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[MIRROR] Adds Trait Genetics (#10142)
Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -1,103 +0,0 @@
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GLOBAL_LIST_EMPTY(mapped_autostrips)
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GLOBAL_LIST_EMPTY(mapped_autostrips_mob)
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/*
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This should actually be refactored if it ever needs to be used again into just being
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an event controller with more graceful solutions.
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Creating lockers was not graceful, in practice, and creates clutter, for example.
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Repurpose this idea into a self contained machine in the future that stores and auto-equips someones gear.
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But for now, for what it's been used for, it works.
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*/
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//Admin tool to automatically strip a human victim of all their equipment and genetics powers, and store them in a closet.
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//Equips Vox/Zaddat survival gear, and a few basic pieces of clothing
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/obj/effect/step_trigger/autostrip
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name = "Autostrip trigger. Set the targetid to match the effect/autostriptarget"
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var/targetid = "Default"
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var/obj/effect/autostriptarget/target
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var/obj/effect/autostriptarget/mob/Mtarget
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var/remove_implants = 0 //Havn't bothered to implement this yet
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var/remove_mutations = 0
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/obj/effect/step_trigger/autostrip/Initialize(mapload)
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. = ..()
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initMappedLink()
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/obj/effect/step_trigger/autostrip/Trigger(mob/living/carbon/human/H as mob)
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if(!istype(H))
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return
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if(!target)
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if(!initMappedLink())
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return
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if(Mtarget)
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H.forceMove(Mtarget.loc)
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var/obj/locker = new /obj/structure/closet/secure_closet/mind(target.loc, mind_target = H.mind)
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for(var/obj/item/W in H)
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if(istype(W, /obj/item/implant/backup) || istype(W, /obj/item/nif))
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continue //VOREStation Edit
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if(H.drop_from_inventory(W))
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W.forceMove(locker)
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if(remove_mutations)
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var/needs_update = H.mutations.len > 0
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for(var/entry in H.mutations)
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var/mut
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switch(entry)
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if(TK)
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mut = TELEBLOCK
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if(XRAY)
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mut = XRAYBLOCK
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if(HULK)
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mut = HULKBLOCK
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if(mRemotetalk)
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mut = REMOTETALKBLOCK
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if(COLD_RESISTANCE)
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mut = FIREBLOCK
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if(mut)
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new /obj/item/dnainjector/safe(locker, block_type = mut)
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H.dna.SetSEState(mut,0)
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H.mutations = list()
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H.disabilities = 0
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H.sdisabilities = 0
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if(needs_update)
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domutcheck(H,null,MUTCHK_FORCED)
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H.update_mutations()
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if(H.species.name == SPECIES_VOX || SPECIES_ZADDAT) //Species that 'actually' require survival gear to live. The rest don't.
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H.species.equip_survival_gear(H)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/chameleon(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H),slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/radio/headset(H),slot_l_ear)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/permit(H), slot_l_hand)
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/obj/effect/step_trigger/autostrip/proc/initMappedLink()
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. = FALSE
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target = GLOB.mapped_autostrips[targetid]
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Mtarget = GLOB.mapped_autostrips_mob[targetid]
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if(target)
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. = TRUE
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/obj/effect/autostriptarget
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name = "Autostrip target. Link me via targetid to an autostrip trigger."
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icon = 'icons/mob/screen1.dmi'
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icon_state = "no_item1"
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var/targetid = "Default"
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unacidable = 1
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layer = 99
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anchored = 1
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invisibility = 99
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/obj/effect/autostriptarget/Initialize(mapload)
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. = ..()
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if(targetid)
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GLOB.mapped_autostrips[targetid] = src
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/obj/effect/autostriptarget/mob
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name = "Autostrip target to send mobs to."
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/obj/effect/autostriptarget/mob/Initialize(mapload)
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if(targetid)
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GLOB.mapped_autostrips_mob[targetid] = src
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@@ -1,46 +0,0 @@
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//Same as regular injector, but without the radiation
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//Using for events, set the block to the desired gene
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//Note, genetics code is incredibly scuffed, sometimes blocks just won't activate unless you do it multiple times????
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/obj/item/dnainjector/safe
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desc = "A slightly safer DNA injector"
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datatype = DNA2_BUF_SE
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value = 0xFFF
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/obj/item/dnainjector/safe/New(var/block_type)
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block = block_type
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..()
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/obj/item/dnainjector/safe/inject(mob/M as mob, mob/user as mob)
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/*
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if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
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if (buf.types & DNA2_BUF_UI)
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if (!block) //isolated block?
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M.UpdateAppearance(buf.dna.UI.Copy())
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if (buf.types & DNA2_BUF_UE) //unique enzymes? yes
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M.real_name = buf.dna.real_name
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M.name = buf.dna.real_name
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uses--
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else
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M.dna.SetUIValue(block,src.GetValue())
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M.UpdateAppearance()
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uses--
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if (buf.types & DNA2_BUF_SE)
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if (!block) //isolated block?
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M.dna.SE = buf.dna.SE.Copy()
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M.dna.UpdateSE()
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else
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M.dna.SetSEValue(block,src.GetValue())
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domutcheck(M, null, block!=null)
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uses--
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if(prob(5))
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trigger_side_effect(M)
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*/
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M.dna.SetSEState(block,1)
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domutcheck(M,null,MUTCHK_FORCED)
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M.update_mutations()
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spawn(0)//this prevents the collapse of space-time continuum
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if (user)
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user.drop_from_inventory(src)
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qdel(src)
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return uses
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@@ -1,42 +0,0 @@
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/obj/structure/closet/secure_closet/mind
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name = "mind secured locker"
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var/datum/mind/owner
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var/self_del = 1
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anchored = 0
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/obj/structure/closet/secure_closet/mind/New(var/datum/mind/mind_target, var/del_self = 1)
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.=..()
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self_del = del_self
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if(mind_target)
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owner = mind_target
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name = "Owned by [owner.name]"
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if(owner.current)
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var/icon/I = get_flat_icon(owner.current, dir=SOUTH, no_anim=TRUE)
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var/image/IM = image(I, pixel_x = (32 - I.Width()))
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//icon2base64(get_flat_icon(owner.current,dir=SOUTH,no_anim=TRUE))
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/*
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I.appearance_flags |= (RESET_COLOR|PIXEL_SCALE)
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I.plane = MOB_PLANE
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I.layer = MOB_LAYER
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*/
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add_overlay(IM)
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qdel(I)
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/obj/structure/closet/secure_closet/mind/allowed(mob/user)
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if(user.mind == owner)
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return TRUE
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else
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return FALSE
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/obj/structure/closet/secure_closet/mind/open()
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.=..()
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if(self_del)
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qdel(src)
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/obj/structure/closet/secure_closet/mind/LateInitialize()
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if(ispath(closet_appearance))
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closet_appearance = GLOB.closet_appearances[closet_appearance]
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if(istype(closet_appearance))
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icon = closet_appearance.icon
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color = null
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update_icon()
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