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gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
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lose_text = "<span class='notice'>You start seeing faraway things normally again.</span>"
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medical_record_text = "Subject has permanent nearsightedness."
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///These three are self-explanatory
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/datum/quirk/nearsighted/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
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H.put_in_hands(glasses)
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H.equip_to_slot(glasses, ITEM_SLOT_EYES)
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H.regenerate_icons()
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//This whole proc is called automatically
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//It spawns a set of prescription glasses on the user, then attempts to put it into their hands, then attempts to make them equip it.
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//This means that if they fail to equip it, they glasses spawn in their hands, and if they fail to be put into the hands, they spawn on the ground
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//Hooray for fallbacks!
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//If you don't need any special effects like spawning glasses, then you don't need an add()
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*/
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