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Bubberstation/code/controllers/subsystem/processing/quirks.dm
Zonespace f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00

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#define EXP_ASSIGN_WAYFINDER 1200
#define RANDOM_QUIRK_BONUS 3
#define MINIMUM_RANDOM_QUIRKS 3
//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()
/// A list of quirks that can not be used with each other. Format: list(quirk1,quirk2),list(quirk3,quirk4)
var/static/list/quirk_blacklist = list(
list("Blind", "Nearsighted"),
list("Jolly", "Depression", "Apathetic", "Hypersensitive"),
list("Ageusia", "Vegetarian", "Deviant Tastes", "Gamer"),
list("Ananas Affinity", "Ananas Aversion", "Gamer"),
list("Alcohol Tolerance", "Light Drinker"),
list("Clown Enjoyer", "Mime Fan"),
list("Bad Touch", "Friendly"),
list("Extrovert", "Introvert"),
list("Prosthetic Limb", "Quadruple Amputee"),
list("Quadruple Amputee", "Paraplegic","Frail"),
//SKYRAT EDIT ADDITION BEGIN
list("Nerve Stapled", "Pacifist"),
list("Nerve Stapled", "Nearsighted"),
list("No Guns", "Chunky Fingers", "Stormtrooper Aim"),
list("Mute", "Social Anxiety"),
list("No Guns", "Pacifist")
//SKYRAT EDIT ADDITION END
)
/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/cli)
var/badquirk = FALSE
for(var/quirk_name in cli.prefs.all_quirks)
var/datum/quirk/Q = quirks[quirk_name]
if(Q)
if(user.add_quirk(Q))
SSblackbox.record_feedback("nested tally", "quirks_taken", 1, list("[quirk_name]"))
else
stack_trace("Invalid quirk \"[quirk_name]\" in client [cli.ckey] preferences")
cli.prefs.all_quirks -= quirk_name
badquirk = TRUE
if(badquirk)
cli.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 //Maximum of 6 good perks
var/score //What point score we're at
///Cached list of possible quirks
var/list/possible_quirks = quirks.Copy()
//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 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 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
while(score < 0 && good_count <= MAX_QUIRKS)
if(!length(possible_quirks))//Lets not get stuck
break
var/quirk = pick(quirks)
if(quirk in 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)
var/list/new_quirks = list()
var/list/positive_quirks = list()
var/balance = 0
var/list/all_quirks = get_quirks()
for (var/quirk_name in quirks)
var/datum/quirk/quirk = all_quirks[quirk_name]
if (isnull(quirk))
continue
if (initial(quirk.mood_quirk) && CONFIG_GET(flag/disable_human_mood))
continue
var/blacklisted = FALSE
for (var/list/blacklist as anything in 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 (positive_quirks.len == MAX_QUIRKS)
continue
positive_quirks[quirk_name] = value
balance += value
new_quirks += quirk_name
if (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 RANDOM_QUIRK_BONUS
#undef MINIMUM_RANDOM_QUIRKS