Files
Paradise/code/modules/station_goals/dna_vault.dm
AffectedArc07 210f8badf4 Makes all global variables handled by the GLOB controller (#13152)
* Handlers converted, now to fix 3532 compile errors

* 3532 compile fixes later, got runtimes on startup

* Well the server loads now atleast

* Take 2

* Oops
2020-03-20 21:56:37 -06:00

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//Crew has to create dna vault
// Cargo can order DNA samplers + DNA vault boards
// DNA vault requires x animals ,y plants, z human dna
// DNA vaults require high tier stock parts and cold
// After completion each crewmember can receive single upgrade chosen out of 2 for the mob.
#define VAULT_TOXIN "Toxin Adaptation"
#define VAULT_NOBREATH "Lung Enhancement"
#define VAULT_FIREPROOF "Thermal Regulation"
#define VAULT_STUNTIME "Neural Repathing"
#define VAULT_ARMOUR "Bone Reinforcement"
#define VAULT_SPEED "Leg Muscle Stimulus"
#define VAULT_QUICK "Arm Muscle Stimulus"
/datum/station_goal/dna_vault
name = "DNA Vault"
var/animal_count
var/human_count
var/plant_count
/datum/station_goal/dna_vault/New()
..()
animal_count = rand(15, 20) //might be too few given ~15 roundstart stationside ones
human_count = rand(round(0.75 * SSticker.mode.num_players_started()), SSticker.mode.num_players_started()) // 75%+ roundstart population.
var/non_standard_plants = non_standard_plants_count()
plant_count = rand(round(0.5 * non_standard_plants),round(0.7 * non_standard_plants))
/datum/station_goal/dna_vault/proc/non_standard_plants_count()
. = 0
for(var/T in subtypesof(/obj/item/seeds)) //put a cache if it's used anywhere else
var/obj/item/seeds/S = T
if(initial(S.rarity) > 0)
.++
/datum/station_goal/dna_vault/get_report()
return {"<b>DNA Vault construction</b><br>
Our long term prediction systems say there's 99% chance of system-wide cataclysm in near future. As such, we need you to construct a DNA Vault aboard your station.
<br><br>
The DNA Vault needs to contain samples of:
<ul style='margin-top: 10px; margin-bottom: 10px;'>
<li>[animal_count] unique animal data.</li>
<li>[plant_count] unique non-standard plant data.</li>
<li>[human_count] unique sapient humanoid DNA data.</li>
</ul>
The base vault parts should be available for shipping by your cargo shuttle."}
/datum/station_goal/dna_vault/on_report()
var/datum/supply_packs/P = SSshuttle.supply_packs["[/datum/supply_packs/misc/station_goal/dna_vault]"]
P.special_enabled = TRUE
P = SSshuttle.supply_packs["[/datum/supply_packs/misc/station_goal/dna_probes]"]
P.special_enabled = TRUE
/datum/station_goal/dna_vault/check_completion()
if(..())
return TRUE
for(var/obj/machinery/dna_vault/V in GLOB.machines)
if(V.animals.len >= animal_count && V.plants.len >= plant_count && V.dna.len >= human_count && is_station_contact(V.z))
return TRUE
return FALSE
/obj/item/dna_probe
name = "DNA Sampler"
desc = "Can be used to take chemical and genetic samples of pretty much anything."
icon = 'icons/obj/hypo.dmi'
item_state = "sampler_hypo"
icon_state = "sampler_hypo"
flags = NOBLUDGEON
var/list/animals = list()
var/list/plants = list()
var/list/dna = list()
/obj/item/dna_probe/proc/clear_data()
animals = list()
plants = list()
dna = list()
GLOBAL_LIST_INIT(non_simple_animals, typecacheof(list(/mob/living/carbon/human/monkey,/mob/living/carbon/alien)))
/obj/item/dna_probe/afterattack(atom/target, mob/user, proximity)
..()
if(!proximity || !target)
return
//tray plants
if(istype(target,/obj/machinery/hydroponics))
var/obj/machinery/hydroponics/H = target
if(!H.myseed)
return
if(!H.harvest)// So it's bit harder.
to_chat(user, "<span clas='warning'>Plants needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
return
if(plants[H.myseed.type])
to_chat(user, "<span class='notice'>Plant data already present in local storage.</span>")
return
plants[H.myseed.type] = 1
to_chat(user, "<span class='notice'>Plant data added to local storage.</span>")
//animals
if(isanimal(target) || is_type_in_typecache(target, GLOB.non_simple_animals))
if(isanimal(target))
var/mob/living/simple_animal/A = target
if(!A.healable)//simple approximation of being animal not a robot or similar
to_chat(user, "<span class='warning'>No compatible DNA detected</span>")
return
if(animals[target.type])
to_chat(user, "<span class='notice'>Animal data already present in local storage.</span>")
return
animals[target.type] = 1
to_chat(user, "<span class='notice'>Animal data added to local storage.</span>")
//humans
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(NO_DNA in H.dna.species.species_traits)
to_chat(user, "<span class='notice'>This humanoid doesn't have DNA.</span>")
return
if(dna[H.dna.uni_identity])
to_chat(user, "<span class='notice'>Humanoid data already present in local storage.</span>")
return
dna[H.dna.uni_identity] = 1
to_chat(user, "<span class='notice'>Humanoid data added to local storage.</span>")
/obj/item/circuitboard/machine/dna_vault
name = "DNA Vault (Machine Board)"
build_path = /obj/machinery/dna_vault
origin_tech = "engineering=2;combat=2;bluespace=2" //No freebies!
req_components = list(
/obj/item/stock_parts/capacitor/super = 5,
/obj/item/stock_parts/manipulator/pico = 5,
/obj/item/stack/cable_coil = 2)
/obj/structure/filler
name = "big machinery part"
density = 1
anchored = 1
invisibility = 101
var/obj/machinery/parent
/obj/structure/filler/ex_act()
return
/obj/machinery/dna_vault
name = "DNA Vault"
desc = "Break glass in case of apocalypse."
icon = 'icons/obj/machines/dna_vault.dmi'
icon_state = "vault"
density = 1
anchored = 1
idle_power_usage = 5000
pixel_x = -32
pixel_y = -64
luminosity = 1
//High defaults so it's not completed automatically if there's no station goal
var/animals_max = 100
var/plants_max = 100
var/dna_max = 100
var/list/animals = list()
var/list/plants = list()
var/list/dna = list()
var/completed = FALSE
var/list/power_lottery = list()
var/list/obj/structure/fillers = list()
/obj/machinery/dna_vault/New()
//TODO: Replace this,bsa and gravgen with some big machinery datum
var/list/occupied = list()
for(var/direct in list(EAST,WEST,SOUTHEAST,SOUTHWEST))
occupied += get_step(src,direct)
occupied += locate(x+1,y-2,z)
occupied += locate(x-1,y-2,z)
for(var/T in occupied)
var/obj/structure/filler/F = new(T)
F.parent = src
fillers += F
if(SSticker.mode)
for(var/datum/station_goal/dna_vault/G in SSticker.mode.station_goals)
animals_max = G.animal_count
plants_max = G.plant_count
dna_max = G.human_count
break
..()
/obj/machinery/dna_vault/Destroy()
for(var/V in fillers)
var/obj/structure/filler/filler = V
filler.parent = null
qdel(filler)
fillers.Cut()
. = ..()
/obj/machinery/dna_vault/attack_ghost(mob/user)
if(stat & (BROKEN|MAINT))
return
return ui_interact(user)
/obj/machinery/dna_vault/attack_hand(mob/user)
if(..())
return 1
ui_interact(user)
/obj/machinery/dna_vault/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
roll_powers(user)
ui = new(user, src, ui_key, "dna_vault.tmpl", name, 550, 400)
ui.open()
/obj/machinery/dna_vault/proc/roll_powers(mob/user)
if(user in power_lottery)
return
var/list/L = list()
var/list/possible_powers = list(VAULT_TOXIN, VAULT_NOBREATH, VAULT_FIREPROOF, VAULT_STUNTIME, VAULT_ARMOUR, VAULT_SPEED, VAULT_QUICK)
L += pick_n_take(possible_powers)
L += pick_n_take(possible_powers)
power_lottery[user] = L
/obj/machinery/dna_vault/ui_data(mob/user, ui_key = "main", datum/topic_state/state = GLOB.default_state) //TODO Make it % bars maybe
var/list/data = list()
data["plants"] = plants.len
data["plants_max"] = plants_max
data["animals"] = animals.len
data["animals_max"] = animals_max
data["dna"] = dna.len
data["dna_max"] = dna_max
data["completed"] = completed
data["used"] = TRUE
data["choiceA"] = ""
data["choiceB"] = ""
if(user && completed)
var/list/L = power_lottery[user]
if(L && L.len)
data["used"] = FALSE
data["choiceA"] = L[1]
data["choiceB"] = L[2]
return data
/obj/machinery/dna_vault/Topic(href, href_list)
if(..())
return 1
if(href_list["gene"])
upgrade(usr,href_list["choice"])
. = TRUE
/obj/machinery/dna_vault/proc/check_goal()
if(plants.len >= plants_max && animals.len >= animals_max && dna.len >= dna_max)
completed = TRUE
/obj/machinery/dna_vault/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/dna_probe))
var/obj/item/dna_probe/P = I
var/uploaded = 0
for(var/plant in P.plants)
if(!plants[plant])
uploaded++
plants[plant] = 1
for(var/animal in P.animals)
if(!animals[animal])
uploaded++
animals[animal] = 1
for(var/ui in P.dna)
if(!dna[ui])
uploaded++
dna[ui] = 1
check_goal()
to_chat(user, "<span class='notice'>[uploaded] new datapoints uploaded.</span>")
else
return ..()
/obj/machinery/dna_vault/proc/upgrade(mob/living/carbon/human/H, upgrade_type)
if(!(upgrade_type in power_lottery[H]))
return
if(!completed)
return
var/datum/species/S = H.dna.species
if(NO_DNA in S.species_traits)
to_chat(H, "<span class='warning'>Error, no DNA detected.</span>")
return
switch(upgrade_type)
if(VAULT_TOXIN)
to_chat(H, "<span class='notice'>You feel resistant to airborne toxins.</span>")
var/obj/item/organ/internal/lungs/L = H.get_int_organ(/obj/item/organ/internal/lungs)
if(L)
L.tox_breath_dam_multiplier = 0
S.species_traits |= VIRUSIMMUNE
if(VAULT_NOBREATH)
to_chat(H, "<span class='notice'>Your lungs feel great.</span>")
S.species_traits |= NO_BREATHE
if(VAULT_FIREPROOF)
to_chat(H, "<span class='notice'>You feel fireproof.</span>")
S.burn_mod *= 0.5
S.species_traits |= RESISTHOT
if(VAULT_STUNTIME)
to_chat(H, "<span class='notice'>Nothing can keep you down for long.</span>")
S.stun_mod *= 0.5
if(VAULT_ARMOUR)
to_chat(H, "<span class='notice'>You feel tough.</span>")
S.brute_mod *= 0.7
S.burn_mod *= 0.7
S.tox_mod *= 0.7
S.oxy_mod *= 0.7
S.clone_mod *= 0.7
S.brain_mod *= 0.7
S.stamina_mod *= 0.7
S.species_traits |= PIERCEIMMUNE
if(VAULT_SPEED)
to_chat(H, "<span class='notice'>You feel very fast and agile.</span>")
S.speed_mod = -1
if(VAULT_QUICK)
to_chat(H, "<span class='notice'>Your arms move as fast as lightning.</span>")
H.next_move_modifier = 0.5
power_lottery[H] = list()
#undef VAULT_TOXIN
#undef VAULT_NOBREATH
#undef VAULT_FIREPROOF
#undef VAULT_STUNTIME
#undef VAULT_ARMOUR
#undef VAULT_SPEED
#undef VAULT_QUICK