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Bubberstation/code/datums/mutations/hulk.dm
Ghom 14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## 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.
/🆑
2025-06-08 13:57:10 +02:00

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//Hulk turns your skin green, makes you strong, and allows you to shrug off stun effect.
/datum/mutation/hulk
name = "Hulk"
desc = "A poorly understood genome that causes the holder's muscles to expand, inhibit speech and gives the person a bad skin condition."
quality = POSITIVE
locked = TRUE
difficulty = 16
text_gain_indication = span_notice("Your muscles hurt!")
species_allowed = list(SPECIES_HUMAN) //no skeleton/lizard hulk
health_req = 25
instability = POSITIVE_INSTABILITY_MAJOR
conflicts = list(/datum/mutation/hulk/ork)
var/scream_delay = 50
var/last_scream = 0
var/bodypart_color = COLOR_DARK_LIME
/// List of traits to add/remove when someone gets this mutation.
mutation_traits = list(
TRAIT_CHUNKYFINGERS,
TRAIT_HULK,
TRAIT_PUSHIMMUNE,
TRAIT_STUNIMMUNE,
)
/datum/mutation/hulk/New(datum/mutation/copymut)
. = ..()
add_speechmod()
/datum/mutation/hulk/proc/add_speechmod()
AddComponent(/datum/component/speechmod, replacements = list("." = "!"), end_string = "!!", uppercase = TRUE)
/datum/mutation/hulk/on_acquiring(mob/living/carbon/human/owner)
. = ..()
if(!.)
return
for(var/obj/item/bodypart/part as anything in owner.bodyparts)
part.add_color_override(bodypart_color, LIMB_COLOR_HULK)
owner.update_body_parts()
owner.add_mood_event("hulk", /datum/mood_event/hulk)
RegisterSignal(owner, COMSIG_LIVING_EARLY_UNARMED_ATTACK, PROC_REF(on_attack_hand))
RegisterSignal(owner, COMSIG_MOB_CLICKON, PROC_REF(check_swing))
owner.add_movespeed_mod_immunities("hulk", /datum/movespeed_modifier/damage_slowdown)
/datum/mutation/hulk/proc/on_attack_hand(mob/living/carbon/human/source, atom/target, proximity, modifiers)
SIGNAL_HANDLER
if(!source.combat_mode || !proximity || LAZYACCESS(modifiers, RIGHT_CLICK))
return NONE
if(!source.can_unarmed_attack())
return COMPONENT_SKIP_ATTACK
if(!target.attack_hulk(owner))
return NONE
if(world.time > (last_scream + scream_delay))
last_scream = world.time
INVOKE_ASYNC(src, PROC_REF(scream_attack), source)
log_combat(source, target, "punched", "hulk powers")
source.do_attack_animation(target, ATTACK_EFFECT_SMASH)
source.changeNext_move(CLICK_CD_MELEE)
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/mutation/hulk/proc/scream_attack(mob/living/carbon/human/source)
source.say("WAAAAAAAAAAAAAAGH!", forced="hulk")
/**
*Checks damage of a hulk's arm and applies bone wounds as necessary.
*
*Called by specific atoms being attacked, such as walls. If an atom
*does not call this proc, than punching that atom will not cause
*arm breaking (even if the atom deals recoil damage to hulks).
*Arguments:
*arg1 is the arm to evaluate damage of and possibly break.
*/
/datum/mutation/hulk/proc/break_an_arm(obj/item/bodypart/arm)
var/severity
switch(arm.brute_dam)
if(45 to 50)
severity = WOUND_SEVERITY_CRITICAL
if(41 to 45)
severity = WOUND_SEVERITY_SEVERE
if(35 to 41)
severity = WOUND_SEVERITY_MODERATE
if (isnull(severity))
return
owner.cause_wound_of_type_and_severity(WOUND_BLUNT, arm, severity, wound_source = "hulk smashing")
/datum/mutation/hulk/on_life(seconds_per_tick, times_fired)
if(owner.health < owner.crit_threshold)
on_losing(owner)
to_chat(owner, span_danger("You suddenly feel very weak."))
qdel(src)
/datum/mutation/hulk/on_losing(mob/living/carbon/human/owner)
if(..())
return
for(var/obj/item/bodypart/part as anything in owner.bodyparts)
part.remove_color_override(LIMB_COLOR_HULK)
owner.update_body_parts()
owner.clear_mood_event("hulk")
UnregisterSignal(owner, COMSIG_LIVING_EARLY_UNARMED_ATTACK)
UnregisterSignal(owner, COMSIG_MOB_CLICKON)
owner.remove_movespeed_mod_immunities("hulk", /datum/movespeed_modifier/damage_slowdown)
/// How many steps it takes to throw the mob
#define HULK_TAILTHROW_STEPS 28
/// Run a barrage of checks to see if any given click is actually able to swing
/datum/mutation/hulk/proc/check_swing(mob/living/carbon/human/user, atom/clicked_atom, list/modifiers)
SIGNAL_HANDLER
/// Basically, we only proceed if we're in throw mode with a tailed carbon in our grasp with at least a neck grab and we're not restrained in some way
if(LAZYACCESS(modifiers, ALT_CLICK) || LAZYACCESS(modifiers, SHIFT_CLICK) || LAZYACCESS(modifiers, CTRL_CLICK) || LAZYACCESS(modifiers, MIDDLE_CLICK))
return
if(!user.throw_mode || user.get_active_held_item() || user.zone_selected != BODY_ZONE_PRECISE_GROIN)
return
if(user.grab_state < GRAB_NECK || !iscarbon(user.pulling) || user.buckled || user.incapacitated)
return
var/mob/living/carbon/possible_throwable = user.pulling
if(!possible_throwable.get_organ_slot(ORGAN_SLOT_EXTERNAL_TAIL))
return
if(ishuman(possible_throwable))
var/mob/living/carbon/human/human_throwable = possible_throwable
if(human_throwable.wear_suit && (human_throwable.wear_suit.flags_inv & HIDEJUMPSUIT))
to_chat(user, span_warning("You can't reach [human_throwable]'s tail through [human_throwable.p_their()] [human_throwable.wear_suit.name]!"))
return
user.face_atom(clicked_atom)
INVOKE_ASYNC(src, PROC_REF(setup_swing), user, possible_throwable)
return(COMSIG_MOB_CANCEL_CLICKON)
/// Do a short 2 second do_after before starting the actual swing
/datum/mutation/hulk/proc/setup_swing(mob/living/carbon/human/the_hulk, mob/living/carbon/yeeted_person)
var/original_dir = the_hulk.dir // so no matter if the hulk tries to mess up their direction, they always face where they started when they throw
yeeted_person.forceMove(the_hulk.loc)
yeeted_person.setDir(get_dir(yeeted_person, the_hulk))
log_combat(the_hulk, yeeted_person, "has started swinging by tail")
yeeted_person.Stun(2 SECONDS)
yeeted_person.visible_message(span_danger("[the_hulk] starts grasping [yeeted_person] by the tail..."), \
span_userdanger("[the_hulk] begins grasping your tail!"), span_hear("You hear aggressive shuffling!"), null, the_hulk)
to_chat(the_hulk, span_danger("You start grasping [yeeted_person] by the tail..."))
if(!do_after(the_hulk, 2 SECONDS, yeeted_person))
yeeted_person.visible_message(span_danger("[yeeted_person] breaks free of [the_hulk]'s grasp!"), \
span_userdanger("You break free from [the_hulk]'s grasp!"), span_hear("You hear aggressive shuffling!"), null, the_hulk)
to_chat(the_hulk, span_danger("You lose your grasp on [yeeted_person]'s tail!"))
return
// we're officially a-go!
yeeted_person.Paralyze(8 SECONDS)
yeeted_person.visible_message(span_danger("[the_hulk] starts spinning [yeeted_person] around by [yeeted_person.p_their()] tail!"), \
span_userdanger("[the_hulk] starts spinning you around by your tail!"), span_hear("You hear wooshing sounds!"), null, the_hulk)
to_chat(the_hulk, span_danger("You start spinning [yeeted_person] around by [yeeted_person.p_their()] tail!"))
the_hulk.emote("scream")
yeeted_person.emote("scream")
swing_loop(the_hulk, yeeted_person, 0, original_dir)
/**
* Does the animations for the hulk swing loop
*
* This code is based in part on the wrestling swing code ported from goon, see [code/datums/martial/wrestling.dm]
* credit to: cogwerks, pistoleer, spyguy, angriestibm, marquesas, and stuntwaffle.
* For each step of the swinging, with the delay getting shorter along the way. Checks to see we still have them in our grasp at each step.
*/
/datum/mutation/hulk/proc/swing_loop(mob/living/carbon/human/the_hulk, mob/living/carbon/yeeted_person, step, original_dir)
if(!yeeted_person || !the_hulk || the_hulk.incapacitated)
return
if(get_dist(the_hulk, yeeted_person) > 1 || !isturf(the_hulk.loc) || !isturf(yeeted_person.loc))
to_chat(the_hulk, span_warning("You lose your grasp on [yeeted_person]!"))
return
var/delay = 5
switch (step)
if(24 to INFINITY)
delay = 0.1
if(20 to 23)
delay = 0.5
if(16 to 19)
delay = 1
if(13 to 15)
delay = 2
if(8 to 12)
delay = 3
if(4 to 7)
delay = 3.5
if(0 to 3)
delay = 4
the_hulk.setDir(turn(the_hulk.dir, 90))
var/turf/current_spin_turf = yeeted_person.loc
var/turf/intermediate_spin_turf = get_step(yeeted_person, the_hulk.dir) // the diagonal
var/turf/next_spin_turf = get_step(the_hulk, the_hulk.dir)
var/direction = get_dir(current_spin_turf, intermediate_spin_turf)
if((isturf(current_spin_turf) && current_spin_turf.Exit(yeeted_person, direction)) && (isturf(next_spin_turf) && next_spin_turf.Enter(yeeted_person)))
yeeted_person.forceMove(next_spin_turf)
yeeted_person.face_atom(the_hulk)
var/list/collateral_check = intermediate_spin_turf.contents + next_spin_turf.contents // check the cardinal and the diagonal tiles we swung past
var/turf/collat_throw_target = get_edge_target_turf(yeeted_person, get_dir(current_spin_turf, next_spin_turf)) // what direction we're swinging
for(var/mob/living/collateral_mob in collateral_check)
if(!collateral_mob.density || collateral_mob == yeeted_person)
continue
yeeted_person.adjustBruteLoss(step*0.5)
playsound(collateral_mob,'sound/items/weapons/punch1.ogg',50,TRUE)
log_combat(the_hulk, collateral_mob, "has smacked with tail swing victim")
log_combat(the_hulk, yeeted_person, "has smacked this person into someone while tail swinging") // i have no idea how to better word this
if(collateral_mob == the_hulk) // if the hulk moves wrong and crosses himself
the_hulk.visible_message(span_warning("[the_hulk] smacks [the_hulk.p_them()]self with [yeeted_person]!"), span_userdanger("You end up smacking [yeeted_person] into yourself!"), ignored_mobs = yeeted_person)
to_chat(yeeted_person, span_userdanger("[the_hulk] smacks you into [the_hulk.p_them()]self, turning you free!"))
the_hulk.adjustBruteLoss(step)
return
yeeted_person.visible_message(span_warning("[the_hulk] swings [yeeted_person] directly into [collateral_mob], sending [collateral_mob.p_them()] flying!"), \
span_userdanger("You're smacked into [collateral_mob]!"), ignored_mobs = collateral_mob)
to_chat(collateral_mob, span_userdanger("[the_hulk] swings [yeeted_person] directly into you, sending you flying!"))
collateral_mob.adjustBruteLoss(step*0.5)
collateral_mob.throw_at(collat_throw_target, round(step * 0.25) + 1, round(step * 0.25) + 1)
step -= 5
delay += 5
step++
if(step >= HULK_TAILTHROW_STEPS)
finish_swing(the_hulk, yeeted_person, original_dir)
else if(step < 0)
the_hulk.visible_message(span_danger("[the_hulk] loses [the_hulk.p_their()] momentum on [yeeted_person]!"), span_warning("You lose your momentum on swinging [yeeted_person]!"), ignored_mobs = yeeted_person)
to_chat(yeeted_person, span_userdanger("[the_hulk] loses [the_hulk.p_their()] momentum and lets go of you!"))
else
addtimer(CALLBACK(src, PROC_REF(swing_loop), the_hulk, yeeted_person, step, original_dir), delay)
/// Time to toss the victim at high speed
/datum/mutation/hulk/proc/finish_swing(mob/living/carbon/human/the_hulk, mob/living/carbon/yeeted_person, original_dir)
if(!yeeted_person || !the_hulk || the_hulk.incapacitated)
return
if(get_dist(the_hulk, yeeted_person) > 1 || !isturf(the_hulk.loc) || !isturf(yeeted_person.loc))
to_chat(the_hulk, span_warning("You lose your grasp on [yeeted_person]!"))
return
the_hulk.setDir(original_dir)
yeeted_person.forceMove(the_hulk.loc) // Maybe this will help with the wallthrowing bug.
yeeted_person.visible_message(span_danger("[the_hulk] throws [yeeted_person]!"), \
span_userdanger("You're thrown by [the_hulk]!"), span_hear("You hear aggressive shuffling and a loud thud!"), null, the_hulk)
to_chat(the_hulk, span_danger("You throw [yeeted_person]!"))
playsound(the_hulk.loc, SFX_SWING_HIT, 50, TRUE)
var/turf/T = get_edge_target_turf(the_hulk, the_hulk.dir)
if(!isturf(T))
return
if(!yeeted_person.stat)
yeeted_person.emote("scream")
yeeted_person.throw_at(T, 10, 6, the_hulk, TRUE, TRUE)
log_combat(the_hulk, yeeted_person, "has thrown by tail")
/datum/mutation/hulk/wizardly
name = "Hulk (Magical)"
species_allowed = null //yes skeleton/lizard hulk - note that species that dont have skintone changing (like skellies) get custom handling
health_req = 0
instability = 0
scream_delay = 2.5 SECONDS // halved to be more annoying (spell doesn't last long anyways)
/// List of traits to add/remove when someone gets this mutation.
mutation_traits = list(
TRAIT_HULK,
TRAIT_PUSHIMMUNE,
TRAIT_STUNIMMUNE,
) // no chunk
/datum/mutation/hulk/superhuman
name = "Hulk (Super)"
health_req = 0
instability = 0
/// List of traits to add/remove when someone gets this mutation.
mutation_traits = list(
TRAIT_CHUNKYFINGERS,
TRAIT_HULK,
TRAIT_NOSOFTCRIT,
TRAIT_NOHARDCRIT,
TRAIT_PUSHIMMUNE,
TRAIT_STUNIMMUNE,
TRAIT_ANALGESIA,
) // fight till your last breath
/datum/mutation/hulk/superhuman/on_life(seconds_per_tick, times_fired)
return
/datum/mutation/hulk/ork
name = "Ork"
desc = "A mutation caused by a mixup of hulk genes which severely impacts speech centers in owners' brains."
text_gain_indication = span_notice("You feel significantly dumber!")
bodypart_color = COLOR_ASSISTANT_OLIVE
conflicts = list(/datum/mutation/hulk)
/datum/mutation/hulk/ork/add_speechmod()
AddComponent(/datum/component/speechmod, replacements = strings("ork_replacement.json", "ork"), end_string = "!!", uppercase = TRUE)
#undef HULK_TAILTHROW_STEPS