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* Fixes Thermal Vision Bug (#60025) Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Fixes Thermal Vision Bug Co-authored-by: 小月猫 <alina.r.starkova@gmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
179 lines
6.0 KiB
Plaintext
179 lines
6.0 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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time_coeff = 2
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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 = /obj/effect/proc_holder/spell/self/thermal_vision_activate
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/datum/mutation/human/thermal/modify()
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if(!power)
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return FALSE
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var/obj/effect/proc_holder/spell/self/thermal_vision_activate/modified_power = power
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modified_power.eye_damage = 10 * GET_MUTATION_SYNCHRONIZER(src)
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modified_power.thermal_duration = 10 * GET_MUTATION_POWER(src)
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modified_power.charge_max = (25 * GET_MUTATION_ENERGY(src)) SECONDS
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/obj/effect/proc_holder/spell/self/thermal_vision_activate
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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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charge_max = 25 SECONDS
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var/eye_damage = 10
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var/thermal_duration = 10
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clothes_req = FALSE
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action_icon = 'icons/mob/actions/actions_changeling.dmi'
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action_icon_state = "augmented_eyesight"
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/obj/effect/proc_holder/spell/self/thermal_vision_activate/cast(list/targets, mob/user = usr)
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. = ..()
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if(HAS_TRAIT(user,TRAIT_THERMAL_VISION))
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return
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ADD_TRAIT(user, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
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user.update_sight()
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to_chat(user, text("You focus your eyes intensely, as your vision becomes filled with heat signatures."))
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addtimer(CALLBACK(src, .proc/thermal_vision_deactivate), thermal_duration SECONDS)
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/obj/effect/proc_holder/spell/self/thermal_vision_activate/proc/thermal_vision_deactivate(mob/user = usr)
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if(!HAS_TRAIT_FROM(user,TRAIT_THERMAL_VISION, GENETIC_MUTATION))
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return
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REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
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user.update_sight()
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to_chat(user, text("You blink a few times, your vision returning to normal as a dull pain settles in your eyes."))
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var/mob/living/carbon/user_mob = user
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if(!istype(user_mob))
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return
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user_mob.adjustOrganLoss(ORGAN_SLOT_EYES, eye_damage)
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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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REMOVE_TRAIT(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
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owner.update_sight()
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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/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, /obj/projectile.proc/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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