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Bubberstation/code/datums/mutations/_mutations.dm
ChungusGamer666 6da96bef84 SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it (#76184)
## About The Pull Request

Refactors livers so special chemical handling can be done by them,
instead of the species datum.
Plasmamen, skeletons and golems all use the liver for all their species
specific chem handling now.

## Why It's Good For The Game

SPECIES DATUM I HATE YOU!
Also, being able to handle reagents like any species if you have their
liver is REALLY FREAKING COOL and allows for emergent gameplay by mixing
various organs from various sources.

## Changelog

🆑
refactor: Mutant livers can now handle chemicals in special ways.
Currently, only plasmaman, skeleton and golem livers do it. Every other
species is the same.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-24 21:05:29 +02:00

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/datum/mutation
var/name
/datum/mutation/human
name = "mutation"
/// Description of the mutation
var/desc = "A mutation."
/// Is this mutation currently locked?
var/locked
/// Quality of the mutation
var/quality
/// Message given to the user upon gaining this mutation
var/text_gain_indication = ""
/// Message given to the user upon losing this mutation
var/text_lose_indication = ""
/// Visual indicators upon the character of the owner of this mutation
var/static/list/visual_indicators = list()
/// The path of action we grant to our user on mutation gain
var/datum/action/cooldown/power_path
/// Which mutation layer to use
var/layer_used = MUTATIONS_LAYER
/// To restrict mutation to only certain species
var/list/species_allowed
/// Minimum health required to acquire the mutation
var/health_req
/// Required limbs to acquire this mutation
var/limb_req
/// The owner of this mutation's DNA
var/datum/dna/dna
/// Owner of this mutation
var/mob/living/carbon/human/owner
/// Instability the holder gets when the mutation is not native
var/instability = 0
/// Amount of those big blocks with gene sequences
var/blocks = 4
/// Amount of missing sequences. Sometimes it removes an entire pair for 2 points
var/difficulty = 8
/// Time between mutation creation and removal. If this exists, we have a timer
var/timeout
/// 'Mutation #49', decided every round to get some form of distinction between undiscovered mutations
var/alias
/// Whether we can read it if it's active. To avoid cheesing with mutagen
var/scrambled = FALSE
/// The class of mutation (MUT_NORMAL, MUT_EXTRA, MUT_OTHER)
var/class
/**
* any mutations that might conflict.
* put mutation typepath defines in here.
* make sure to enter it both ways (so that A conflicts with B, and B with A)
*/
var/list/conflicts
/**
* can we take chromosomes?
* 0: CHROMOSOME_NEVER never
* 1: CHROMOSOME_NONE yeah
* 2: CHROMOSOME_USED no, already have one
*/
var/can_chromosome = CHROMOSOME_NONE
/// Name of the chromosome
var/chromosome_name
/// Has the chromosome been modified
var/modified = FALSE //ugly but we really don't want chromosomes and on_acquiring to overlap and apply double the powers
/// Is this mutation mutadone proof
var/mutadone_proof = FALSE
//Chromosome stuff - set to -1 to prevent people from changing it. Example: It'd be a waste to decrease cooldown on mutism
/// genetic stability coeff
var/stabilizer_coeff = 1
/// Makes the mutation hurt the user less
var/synchronizer_coeff = -1
/// Boosts mutation strength
var/power_coeff = -1
/// Lowers mutation cooldown
var/energy_coeff = -1
/// List of strings of valid chromosomes this mutation can accept.
var/list/valid_chrom_list = list()
/datum/mutation/human/New(class = MUT_OTHER, timer, datum/mutation/human/copymut)
. = ..()
src.class = class
if(timer)
addtimer(CALLBACK(src, PROC_REF(remove)), timer)
timeout = timer
if(copymut && istype(copymut, /datum/mutation/human))
copy_mutation(copymut)
update_valid_chromosome_list()
/datum/mutation/human/proc/on_acquiring(mob/living/carbon/human/acquirer)
if(!acquirer || !istype(acquirer) || acquirer.stat == DEAD || (src in acquirer.dna.mutations))
return TRUE
if(species_allowed && !species_allowed.Find(acquirer.dna.species.id))
return TRUE
if(health_req && acquirer.health < health_req)
return TRUE
if(limb_req && !acquirer.get_bodypart(limb_req))
return TRUE
for(var/datum/mutation/human/mewtayshun as anything in acquirer.dna.mutations) //check for conflicting powers
if(!(mewtayshun.type in conflicts) && !(type in mewtayshun.conflicts))
continue
to_chat(acquirer, span_warning("You feel your genes resisting something."))
return TRUE
owner = acquirer
dna = acquirer.dna
dna.mutations += src
if(text_gain_indication)
to_chat(owner, text_gain_indication)
if(visual_indicators.len)
var/list/mut_overlay = list(get_visual_indicator())
if(owner.overlays_standing[layer_used])
mut_overlay = owner.overlays_standing[layer_used]
mut_overlay |= get_visual_indicator()
owner.remove_overlay(layer_used)
owner.overlays_standing[layer_used] = mut_overlay
owner.apply_overlay(layer_used)
grant_power() //we do checks here so nothing about hulk getting magic
if(!modified)
addtimer(CALLBACK(src, PROC_REF(modify), 0.5 SECONDS)) //gonna want children calling ..() to run first
/datum/mutation/human/proc/get_visual_indicator()
return
/datum/mutation/human/proc/on_life(seconds_per_tick, times_fired)
return
/datum/mutation/human/proc/on_losing(mob/living/carbon/human/owner)
if(!istype(owner) || !(owner.dna.mutations.Remove(src)))
return TRUE
. = FALSE
if(text_lose_indication && owner.stat != DEAD)
to_chat(owner, text_lose_indication)
if(visual_indicators.len)
var/list/mut_overlay = list()
if(owner.overlays_standing[layer_used])
mut_overlay = owner.overlays_standing[layer_used]
owner.remove_overlay(layer_used)
mut_overlay.Remove(get_visual_indicator())
owner.overlays_standing[layer_used] = mut_overlay
owner.apply_overlay(layer_used)
if(power_path)
// Any powers we made are linked to our mutation datum,
// so deleting ourself will also delete it and remove it
// ...Why don't all mutations delete on loss? Not sure.
qdel(src)
/mob/living/carbon/proc/update_mutations_overlay()
return
/mob/living/carbon/human/update_mutations_overlay()
for(var/datum/mutation/human/mutation in dna.mutations)
if(mutation.species_allowed && !mutation.species_allowed.Find(dna.species.id))
dna.force_lose(mutation) //shouldn't have that mutation at all
continue
if(mutation.visual_indicators.len == 0)
continue
var/list/mut_overlay = list()
if(overlays_standing[mutation.layer_used])
mut_overlay = overlays_standing[mutation.layer_used]
var/mutable_appearance/indicator_to_add = mutation.get_visual_indicator()
if(!mut_overlay.Find(indicator_to_add)) //either we lack the visual indicator or we have the wrong one
remove_overlay(mutation.layer_used)
for(var/mutable_appearance/indicator_to_remove in mutation.visual_indicators[mutation.type])
mut_overlay.Remove(indicator_to_remove)
mut_overlay |= indicator_to_add
overlays_standing[mutation.layer_used] = mut_overlay
apply_overlay(mutation.layer_used)
/**
* Called when a chromosome is applied so we can properly update some stats
* without having to remove and reapply the mutation from someone
*
* Returns `null` if no modification was done, and
* returns an instance of a power if modification was complete
*/
/datum/mutation/human/proc/modify()
if(modified || !power_path || !owner)
return
var/datum/action/cooldown/modified_power = locate(power_path) in owner.actions
if(!modified_power)
CRASH("Genetic mutation [type] called modify(), but could not find a action to modify!")
modified_power.cooldown_time *= GET_MUTATION_ENERGY(src) // Doesn't do anything for mutations with energy_coeff unset
return modified_power
/datum/mutation/human/proc/copy_mutation(datum/mutation/human/mutation_to_copy)
if(!mutation_to_copy)
return
chromosome_name = mutation_to_copy.chromosome_name
stabilizer_coeff = mutation_to_copy.stabilizer_coeff
synchronizer_coeff = mutation_to_copy.synchronizer_coeff
power_coeff = mutation_to_copy.power_coeff
energy_coeff = mutation_to_copy.energy_coeff
mutadone_proof = mutation_to_copy.mutadone_proof
can_chromosome = mutation_to_copy.can_chromosome
valid_chrom_list = mutation_to_copy.valid_chrom_list
/datum/mutation/human/proc/remove_chromosome()
stabilizer_coeff = initial(stabilizer_coeff)
synchronizer_coeff = initial(synchronizer_coeff)
power_coeff = initial(power_coeff)
energy_coeff = initial(energy_coeff)
mutadone_proof = initial(mutadone_proof)
can_chromosome = initial(can_chromosome)
chromosome_name = null
/datum/mutation/human/proc/remove()
if(dna)
dna.force_lose(src)
else
qdel(src)
/datum/mutation/human/proc/grant_power()
if(!ispath(power_path) || !owner)
return FALSE
var/datum/action/cooldown/new_power = new power_path(src)
new_power.background_icon_state = "bg_tech_blue"
new_power.base_background_icon_state = new_power.background_icon_state
new_power.active_background_icon_state = "[new_power.base_background_icon_state]_active"
new_power.overlay_icon_state = "bg_tech_blue_border"
new_power.active_overlay_icon_state = null
new_power.panel = "Genetic"
new_power.Grant(owner)
return new_power
// Runs through all the coefficients and uses this to determine which chromosomes the
// mutation can take. Stores these as text strings in a list.
/datum/mutation/human/proc/update_valid_chromosome_list()
valid_chrom_list.Cut()
if(can_chromosome == CHROMOSOME_NEVER)
valid_chrom_list += "none"
return
if(stabilizer_coeff != -1)
valid_chrom_list += "Stabilizer"
if(synchronizer_coeff != -1)
valid_chrom_list += "Synchronizer"
if(power_coeff != -1)
valid_chrom_list += "Power"
if(energy_coeff != -1)
valid_chrom_list += "Energetic"