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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>
61 lines
2.6 KiB
Plaintext
61 lines
2.6 KiB
Plaintext
#define EXP_ASSIGN_WAYFINDER 1200
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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_objects = list() //A list of all quirk objects in the game, since some may process
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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"),list("Jolly","Depression","Apathetic","Hypersensitive"),list("Ageusia","Vegetarian","Deviant Tastes"),list("Ananas Affinity","Ananas Aversion"),list("Alcohol Tolerance","Light Drinker"),list("Clown Fan","Mime Fan"))
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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/V in quirk_list)
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var/datum/quirk/T = V
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quirks[initial(T.name)] = T
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quirk_points[initial(T.name)] = initial(T.value)
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var/hardcore_value = initial(T.hardcore_value)
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if(!hardcore_value)
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continue
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hardcore_quirks[T] += hardcore_value
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/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/cli, spawn_effects)
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var/badquirk = FALSE
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for(var/V in cli.prefs.all_quirks)
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var/datum/quirk/Q = quirks[V]
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if(Q)
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user.add_quirk(Q, spawn_effects)
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else
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stack_trace("Invalid quirk \"[V]\" in client [cli.ckey] preferences")
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cli.prefs.all_quirks -= V
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badquirk = TRUE
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if(badquirk)
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cli.prefs.save_character()
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if(ishuman(user))
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var/mob/living/carbon/human/human = user
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human.hardcore_survival_score = cli.prefs.hardcore_survival_score //Only do this if we actually asign quirks, to prevent sillicons etc from getting the points.
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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/needswayfinder))
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user.add_quirk(/datum/quirk/needswayfinder, TRUE)
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