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