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* rolls Heavy Sleeper into the new All Nighter quirk, which carries extra... baggage (#79725) ## About The Pull Request Removes the Heavy Sleeper quirk and rolls its effects into the brand new All Nighter! On top of the effects of sleeping longer, All Nighter gives you permanent bags under your eyes as well as a permanent -3 moodlet. ## Why It's Good For The Game I've been wanting for a way to get bags under your eyes for a while, I think it'd be a fun visual aspect that can aid with RP and whatnot. I rolled heavy sleeper into all nighter because the two are both quite similar, and I didn't feel heavy sleeper quite justified itself on it's own. Here's what the bags look like currently on a variety of skin tones and species:  ## Room for Improvement Currently drafting for a few reasons. looking for input on all this stuff - [x] bag sprites could be improved - [x] bags don't work well on moths/grayer skin tones. cest la vie? - [x] should heavy sleeper stay? ultimately all I want is bags here, is there a better way of doing this? - [x] all quirk elements are not properly applied and removed via VV (no need for input, i can figure this out myself) ## Changelog 🆑 add: the All Nighter quirk! remove: Heavy Sleeper (functionality has been rolled into All Nighter) /🆑 * rolls Heavy Sleeper into the new All Nighter quirk, which carries extra... baggage * Adds back heavy sleeper * Reorganizes these quirks * Fixes same icon being used for both quirks --------- Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
251 lines
9.1 KiB
Plaintext
251 lines
9.1 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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// Shifted to glob so they are generated at world start instead of risking players doing preference stuff before the subsystem inits
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GLOBAL_LIST_INIT_TYPED(quirk_blacklist, /list/datum/quirk, list(
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list(/datum/quirk/item_quirk/blindness, /datum/quirk/item_quirk/nearsighted),
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list(/datum/quirk/jolly, /datum/quirk/depression, /datum/quirk/apathetic, /datum/quirk/hypersensitive),
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list(/datum/quirk/no_taste, /datum/quirk/vegetarian, /datum/quirk/deviant_tastes, /datum/quirk/gamer),
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list(/datum/quirk/pineapple_liker, /datum/quirk/pineapple_hater, /datum/quirk/gamer),
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list(/datum/quirk/alcohol_tolerance, /datum/quirk/light_drinker),
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list(/datum/quirk/item_quirk/clown_enjoyer, /datum/quirk/item_quirk/mime_fan, /datum/quirk/item_quirk/pride_pin),
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list(/datum/quirk/bad_touch, /datum/quirk/friendly),
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list(/datum/quirk/extrovert, /datum/quirk/introvert),
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list(/datum/quirk/prosthetic_limb, /datum/quirk/quadruple_amputee, /datum/quirk/body_purist),
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list(/datum/quirk/prosthetic_organ, /datum/quirk/tin_man, /datum/quirk/body_purist),
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list(/datum/quirk/quadruple_amputee, /datum/quirk/paraplegic, /datum/quirk/hemiplegic),
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//list(/datum/quirk/quadruple_amputee, /datum/quirk/frail), // SKYRAT EDIT REMOVAL- Since we have synth wounds now, frail has a large downside for prosthetics and such
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list(/datum/quirk/social_anxiety, /datum/quirk/mute),
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list(/datum/quirk/mute, /datum/quirk/softspoken),
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list(/datum/quirk/poor_aim, /datum/quirk/bighands),
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list(/datum/quirk/bilingual, /datum/quirk/foreigner),
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list(/datum/quirk/spacer_born, /datum/quirk/item_quirk/settler),
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list(/datum/quirk/photophobia, /datum/quirk/nyctophobia),
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list(/datum/quirk/item_quirk/settler, /datum/quirk/freerunning),
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list(/datum/quirk/numb, /datum/quirk/selfaware),
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//SKYRAT EDIT ADDITION BEGIN
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list(/datum/quirk/equipping/nerve_staple, /datum/quirk/nonviolent),
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list(/datum/quirk/equipping/nerve_staple, /datum/quirk/item_quirk/nearsighted),
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list(/datum/quirk/no_guns, /datum/quirk/bighands, /datum/quirk/poor_aim),
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list(/datum/quirk/no_guns, /datum/quirk/nonviolent),
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list(/datum/quirk/spacer_born, /datum/quirk/oversized),
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list(/datum/quirk/feline_aspect, /datum/quirk/item_quirk/canine, /datum/quirk/item_quirk/avian),
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list(/datum/quirk/all_nighter, /datum/quirk/heavy_sleeper),
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//SKYRAT EDIT ADDITION END
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))
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GLOBAL_LIST_INIT(quirk_string_blacklist, generate_quirk_string_blacklist())
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/proc/generate_quirk_string_blacklist()
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var/list/string_blacklist = list()
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for(var/blacklist in GLOB.quirk_blacklist)
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var/list/string_list = list()
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for(var/datum/quirk/typepath as anything in blacklist)
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string_list += initial(typepath.name)
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string_blacklist += list(string_list)
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return string_blacklist
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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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/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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// SKYRAT EDIT ADDITION START
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if(initial(quirk_type.erp_quirk) && CONFIG_GET(flag/disable_erp_preferences))
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continue
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// Hidden quirks aren't visible to TGUI or the player
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if (initial(quirk_type.hidden_quirk))
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continue
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// SKYRAT EDIT ADDITION END
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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 GLOB.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 GLOB.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 GLOB.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, list/augments) // SKYRAT EDIT - AUGMENTS+
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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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// SKYRAT EDIT BEGIN - AUGMENTS+
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for(var/key in augments)
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var/datum/augment_item/aug = GLOB.augment_items[augments[key]]
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balance += aug.cost
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// SKYRAT EDIT END
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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 GLOB.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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