Files
Bubberstation/code/controllers/subsystem/processing/quirks.dm
SmArtKar 223badbebb Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

## Why It's Good For The Game

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

## Changelog
🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
# Conflicts:
#	code/_globalvars/traits/_traits.dm
#	code/_globalvars/traits/admin_tooling.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
2024-12-01 22:09:44 -08:00

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10 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/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, /datum/quirk/permanent_limp), //BUBBER EDIT - Add Permanent Limp to this list.
//list(/datum/quirk/quadruple_amputee, /datum/quirk/frail), // SKYRAT EDIT REMOVAL- Since we have synth wounds now, frail has a large downside for prosthetics and such
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),
//SKYRAT EDIT ADDITION BEGIN
list(/datum/quirk/equipping/nerve_staple, /datum/quirk/nonviolent),
list(/datum/quirk/equipping/nerve_staple, /datum/quirk/item_quirk/nearsighted),
list(/datum/quirk/no_guns, /datum/quirk/bighands, /datum/quirk/poor_aim),
list(/datum/quirk/no_guns, /datum/quirk/nonviolent),
list(/datum/quirk/spacer_born, /datum/quirk/oversized),
list(/datum/quirk/felinid_aspect, /datum/quirk/item_quirk/canine, /datum/quirk/item_quirk/avian),
list(/datum/quirk/all_nighter, /datum/quirk/heavy_sleeper),
list(/datum/quirk/light_drinker, /datum/quirk/drunkhealing),
list(/datum/quirk/oversized, /datum/quirk/freerunning),
list(/datum/quirk/oversized, /datum/quirk/item_quirk/settler),
list(/datum/quirk/echolocation, /datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/nearsighted, /datum/quirk/item_quirk/deafness),
//SKYRAT EDIT ADDITION END
//BUBBER EDIT ADDITION BEGIN
list(/datum/quirk/featherweight, /datum/quirk/oversized),
list(/datum/quirk/overweight, /datum/quirk/obese),
list(/datum/quirk/dominant_aura, /datum/quirk/well_trained)
//BUBBER EDIT ADDITION END
))
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
// SKYRAT EDIT ADDITION START
if(initial(quirk_type.erp_quirk) && CONFIG_GET(flag/disable_erp_preferences))
continue
// Hidden quirks aren't visible to TGUI or the player
if (initial(quirk_type.hidden_quirk))
continue
// SKYRAT EDIT ADDITION END
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, list/augments) // SKYRAT EDIT - AUGMENTS+
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()
// SKYRAT EDIT BEGIN - AUGMENTS+
for(var/key in augments)
var/datum/augment_item/aug = GLOB.augment_items[augments[key]]
balance += aug.cost
// SKYRAT EDIT END
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