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ca401b57a7
## About The Pull Request Basically, the organ equivalents of prosthetic limb and quadruple amputee. These replace your organs with absolutely terrible cybernetic counterparts which also have absolutely no resistance against EMPs.  ### ADDITIONAL FUN Surplus organs are so awful that if surgically removed while not EMPed nor failing, they *explode*! ## Why It's Good For The Game More character customization, and more suffering for hardcore random players. ## Changelog 🆑 add: Added two new quirks, prosthetic organ and tin man. Essentially, they replace organs with bad bad not good cybernetic counterparts. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
213 lines
6.8 KiB
Plaintext
213 lines
6.8 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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///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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/// A list of quirks that can not be used with each other. Format: list(quirk1,quirk2),list(quirk3,quirk4)
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var/static/list/quirk_blacklist = list(
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list("Blind", "Nearsighted"),
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list("Jolly", "Depression", "Apathetic", "Hypersensitive"),
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list("Ageusia", "Vegetarian", "Deviant Tastes", "Gamer"),
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list("Ananas Affinity", "Ananas Aversion", "Gamer"),
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list("Alcohol Tolerance", "Light Drinker"),
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list("Clown Enjoyer", "Mime Fan", "Pride Pin"),
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list("Bad Touch", "Friendly"),
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list("Extrovert", "Introvert"),
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list("Prosthetic Limb", "Quadruple Amputee", "Body Purist"),
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list("Prosthetic Organ", "Tin Man", "Body Purist"),
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list("Quadruple Amputee", "Paraplegic", "Hemiplegic"),
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list("Quadruple Amputee", "Frail"),
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list("Social Anxiety", "Mute"),
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list("Mute", "Soft-Spoken"),
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list("Stormtrooper Aim", "Big Hands"),
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list("Bilingual", "Foreigner"),
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)
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/datum/controller/subsystem/processing/quirks/Initialize()
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get_quirks()
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return SS_INIT_SUCCESS
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/// Returns the list of possible quirks
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/datum/controller/subsystem/processing/quirks/proc/get_quirks()
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RETURN_TYPE(/list)
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if (!quirks.len)
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SetupQuirks()
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return quirks
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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 = sort_list(subtypesof(/datum/quirk), GLOBAL_PROC_REF(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/applied_client)
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var/badquirk = FALSE
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for(var/quirk_name in applied_client.prefs.all_quirks)
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var/datum/quirk/quirk_type = quirks[quirk_name]
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if(ispath(quirk_type))
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if(user.add_quirk(quirk_type, override_client = applied_client))
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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 [applied_client.ckey] preferences")
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applied_client.prefs.all_quirks -= quirk_name
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badquirk = TRUE
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if(badquirk)
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applied_client.prefs.save_character()
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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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var/list/all_quirks = get_quirks()
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for (var/quirk_name in quirks)
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var/datum/quirk/quirk = all_quirks[quirk_name]
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if (isnull(quirk))
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continue
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if ((initial(quirk.quirk_flags) & QUIRK_MOODLET_BASED) && 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 EXP_ASSIGN_WAYFINDER
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#undef RANDOM_QUIRK_BONUS
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#undef MINIMUM_RANDOM_QUIRKS
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