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5a4c87a9fc
About The Pull Request Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum. Splits game preferences into its own window. Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example. This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier. Fixes #60823 Fixes #28907 Fixes #44887 Fixes #59912 Fixes #58458 Fixes #59181 Major TODOs Quirk icons, from @Fikou (with some slight adjustments from me) Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes) Heavy documentation on how one would add new preferences, species, jobs, etc A lot of specialized testing so that people's real data don't get corrupted Changelog cl Mothblocks, Floyd on lots of the design refactor: The preferences menu has been completely rewritten in tgui. refactor: The "Stop Sounds" verb has been moved to OOC. /cl
199 lines
6.5 KiB
Plaintext
199 lines
6.5 KiB
Plaintext
#define EXP_ASSIGN_WAYFINDER 1200
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#define RANDOM_QUIRK_BONUS 3
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#define MINIMUM_RANDOM_QUIRKS 3
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//Used to process and handle roundstart quirks
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// - Quirk strings are used for faster checking in code
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// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
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PROCESSING_SUBSYSTEM_DEF(quirks)
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name = "Quirks"
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init_order = INIT_ORDER_QUIRKS
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME
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wait = 1 SECONDS
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var/list/quirks = list() //Assoc. list of all roundstart quirk datum types; "name" = /path/
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var/list/quirk_points = list() //Assoc. list of quirk names and their "point cost"; positive numbers are good traits, and negative ones are bad
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var/list/quirk_blacklist = list() //A list of quirks that can not be used with each other. Format: list(quirk1,quirk2),list(quirk3,quirk4)
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///An assoc list of quirks that can be obtained as a hardcore character, and their hardcore value.
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var/list/hardcore_quirks = list()
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/datum/controller/subsystem/processing/quirks/Initialize(timeofday)
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if(!quirks.len)
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SetupQuirks()
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quirk_blacklist = list(list("Blind","Nearsighted"), \
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list("Jolly","Depression","Apathetic","Hypersensitive"), \
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list("Ageusia","Vegetarian","Deviant Tastes"), \
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list("Ananas Affinity","Ananas Aversion"), \
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list("Alcohol Tolerance","Light Drinker"), \
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list("Clown Fan","Mime Fan"), \
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list("Bad Touch", "Friendly"), \
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list("Extrovert", "Introvert"))
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return ..()
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/datum/controller/subsystem/processing/quirks/proc/SetupQuirks()
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// Sort by Positive, Negative, Neutral; and then by name
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var/list/quirk_list = sortList(subtypesof(/datum/quirk), /proc/cmp_quirk_asc)
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for(var/type in quirk_list)
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var/datum/quirk/quirk_type = type
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if(initial(quirk_type.abstract_parent_type) == type)
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continue
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quirks[initial(quirk_type.name)] = quirk_type
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quirk_points[initial(quirk_type.name)] = initial(quirk_type.value)
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var/hardcore_value = initial(quirk_type.hardcore_value)
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if(!hardcore_value)
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continue
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hardcore_quirks[quirk_type] += hardcore_value
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/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/cli)
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var/badquirk = FALSE
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for(var/quirk_name in cli.prefs.all_quirks)
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var/datum/quirk/Q = quirks[quirk_name]
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if(Q)
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if(user.add_quirk(Q))
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SSblackbox.record_feedback("nested tally", "quirks_taken", 1, list("[quirk_name]"))
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else
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stack_trace("Invalid quirk \"[quirk_name]\" in client [cli.ckey] preferences")
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cli.prefs.all_quirks -= quirk_name
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badquirk = TRUE
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if(badquirk)
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cli.prefs.save_character()
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// Assign wayfinding pinpointer granting quirk if they're new
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if(cli.get_exp_living(TRUE) < EXP_ASSIGN_WAYFINDER && !user.has_quirk(/datum/quirk/item_quirk/needswayfinder))
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var/datum/quirk/wayfinder = /datum/quirk/item_quirk/needswayfinder
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if(user.add_quirk(wayfinder))
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SSblackbox.record_feedback("nested tally", "quirks_taken", 1, list(initial(wayfinder.name)))
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/*
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*Randomises the quirks for a specified mob
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*/
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/datum/controller/subsystem/processing/quirks/proc/randomise_quirks(mob/living/user)
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var/bonus_quirks = max((length(user.quirks) + rand(-RANDOM_QUIRK_BONUS, RANDOM_QUIRK_BONUS)), MINIMUM_RANDOM_QUIRKS)
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var/added_quirk_count = 0 //How many we've added
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var/list/quirks_to_add = list() //Quirks we're adding
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var/good_count = 0 //Maximum of 6 good perks
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var/score //What point score we're at
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///Cached list of possible quirks
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var/list/possible_quirks = quirks.Copy()
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//Create a random list of stuff to start with
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while(bonus_quirks > added_quirk_count)
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var/quirk = pick(possible_quirks) //quirk is a string
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if(quirk in quirk_blacklist) //prevent blacklisted
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possible_quirks -= quirk
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continue
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if(quirk_points[quirk] > 0)
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good_count++
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score += quirk_points[quirk]
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quirks_to_add += quirk
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possible_quirks -= quirk
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added_quirk_count++
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//But lets make sure we're balanced
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while(score > 0)
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if(!length(possible_quirks))//Lets not get stuck
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break
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var/quirk = pick(quirks)
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if(quirk in quirk_blacklist) //prevent blacklisted
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possible_quirks -= quirk
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continue
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if(!quirk_points[quirk] < 0)//negative only
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possible_quirks -= quirk
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continue
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good_count++
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score += quirk_points[quirk]
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quirks_to_add += quirk
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//And have benefits too
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while(score < 0 && good_count <= MAX_QUIRKS)
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if(!length(possible_quirks))//Lets not get stuck
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break
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var/quirk = pick(quirks)
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if(quirk in quirk_blacklist) //prevent blacklisted
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possible_quirks -= quirk
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continue
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if(!quirk_points[quirk] > 0) //positive only
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possible_quirks -= quirk
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continue
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good_count++
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score += quirk_points[quirk]
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quirks_to_add += quirk
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for(var/datum/quirk/quirk as anything in user.quirks)
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if(quirk.name in quirks_to_add) //Don't delete ones we keep
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quirks_to_add -= quirk.name //Already there, no need to add.
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continue
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user.remove_quirk(quirk.type) //these quirks are objects
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for(var/datum/quirk/quirk as anything in quirks_to_add)
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user.add_quirk(quirks[quirk]) //these are typepaths converted from string
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/// Takes a list of quirk names and returns a new list of quirks that would
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/// be valid.
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/// If no changes need to be made, will return the same list.
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/// Expects all quirk names to be unique, but makes no other expectations.
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/datum/controller/subsystem/processing/quirks/proc/filter_invalid_quirks(list/quirks)
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var/list/new_quirks = list()
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var/list/positive_quirks = list()
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var/balance = 0
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for (var/quirk_name in quirks)
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var/datum/quirk/quirk = SSquirks.quirks[quirk_name]
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if (isnull(quirk))
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continue
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if (initial(quirk.mood_quirk) && CONFIG_GET(flag/disable_human_mood))
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continue
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var/blacklisted = FALSE
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for (var/list/blacklist as anything in quirk_blacklist)
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if (!(quirk in blacklist))
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continue
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for (var/other_quirk in blacklist)
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if (other_quirk in new_quirks)
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blacklisted = TRUE
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break
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if (blacklisted)
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break
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if (blacklisted)
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continue
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var/value = initial(quirk.value)
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if (value > 0)
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if (positive_quirks.len == MAX_QUIRKS)
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continue
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positive_quirks[quirk_name] = value
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balance += value
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new_quirks += quirk_name
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if (balance > 0)
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var/balance_left_to_remove = balance
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for (var/positive_quirk in positive_quirks)
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var/value = positive_quirks[positive_quirk]
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balance_left_to_remove -= value
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new_quirks -= positive_quirk
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if (balance_left_to_remove <= 0)
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break
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// It is guaranteed that if no quirks are invalid, you can simply check through `==`
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if (new_quirks.len == quirks.len)
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return quirks
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return new_quirks
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#undef RANDOM_QUIRK_BONUS
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#undef MINIMUM_RANDOM_QUIRKS
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