mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
Merge pull request #5753 from Citadel-Station-13/upstream-merge-35440
[MIRROR] Adds minor roundstart traits! (ala CDDA, etc.)
This commit is contained in:
@@ -73,6 +73,7 @@
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#define LIGHT_RANGE_FIRE 3 //How many tiles standard fires glow.
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#define LIGHTING_PLANE_ALPHA_VISIBLE 255
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#define LIGHTING_PLANE_ALPHA_NV_TRAIT 250
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#define LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE 192
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#define LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE 128 //For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
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#define LIGHTING_PLANE_ALPHA_INVISIBLE 0
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@@ -216,6 +216,10 @@
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#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
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#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
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// Roundstart trait system
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#define MAX_TRAITS 6 //The maximum amount of traits one character can have at roundstart
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// AI Toggles
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#define AI_CAMERA_LUMINOSITY 5
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#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
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@@ -56,13 +56,14 @@
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#define INIT_ORDER_RESEARCH 14
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#define INIT_ORDER_EVENTS 13
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#define INIT_ORDER_JOBS 12
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#define INIT_ORDER_TICKER 11
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#define INIT_ORDER_MAPPING 10
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#define INIT_ORDER_ATOMS 9
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#define INIT_ORDER_NETWORKS 8
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#define INIT_ORDER_LANGUAGE 7
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#define INIT_ORDER_MACHINES 6
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#define INIT_ORDER_CIRCUIT 5
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#define INIT_ORDER_TRAITS 11
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#define INIT_ORDER_TICKER 10
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#define INIT_ORDER_MAPPING 9
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#define INIT_ORDER_ATOMS 8
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#define INIT_ORDER_NETWORKS 7
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#define INIT_ORDER_LANGUAGE 6
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#define INIT_ORDER_MACHINES 5
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#define INIT_ORDER_CIRCUIT 4
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#define INIT_ORDER_TIMER 1
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_AIR -1
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@@ -24,6 +24,18 @@
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#define TRAIT_ANTIMAGIC "anti_magic"
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#define TRAIT_HOLY "holy"
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#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
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#define TRAIT_AGEUSIA "ageusia"
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#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
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#define TRAIT_NIGHT_VISION "night_vision"
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#define TRAIT_LIGHT_STEP "light_step"
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#define TRAIT_SPIRITUAL "spiritual"
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#define TRAIT_VORACIOUS "voracious"
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#define TRAIT_SELF_AWARE "self_aware"
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#define TRAIT_FREERUNNING "freerunning"
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#define TRAIT_SKITTISH "skittish"
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#define TRAIT_POOR_AIM "poor_aim"
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#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
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// common trait sources
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#define TRAIT_GENERIC "generic"
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@@ -33,6 +45,7 @@
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#define MAGIC_TRAIT "magic"
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#define TRAUMA_TRAIT "trauma"
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#define SPECIES_TRAIT "species"
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#define ROUNDSTART_TRAIT "roundstart" //cannot be removed without admin intervention
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// unique trait sources, still defines
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#define STATUE_MUTE "statue"
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@@ -314,7 +314,7 @@
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inv.hud = src
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inv_slots[inv.slot_id] = inv
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inv.update_icon()
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update_locked_slots()
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/datum/hud/human/update_locked_slots()
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@@ -276,6 +276,8 @@
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/datum/config_entry/flag/ic_printing
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/datum/config_entry/flag/roundstart_traits
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/datum/config_entry/flag/enable_night_shifts
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/datum/config_entry/flag/randomize_shift_time
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36
code/controllers/subsystem/processing/traits.dm
Normal file
36
code/controllers/subsystem/processing/traits.dm
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@@ -0,0 +1,36 @@
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//Used to process and handle roundstart trait datums
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//Trait datums are separate from trait strings:
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// - Trait strings are used for faster checking in code
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// - Trait datums are stored and hold different effects, as well as being a vector for applying trait string
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PROCESSING_SUBSYSTEM_DEF(traits)
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name = "Traits"
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init_order = INIT_ORDER_TRAITS
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flags = SS_BACKGROUND
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wait = 10
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runlevels = RUNLEVEL_GAME
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var/list/traits = list() //Assoc. list of all roundstart trait datums; "name" = /path/
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var/list/trait_points = list() //Assoc. list of trait names and their "point cost"; positive numbers are good traits, and negative ones are bad
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var/list/trait_objects = list() //A list of all trait objects in the game, since some may process
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/datum/controller/subsystem/processing/traits/Initialize(timeofday)
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if(!traits.len)
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SetupTraits()
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..()
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/datum/controller/subsystem/processing/traits/proc/SetupTraits()
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for(var/V in subtypesof(/datum/trait))
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var/datum/trait/T = V
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traits[initial(T.name)] = T
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trait_points[initial(T.name)] = initial(T.value)
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/datum/controller/subsystem/processing/traits/proc/AssignTraits(mob/living/user, client/cli)
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if(!isnewplayer(user))
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GenerateTraits(cli)
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for(var/V in cli.prefs.character_traits)
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user.add_trait_datum(V)
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/datum/controller/subsystem/processing/traits/proc/GenerateTraits(client/user)
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if(user.prefs.character_traits.len)
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return
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user.prefs.character_traits = user.prefs.all_traits
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@@ -46,6 +46,8 @@
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return
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var/damage = rand(min_damage, max_damage)
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if(H.has_trait(TRAIT_LIGHT_STEP))
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damage *= 0.75
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H.apply_damage(damage, BRUTE, picked_def_zone)
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if(cooldown < world.time - 10) //cooldown to avoid message spam.
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108
code/datums/traits/_trait.dm
Normal file
108
code/datums/traits/_trait.dm
Normal file
@@ -0,0 +1,108 @@
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//every trait in this folder should be coded around being applied on spawn
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//these are NOT "mob traits" like GOTTAGOFAST, but exist as a medium to apply them and other different effects
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/datum/trait
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var/name = "Test Trait"
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var/desc = "This is a test trait."
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var/value = 0
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var/human_only = TRUE
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var/gain_text
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var/lose_text
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var/medical_record_text //This text will appear on medical records for the trait. Not yet implemented
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var/mob_trait //if applicable, apply and remove this mob trait
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var/mob/living/trait_holder
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/datum/trait/New(mob/living/trait_mob)
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..()
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if(!trait_mob || (human_only && !ishuman(trait_mob)) || trait_mob.has_trait_datum(type))
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qdel(src)
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trait_holder = trait_mob
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SStraits.trait_objects += src
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to_chat(trait_holder, gain_text)
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trait_holder.roundstart_traits += src
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if(mob_trait)
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trait_holder.add_trait(mob_trait, ROUNDSTART_TRAIT)
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START_PROCESSING(SStraits, src)
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add()
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if(!SSticker.HasRoundStarted()) //on roundstart or on latejoin; latejoin code is in new_player.dm
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on_spawn()
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addtimer(CALLBACK(src, .proc/post_add), 30)
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/datum/trait/Destroy()
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STOP_PROCESSING(SStraits, src)
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remove()
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if(trait_holder)
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to_chat(trait_holder, lose_text)
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trait_holder.roundstart_traits -= src
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if(mob_trait)
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trait_holder.remove_trait(mob_trait, ROUNDSTART_TRAIT, TRUE)
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SStraits.trait_objects -= src
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return ..()
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/datum/trait/proc/add() //special "on add" effects
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/datum/trait/proc/on_spawn() //these should only trigger when the character is being created for the first time, i.e. roundstart/latejoin
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/datum/trait/proc/remove() //special "on remove" effects
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/datum/trait/proc/on_process() //process() has some special checks, so this is the actual process
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/datum/trait/proc/post_add() //for text, disclaimers etc. given after you spawn in with the trait
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/datum/trait/process()
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if(QDELETED(trait_holder))
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qdel(src)
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return
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on_process()
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/mob/living/proc/get_trait_string(medical) //helper string. gets a string of all the traits the mob has
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var/list/dat = list()
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if(!medical)
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for(var/V in roundstart_traits)
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var/datum/trait/T = V
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dat += T.name
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if(!dat.len)
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return "None"
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return dat.Join(", ")
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else
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for(var/V in roundstart_traits)
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var/datum/trait/T = V
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dat += T.medical_record_text
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if(!dat.len)
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return "None"
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return dat.Join("<br>")
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/*
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Commented version of Nearsighted to help you add your own traits
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Use this as a guideline
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/datum/trait/nearsighted
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name = "Nearsighted"
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///The trait's name
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desc = "You are nearsighted without prescription glasses, but spawn with a pair."
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///Short description, shows next to name in the trait panel
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value = -1
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///If this is above 0, it's a positive trait; if it's not, it's a negative one; if it's 0, it's a neutral
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mob_trait = TRAIT_NEARSIGHT
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///This define is in __DEFINES/traits.dm and is the actual "trait" that the game tracks
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///You'll need to use "has_trait(X, sources)" checks around the code to check this; for instance, the Ageusia trait is checked in taste code
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///If you need help finding where to put it, the declaration finder on GitHub is the best way to locate it
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gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
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lose_text = "<span class='notice'>You start seeing faraway things normally again.</span>"
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medical_record_text = "Subject has permanent nearsightedness."
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///These three are self-explanatory
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/datum/trait/nearsighted/on_spawn()
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var/mob/living/carbon/human/H = trait_holder
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var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
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H.put_in_hands(glasses)
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H.equip_to_slot(glasses, slot_glasses)
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H.regenerate_icons()
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//This whole proc is called automatically
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//It spawns a set of prescription glasses on the user, then attempts to put it into their hands, then attempts to make them equip it.
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//This means that if they fail to equip it, they glasses spawn in their hands, and if they fail to be put into the hands, they spawn on the ground
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//Hooray for fallbacks!
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//If you don't need any special effects like spawning glasses, then you don't need an add()
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*/
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83
code/datums/traits/good.dm
Normal file
83
code/datums/traits/good.dm
Normal file
@@ -0,0 +1,83 @@
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//predominantly positive traits
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//this file is named weirdly so that positive traits are listed above negative ones
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/datum/trait/alcohol_tolerance
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name = "Alcohol Tolerance"
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desc = "You become drunk more slowly and suffer fewer drawbacks from alcohol."
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value = 1
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mob_trait = TRAIT_ALCOHOL_TOLERANCE
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gain_text = "<span class='notice'>You feel like you could drink a whole keg!</span>"
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lose_text = "<span class='danger'>You don't feel as resistant to alcohol anymore. Somehow.</span>"
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/datum/trait/freerunning
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name = "Freerunning"
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desc = "You're great at quick moves! You can climb tables more quickly."
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value = 2
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mob_trait = TRAIT_FREERUNNING
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gain_text = "<span class='notice'>You feel lithe on your feet!</span>"
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lose_text = "<span class='danger'>You feel clumsy again.</span>"
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/datum/trait/light_step
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name = "Light Step"
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desc = "You walk with a gentle step, making stepping on sharp objects quieter and less painful."
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value = 1
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mob_trait = TRAIT_LIGHT_STEP
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gain_text = "<span class='notice'>You walk with a little more lithenessk.</span>"
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lose_text = "<span class='danger'>You start tromping around like a barbarian.</span>"
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/datum/trait/night_vision
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name = "Night Vision"
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desc = "You can see slightly more clearly in full darkness than most people."
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value = 1
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mob_trait = TRAIT_NIGHT_VISION
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gain_text = "<span class='notice'>The shadows seem a little less dark.</span>"
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lose_text = "<span class='danger'>Everything seems a little darker.</span>"
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/datum/trait/night_vision/on_spawn()
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var/mob/living/carbon/human/H = trait_holder
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var/obj/item/organ/eyes/eyes = H.getorgan(/obj/item/organ/eyes)
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if(!eyes || eyes.lighting_alpha)
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return
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eyes.Insert(H) //refresh their eyesight and vision
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/datum/trait/selfaware
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name = "Self-Aware"
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desc = "You know your body well, and can accurately assess the extent of your wounds."
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value = 2
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mob_trait = TRAIT_SELF_AWARE
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/datum/trait/skittish
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name = "Skittish"
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desc = "You can conceal yourself in danger. Ctrl-shift-click a closed locker to jump into it, as long as you have access."
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value = 2
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mob_trait = TRAIT_SKITTISH
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/datum/trait/spiritual
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name = "Spiritual"
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desc = "You're in tune with the gods, and your prayers may be more likely to be heard. Or not."
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value = 1
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mob_trait = TRAIT_SPIRITUAL
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gain_text = "<span class='notice'>You feel a little more faithful to the gods today.</span>"
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lose_text = "<span class='danger'>You feel less faithful in the gods.</span>"
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/datum/trait/voracious
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name = "Voracious"
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desc = "Nothing gets between you and your food. You eat twice as fast as everyone else!"
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value = 1
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mob_trait = TRAIT_VORACIOUS
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gain_text = "<span class='notice'>You feel HONGRY.</span>"
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lose_text = "<span class='danger'>You no longer feel HONGRY.</span>"
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156
code/datums/traits/negative.dm
Normal file
156
code/datums/traits/negative.dm
Normal file
@@ -0,0 +1,156 @@
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//predominantly negative traits
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/datum/trait/heavy_sleeper
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name = "Heavy Sleeper"
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desc = "You sleep like a rock! Whenever you're put to sleep, you sleep for a little bit longer."
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value = -1
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mob_trait = TRAIT_HEAVY_SLEEPER
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gain_text = "<span class='danger'>You feel sleepy.</span>"
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lose_text = "<span class='notice'>You feel awake again.</span>"
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medical_record_text = "Patient has abnormal sleep study results and is difficult to wake up."
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/datum/trait/nearsighted //t. errorage
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name = "Nearsighted"
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desc = "You are nearsighted without prescription glasses, but spawn with a pair."
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value = -1
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gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
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lose_text = "<span class='notice'>You start seeing faraway things normally again.</span>"
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medical_record_text = "Patient requires prescription glasses in order to counteract nearsightedness."
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/datum/trait/nearsighted/add()
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trait_holder.become_nearsighted(ROUNDSTART_TRAIT)
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/datum/trait/nearsighted/on_spawn()
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var/mob/living/carbon/human/H = trait_holder
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var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
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H.put_in_hands(glasses)
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H.equip_to_slot(glasses, slot_glasses)
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H.regenerate_icons() //this is to remove the inhand icon, which persists even if it's not in their hands
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||||
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||||
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/datum/trait/nonviolent
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name = "Pacifist"
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desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone."
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value = -2
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mob_trait = TRAIT_PACIFISM
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gain_text = "<span class='danger'>You feel repulsed by the thought of violence!</span>"
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lose_text = "<span class='notice'>You think you can defend yourself again.</span>"
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medical_record_text = "Patient is unusually pacifistic and cannot bring themselves to cause physical harm."
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/datum/trait/nonviolent/on_process()
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if(trait_holder.mind && trait_holder.mind.antag_datums.len)
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to_chat(trait_holder, "<span class='boldannounce'>Your antagonistic nature has caused you to renounce your pacifism.</span>")
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qdel(src)
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||||
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/datum/trait/poor_aim
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name = "Poor Aim"
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desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out."
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value = -1
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mob_trait = TRAIT_POOR_AIM
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medical_record_text = "Patient possesses a strong tremor in both hands."
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||||
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||||
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||||
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||||
/datum/trait/prosopagnosia
|
||||
name = "Prosopagnosia"
|
||||
desc = "You have a mental disorder that prevents you from being able to recognize faces at all."
|
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value = -1
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||||
mob_trait = TRAIT_PROSOPAGNOSIA
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medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces."
|
||||
|
||||
|
||||
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||||
/datum/trait/prosthetic_limb
|
||||
name = "Prosthetic Limb"
|
||||
desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
|
||||
value = -1
|
||||
var/slot_string = "limb"
|
||||
|
||||
/datum/trait/prosthetic_limb/on_spawn()
|
||||
var/limb_slot = pick("l_arm", "r_arm", "l_leg", "r_leg")
|
||||
var/mob/living/carbon/human/H = trait_holder
|
||||
var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
|
||||
var/obj/item/bodypart/prosthetic
|
||||
switch(limb_slot)
|
||||
if("l_arm")
|
||||
prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(trait_holder)
|
||||
slot_string = "left arm"
|
||||
if("r_arm")
|
||||
prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(trait_holder)
|
||||
slot_string = "right arm"
|
||||
if("l_leg")
|
||||
prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(trait_holder)
|
||||
slot_string = "left leg"
|
||||
if("r_leg")
|
||||
prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(trait_holder)
|
||||
slot_string = "right leg"
|
||||
prosthetic.replace_limb(H)
|
||||
qdel(old_part)
|
||||
H.regenerate_icons()
|
||||
|
||||
/datum/trait/prosthetic_limb/post_add()
|
||||
to_chat(trait_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
|
||||
you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
|
||||
|
||||
|
||||
|
||||
/datum/trait/insanity
|
||||
name = "Reality Dissociation Syndrome"
|
||||
desc = "You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties. <b>This is not a license to grief.</b>"
|
||||
value = -2
|
||||
//no mob trait because it's handled uniquely
|
||||
gain_text = "<span class='userdanger'>...</span>"
|
||||
lose_text = "<span class='notice'>You feel in tune with the world again.</span>"
|
||||
medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations."
|
||||
|
||||
/datum/trait/insanity/on_process()
|
||||
if(trait_holder.reagents.has_reagent("mindbreaker"))
|
||||
trait_holder.hallucination = 0
|
||||
return
|
||||
if(prob(1)) //we'll all be mad soon enough
|
||||
madness()
|
||||
|
||||
/datum/trait/insanity/proc/madness(mad_fools)
|
||||
set waitfor = FALSE
|
||||
if(!mad_fools)
|
||||
mad_fools = prob(20)
|
||||
if(mad_fools)
|
||||
var/hallucination_type = pick(subtypesof(/datum/hallucination/rds))
|
||||
new hallucination_type (trait_holder, FALSE)
|
||||
else
|
||||
trait_holder.hallucination += rand(10, 50)
|
||||
|
||||
/datum/trait/insanity/post_add() //I don't /think/ we'll need this but for newbies who think "roleplay as insane" = "license to kill" it's probably a good thing to have
|
||||
if(!trait_holder.mind || trait_holder.mind.special_role)
|
||||
return
|
||||
to_chat(trait_holder, "<span class='big bold info'>Please note that your dissociation syndrome does NOT give you the right to attack people or otherwise cause any interference to \
|
||||
the round. You are not an antagonist, and the rules will treat you the same as other crewmembers.</span>")
|
||||
|
||||
|
||||
|
||||
/datum/trait/social_anxiety
|
||||
name = "Social Anxiety"
|
||||
desc = "Talking to people is very difficult for you, and you often stutter or even lock up."
|
||||
value = -1
|
||||
gain_text = "<span class='danger'>You start worrying about what you're saying.</span>"
|
||||
lose_text = "<span class='notice'>You feel easier about talking again.</span>" //if only it were that easy!
|
||||
medical_record_text = "Patient is usually anxious in social encounters and prefers to avoid them."
|
||||
var/dumb_thing = TRUE
|
||||
|
||||
/datum/trait/social_anxiety/on_process()
|
||||
var/mob/living/carbon/human/H = trait_holder
|
||||
if(prob(5))
|
||||
H.stuttering = max(3, H.stuttering)
|
||||
else if(prob(1) && !H.silent)
|
||||
to_chat(H, "<span class='danger'>You retreat into yourself. You <i>really</i> don't feel up to talking.</span>")
|
||||
H.silent = max(10, H.silent)
|
||||
else if(prob(0.5) && dumb_thing)
|
||||
to_chat(H, "<span class='danger'>You think of a dumb thing you said a long time ago and scream internally.</span>")
|
||||
dumb_thing = FALSE //only once per life
|
||||
33
code/datums/traits/neutral.dm
Normal file
33
code/datums/traits/neutral.dm
Normal file
@@ -0,0 +1,33 @@
|
||||
//traits with no real impact that can be taken freely
|
||||
//MAKE SURE THESE DO NOT MAJORLY IMPACT GAMEPLAY. those should be positive or negative traits.
|
||||
|
||||
/datum/trait/no_taste
|
||||
name = "Ageusia"
|
||||
desc = "You can't taste anything! Toxic food will still poison you."
|
||||
value = 0
|
||||
mob_trait = TRAIT_AGEUSIA
|
||||
gain_text = "<span class='notice'>You can't taste anything!</span>"
|
||||
lose_text = "<span class='notice'>You can taste again!</span>"
|
||||
medical_record_text = "Patient suffers from ageusia and is incapable of tasting food or reagents."
|
||||
|
||||
|
||||
|
||||
/datum/trait/deviant_tastes
|
||||
name = "Deviant Tastes"
|
||||
desc = "You dislike food that most people enjoy, and find delicious what they don't."
|
||||
value = 0
|
||||
gain_text = "<span class='notice'>You start craving something that tastes strange.</span>"
|
||||
lose_text = "<span class='notice'>You feel like eating normal food again.</span>"
|
||||
|
||||
/datum/trait/deviant_tastes/add()
|
||||
var/mob/living/carbon/human/H = trait_holder
|
||||
var/datum/species/species = H.dna.species
|
||||
var/liked = species.liked_food
|
||||
species.liked_food = species.disliked_food
|
||||
species.disliked_food = liked
|
||||
|
||||
/datum/trait/deviant_tastes/remove()
|
||||
var/mob/living/carbon/human/H = trait_holder
|
||||
var/datum/species/species = H.dna.species
|
||||
species.liked_food = initial(species.liked_food)
|
||||
species.disliked_food = initial(species.disliked_food)
|
||||
@@ -172,6 +172,8 @@ GAS ANALYZER
|
||||
trauma_desc += B.scan_desc
|
||||
trauma_text += trauma_desc
|
||||
to_chat(user, "\t<span class='alert'>Cerebral traumas detected: subjects appears to be suffering from [english_list(trauma_text)].</span>")
|
||||
if(C.roundstart_traits.len)
|
||||
to_chat(user, "\t<span class='info'>Subject has the following physiological traits: [C.get_trait_string()].</span>")
|
||||
if(advanced)
|
||||
to_chat(user, "\t<span class='info'>Brain Activity Level: [(200 - M.getBrainLoss())/2]%.</span>")
|
||||
if (M.radiation)
|
||||
|
||||
@@ -304,5 +304,8 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
|
||||
|
||||
/obj/item/shard/Crossed(mob/living/L)
|
||||
if(istype(L) && has_gravity(loc))
|
||||
playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
|
||||
if(L.has_trait(TRAIT_LIGHT_STEP))
|
||||
playsound(loc, 'sound/effects/glass_step.ogg', 30, 1)
|
||||
else
|
||||
playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
|
||||
. = ..()
|
||||
|
||||
@@ -74,6 +74,8 @@
|
||||
adjusted_climb_time *= 2
|
||||
if(isalien(user))
|
||||
adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
|
||||
if(user.has_trait(TRAIT_FREERUNNING)) //do you have any idea how fast I am???
|
||||
adjusted_climb_time *= 0.8
|
||||
structureclimber = user
|
||||
if(do_mob(user, user, adjusted_climb_time))
|
||||
if(src.loc) //Checking if structure has been destroyed
|
||||
|
||||
@@ -397,7 +397,14 @@
|
||||
else
|
||||
togglelock(user)
|
||||
|
||||
/obj/structure/closet/proc/togglelock(mob/living/user)
|
||||
/obj/structure/closet/CtrlShiftClick(mob/living/user)
|
||||
if(!user.has_trait(TRAIT_SKITTISH))
|
||||
return ..()
|
||||
if(!user.canUseTopic(src) || !isturf(user.loc))
|
||||
return
|
||||
dive_into(user)
|
||||
|
||||
/obj/structure/closet/proc/togglelock(mob/living/user, silent)
|
||||
if(secure && !broken)
|
||||
if(allowed(user))
|
||||
if(iscarbon(user))
|
||||
@@ -406,7 +413,7 @@
|
||||
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
|
||||
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
|
||||
update_icon()
|
||||
else
|
||||
else if(!silent)
|
||||
to_chat(user, "<span class='notice'>Access Denied</span>")
|
||||
else if(secure && broken)
|
||||
to_chat(user, "<span class='warning'>\The [src] is broken!</span>")
|
||||
@@ -456,3 +463,23 @@
|
||||
|
||||
/obj/structure/closet/return_temperature()
|
||||
return
|
||||
|
||||
/obj/structure/closet/proc/dive_into(mob/living/user)
|
||||
var/turf/T1 = get_turf(user)
|
||||
var/turf/T2 = get_turf(src)
|
||||
if(!open() && !opened)
|
||||
togglelock(user, TRUE)
|
||||
if(!open())
|
||||
to_chat(user, "<span class='warning'>It won't budge!</span>")
|
||||
return
|
||||
step_towards(user, T2)
|
||||
T1 = get_turf(user)
|
||||
if(T1 == T2)
|
||||
user.resting = TRUE //so people can jump into crates without slamming the lid on their head
|
||||
if(!close())
|
||||
to_chat(user, "<span class='warning'>You can't get [src] to close!</span>")
|
||||
user.resting = FALSE
|
||||
return
|
||||
user.resting = FALSE
|
||||
togglelock(user)
|
||||
T1.visible_message("<span class='warning'>[user] dives into [src]!</span>")
|
||||
|
||||
@@ -32,6 +32,12 @@
|
||||
font_color = "red"
|
||||
prayer_type = "CULTIST PRAYER"
|
||||
deity = "Nar-Sie"
|
||||
else if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
if(L.has_trait(TRAIT_SPIRITUAL))
|
||||
cross.icon_state = "holylight"
|
||||
font_color = "blue"
|
||||
prayer_type = "SPIRITUAL PRAYER"
|
||||
|
||||
msg = "<span class='adminnotice'>[icon2html(cross, GLOB.admins)]<b><font color=[font_color]>[prayer_type][deity ? " (to [deity])" : ""]: </font>[ADMIN_FULLMONTY(src)] [ADMIN_SC(src)]:</b> [msg]</span>"
|
||||
|
||||
|
||||
@@ -149,6 +149,13 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
//Mob preview
|
||||
var/icon/preview_icon = null
|
||||
|
||||
//Trait list
|
||||
var/list/positive_traits = list()
|
||||
var/list/negative_traits = list()
|
||||
var/list/neutral_traits = list()
|
||||
var/list/all_traits = list()
|
||||
var/list/character_traits = list()
|
||||
|
||||
//Jobs, uses bitflags
|
||||
var/job_civilian_high = 0
|
||||
var/job_civilian_med = 0
|
||||
@@ -252,6 +259,10 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
|
||||
dat += "<center><h2>Occupation Choices</h2>"
|
||||
dat += "<a href='?_src_=prefs;preference=job;task=menu'>Set Occupation Preferences</a><br></center>"
|
||||
if(CONFIG_GET(flag/roundstart_traits))
|
||||
dat += "<center><h2>Trait Setup</h2>"
|
||||
dat += "<a href='?_src_=prefs;preference=trait;task=menu'>Configure Traits</a><br></center>"
|
||||
dat += "<center><b>Current traits:</b> [all_traits.len ? all_traits.Join(", ") : "None"]</center>"
|
||||
dat += "<h2>Identity</h2>"
|
||||
dat += "<table width='100%'><tr><td width='75%' valign='top'>"
|
||||
if(jobban_isbanned(user, "appearance"))
|
||||
@@ -868,6 +879,65 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
return job_engsec_low
|
||||
return 0
|
||||
|
||||
/datum/preferences/proc/SetTraits(mob/user)
|
||||
if(!SStraits)
|
||||
to_chat(user, "<span class='danger'>The trait subsystem is still initializing! Try again in a minute.</span>")
|
||||
return
|
||||
|
||||
var/list/dat = list()
|
||||
if(!SStraits.traits.len)
|
||||
dat += "The trait subsystem hasn't finished initializing, please hold..."
|
||||
dat += "<center><a href='?_src_=prefs;preference=trait;task=close'>Done</a></center><br>"
|
||||
|
||||
else
|
||||
dat += "<center><b>Choose trait setup</b></center><br>"
|
||||
dat += "<div align='center'>Left-click to add or remove traits. You need one negative trait for every positive trait.<br>\
|
||||
Traits are applied at roundstart and cannot normally be removed.</div>"
|
||||
dat += "<center><a href='?_src_=prefs;preference=trait;task=close'>Done</a></center>"
|
||||
dat += "<hr>"
|
||||
dat += "<center><b>Current traits:</b> [all_traits.len ? all_traits.Join(", ") : "None"]</center>"
|
||||
/*dat += "<center><font color='#AAFFAA'>[positive_traits.len] / [MAX_POSITIVE_TRAITS]</font> \
|
||||
| <font color='#AAAAFF'>[neutral_traits.len] / [MAX_NEUTRAL_TRAITS]</font> \
|
||||
| <font color='#FFAAAA'>[negative_traits.len] / [MAX_NEGATIVE_TRAITS]</font></center><br>"*/
|
||||
dat += "<center>[all_traits.len] / [MAX_TRAITS] max traits<br>\
|
||||
<b>Trait balance remaining:</b> [GetTraitBalance()]</center><br>"
|
||||
for(var/V in SStraits.traits)
|
||||
var/datum/trait/T = SStraits.traits[V]
|
||||
var/trait_name = initial(T.name)
|
||||
var/has_trait
|
||||
var/trait_cost = initial(T.value) * -1
|
||||
for(var/_V in all_traits)
|
||||
if(_V == trait_name)
|
||||
has_trait = TRUE
|
||||
if(has_trait)
|
||||
trait_cost *= -1 //invert it back, since we'd be regaining this amount
|
||||
if(trait_cost > 0)
|
||||
trait_cost = "+[trait_cost]"
|
||||
var/font_color = "#AAAAFF"
|
||||
if(initial(T.value) != 0)
|
||||
font_color = initial(T.value) > 0 ? "#AAFFAA" : "#FFAAAA"
|
||||
if(has_trait)
|
||||
dat += "<b><font color='[font_color]'>[trait_name]</font></b> - [initial(T.desc)] \
|
||||
<a href='?_src_=prefs;preference=trait;task=update;trait=[trait_name]'>[has_trait ? "Lose" : "Take"] ([trait_cost] pts.)</a><br>"
|
||||
else
|
||||
dat += "<font color='[font_color]'>[trait_name]</font> - [initial(T.desc)] \
|
||||
<a href='?_src_=prefs;preference=trait;task=update;trait=[trait_name]'>[has_trait ? "Lose" : "Take"] ([trait_cost] pts.)</a><br>"
|
||||
dat += "<br><center><a href='?_src_=prefs;preference=trait;task=reset'>Reset Traits</a></center>"
|
||||
|
||||
user << browse(null, "window=preferences")
|
||||
var/datum/browser/popup = new(user, "mob_occupation", "<div align='center'>Trait Preferences</div>", 900, 600) //no reason not to reuse the occupation window, as it's cleaner that way
|
||||
popup.set_window_options("can_close=0")
|
||||
popup.set_content(dat.Join())
|
||||
popup.open(0)
|
||||
return
|
||||
|
||||
/datum/preferences/proc/GetTraitBalance()
|
||||
var/bal = 0
|
||||
for(var/V in all_traits)
|
||||
var/datum/trait/T = SStraits.traits[V]
|
||||
bal -= initial(T.value)
|
||||
return bal
|
||||
|
||||
/datum/preferences/proc/process_link(mob/user, list/href_list)
|
||||
if(href_list["jobbancheck"])
|
||||
var/job = sanitizeSQL(href_list["jobbancheck"])
|
||||
@@ -915,6 +985,64 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
SetChoices(user)
|
||||
return 1
|
||||
|
||||
else if(href_list["preference"] == "trait")
|
||||
if(SSticker.HasRoundStarted() && !isnewplayer(user))
|
||||
to_chat(user, "<span class='danger'>The round has already started. Please wait until next round to set up your traits!</span>")
|
||||
return
|
||||
switch(href_list["task"])
|
||||
if("close")
|
||||
user << browse(null, "window=mob_occupation")
|
||||
ShowChoices(user)
|
||||
if("update")
|
||||
var/trait = href_list["trait"]
|
||||
var/value = SStraits.trait_points[trait]
|
||||
if(value == 0)
|
||||
if(trait in neutral_traits)
|
||||
neutral_traits -= trait
|
||||
all_traits -= trait
|
||||
else
|
||||
if(all_traits.len >= MAX_TRAITS)
|
||||
to_chat(user, "<span class='warning'>You can't have more than [MAX_TRAITS] traits!</span>")
|
||||
return
|
||||
neutral_traits += trait
|
||||
all_traits += trait
|
||||
else
|
||||
var/balance = GetTraitBalance()
|
||||
if(trait in positive_traits)
|
||||
positive_traits -= trait
|
||||
all_traits -= trait
|
||||
else if(trait in negative_traits)
|
||||
if(balance + value < 0)
|
||||
to_chat(user, "<span class='warning'>Refunding this would cause you to go below your balance!</span>")
|
||||
return
|
||||
negative_traits -= trait
|
||||
all_traits -= trait
|
||||
else if(value > 0)
|
||||
if(all_traits.len >= MAX_TRAITS)
|
||||
to_chat(user, "<span class='warning'>You can't have more than [MAX_TRAITS] traits!</span>")
|
||||
return
|
||||
if(balance - value < 0)
|
||||
to_chat(user, "<span class='warning'>You don't have enough balance to gain this trait!</span>")
|
||||
return
|
||||
positive_traits += trait
|
||||
all_traits += trait
|
||||
else
|
||||
if(all_traits.len >= MAX_TRAITS)
|
||||
to_chat(user, "<span class='warning'>You can't have more than [MAX_TRAITS] traits!</span>")
|
||||
return
|
||||
negative_traits += trait
|
||||
all_traits += trait
|
||||
SetTraits(user)
|
||||
if("reset")
|
||||
all_traits = list()
|
||||
positive_traits = list()
|
||||
negative_traits = list()
|
||||
neutral_traits = list()
|
||||
SetTraits(user)
|
||||
else
|
||||
SetTraits(user)
|
||||
return TRUE
|
||||
|
||||
switch(href_list["task"])
|
||||
if("random")
|
||||
switch(href_list["preference"])
|
||||
@@ -1781,3 +1909,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
character.update_hair()
|
||||
character.update_body_parts()
|
||||
character.update_genitals()
|
||||
|
||||
if(CONFIG_GET(flag/roundstart_traits))
|
||||
SStraits.AssignTraits(character, parent)
|
||||
|
||||
@@ -369,6 +369,12 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
S["job_engsec_med"] >> job_engsec_med
|
||||
S["job_engsec_low"] >> job_engsec_low
|
||||
|
||||
//Traits
|
||||
S["all_traits"] >> all_traits
|
||||
S["positive_traits"] >> positive_traits
|
||||
S["negative_traits"] >> negative_traits
|
||||
S["neutral_traits"] >> neutral_traits
|
||||
|
||||
//Citadel code
|
||||
S["feature_genitals_use_skintone"] >> features["genitals_use_skintone"]
|
||||
S["feature_exhibitionist"] >> features["exhibitionist"]
|
||||
@@ -477,6 +483,11 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
job_engsec_med = sanitize_integer(job_engsec_med, 0, 65535, initial(job_engsec_med))
|
||||
job_engsec_low = sanitize_integer(job_engsec_low, 0, 65535, initial(job_engsec_low))
|
||||
|
||||
all_traits = SANITIZE_LIST(all_traits)
|
||||
positive_traits = SANITIZE_LIST(positive_traits)
|
||||
negative_traits = SANITIZE_LIST(negative_traits)
|
||||
neutral_traits = SANITIZE_LIST(neutral_traits)
|
||||
|
||||
cit_character_pref_load(S)
|
||||
|
||||
return 1
|
||||
@@ -542,6 +553,12 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
WRITE_FILE(S["job_engsec_med"] , job_engsec_med)
|
||||
WRITE_FILE(S["job_engsec_low"] , job_engsec_low)
|
||||
|
||||
//Traits
|
||||
WRITE_FILE(S["all_traits"] , all_traits)
|
||||
WRITE_FILE(S["positive_traits"] , positive_traits)
|
||||
WRITE_FILE(S["negative_traits"] , negative_traits)
|
||||
WRITE_FILE(S["neutral_traits"] , neutral_traits)
|
||||
|
||||
cit_character_pref_save(S)
|
||||
|
||||
return 1
|
||||
|
||||
@@ -1197,3 +1197,28 @@ GLOBAL_LIST_INIT(hallucinations_major, list(
|
||||
H.preparePixelProjectile(target, start)
|
||||
H.fire()
|
||||
qdel(src)
|
||||
|
||||
//Reality Dissociation Syndrome hallucinations only trigger in special cases and have no cost
|
||||
/datum/hallucination/rds
|
||||
cost = 0
|
||||
|
||||
/datum/hallucination/rds/fourth_wall/New(mob/living/carbon/C, forced = TRUE)
|
||||
..()
|
||||
to_chat(C, "<span class='userdanger extremelybig'>[pick("Leave the server" , "Close the game window")] [pick("immediately", "right now")].</span>")
|
||||
|
||||
/datum/hallucination/rds/supermatter/New(mob/living/carbon/C, forced = TRUE)
|
||||
..()
|
||||
SEND_SOUND(C, 'sound/magic/charge.ogg')
|
||||
to_chat(C, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
|
||||
|
||||
/datum/hallucination/rds/narsie/New(mob/living/carbon/C, forced = TRUE)
|
||||
C.playsound_local(C, 'sound/creatures/narsie_rises.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
to_chat(C, "<span class='narsie'>NAR-SIE HAS RISEN</span>")
|
||||
|
||||
/datum/hallucination/rds/ark/New(mob/living/carbon/C, forced = TRUE)
|
||||
set waitfor = FALSE
|
||||
..()
|
||||
C.playsound_local(C, 'sound/machines/clockcult/ark_deathrattle.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
C.playsound_local(C, 'sound/effects/clockcult_gateway_disrupted.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
sleep(27)
|
||||
C.playsound_local(C, 'sound/effects/explosion_distant.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
else
|
||||
gulp_size = max(round(reagents.total_volume / 5), 5)
|
||||
|
||||
/obj/item/reagent_containers/food/drinks/attack(mob/M, mob/user, def_zone)
|
||||
/obj/item/reagent_containers/food/drinks/attack(mob/living/M, mob/user, def_zone)
|
||||
|
||||
if(!reagents || !reagents.total_volume)
|
||||
to_chat(user, "<span class='warning'>[src] is empty!</span>")
|
||||
@@ -36,6 +36,8 @@
|
||||
|
||||
if(M == user)
|
||||
to_chat(M, "<span class='notice'>You swallow a gulp of [src].</span>")
|
||||
if(M.has_trait(TRAIT_VORACIOUS))
|
||||
M.changeNext_move(CLICK_CD_MELEE * 0.5) //chug! chug! chug!
|
||||
|
||||
else
|
||||
M.visible_message("<span class='danger'>[user] attempts to feed the contents of [src] to [M].</span>", "<span class='userdanger'>[user] attempts to feed the contents of [src] to [M].</span>")
|
||||
|
||||
@@ -19,13 +19,18 @@
|
||||
if(last_check_time + 50 < world.time)
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(foodtype & H.dna.species.toxic_food)
|
||||
to_chat(H,"<span class='warning'>What the hell was that thing?!</span>")
|
||||
H.adjust_disgust(25 + 30 * fraction)
|
||||
else if(foodtype & H.dna.species.disliked_food)
|
||||
to_chat(H,"<span class='notice'>That didn't taste very good...</span>")
|
||||
H.adjust_disgust(11 + 15 * fraction)
|
||||
else if(foodtype & H.dna.species.liked_food)
|
||||
to_chat(H,"<span class='notice'>I love this taste!</span>")
|
||||
H.adjust_disgust(-5 + -2.5 * fraction)
|
||||
if(!H.has_trait(TRAIT_AGEUSIA))
|
||||
if(foodtype & H.dna.species.toxic_food)
|
||||
to_chat(H,"<span class='warning'>What the hell was that thing?!</span>")
|
||||
H.adjust_disgust(25 + 30 * fraction)
|
||||
else if(foodtype & H.dna.species.disliked_food)
|
||||
to_chat(H,"<span class='notice'>That didn't taste very good...</span>")
|
||||
H.adjust_disgust(11 + 15 * fraction)
|
||||
else if(foodtype & H.dna.species.liked_food)
|
||||
to_chat(H,"<span class='notice'>I love this taste!</span>")
|
||||
H.adjust_disgust(-5 + -2.5 * fraction)
|
||||
else
|
||||
if(foodtype & H.dna.species.toxic_food)
|
||||
to_chat(H, "<span class='warning'>You don't feel so good...</span>")
|
||||
H.adjust_disgust(25 + 30 * fraction)
|
||||
last_check_time = world.time
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
return
|
||||
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/attack(mob/M, mob/user, def_zone)
|
||||
/obj/item/reagent_containers/food/snacks/attack(mob/living/M, mob/user, def_zone)
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
return ..()
|
||||
if(!eatverb)
|
||||
@@ -82,6 +82,8 @@
|
||||
else if(fullness > (600 * (1 + M.overeatduration / 2000))) // The more you eat - the more you can eat
|
||||
to_chat(M, "<span class='warning'>You cannot force any more of \the [src] to go down your throat!</span>")
|
||||
return 0
|
||||
if(M.has_trait(TRAIT_VORACIOUS))
|
||||
M.changeNext_move(CLICK_CD_MELEE * 0.5) //nom nom nom
|
||||
else
|
||||
if(!isbrain(M)) //If you're feeding it to someone else.
|
||||
if(fullness <= (600 * (1 + M.overeatduration / 1000)))
|
||||
|
||||
@@ -379,6 +379,10 @@
|
||||
if(SSshuttle.emergency.timeLeft(1) > initial(SSshuttle.emergencyCallTime)*0.5)
|
||||
SSticker.mode.make_antag_chance(humanc)
|
||||
|
||||
for(var/V in character.roundstart_traits)
|
||||
var/datum/trait/T = V
|
||||
T.on_spawn() //so latejoins still get their correct traits
|
||||
|
||||
log_manifest(character.mind.key,character.mind,character,latejoin = TRUE)
|
||||
|
||||
/mob/dead/new_player/proc/AddEmploymentContract(mob/living/carbon/human/employee)
|
||||
|
||||
@@ -6,8 +6,14 @@
|
||||
var/t_him = p_them()
|
||||
var/t_has = p_have()
|
||||
var/t_is = p_are()
|
||||
var/obscure_name
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nThis is <EM>[name]</EM>!\n"
|
||||
if(isliving(user))
|
||||
var/mob/living/L = user
|
||||
if(L.has_trait(TRAIT_PROSOPAGNOSIA))
|
||||
obscure_name = TRUE
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nThis is <EM>[!obscure_name ? name : "Unknown"]</EM>!\n"
|
||||
|
||||
var/list/obscured = check_obscured_slots()
|
||||
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
|
||||
@@ -269,6 +275,7 @@
|
||||
if(digitalcamo)
|
||||
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
|
||||
|
||||
var/traitstring = get_trait_string()
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud)
|
||||
@@ -296,6 +303,10 @@
|
||||
R = find_record("name", perpname, GLOB.data_core.medical)
|
||||
if(R)
|
||||
msg += "<a href='?src=[REF(src)];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
|
||||
if(traitstring)
|
||||
msg += "<span class='info'>Detected physiological traits:<br></span>"
|
||||
msg += "<span class='info'>[traitstring]</span><br>"
|
||||
|
||||
|
||||
|
||||
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH, /obj/item/organ/cyberimp/eyes/hud/security))
|
||||
@@ -312,6 +323,10 @@
|
||||
msg += "<a href='?src=[REF(src)];hud=s;add_crime=1'>\[Add crime\]</a> "
|
||||
msg += "<a href='?src=[REF(src)];hud=s;view_comment=1'>\[View comment log\]</a> "
|
||||
msg += "<a href='?src=[REF(src)];hud=s;add_comment=1'>\[Add comment\]</a>\n"
|
||||
|
||||
else if(isobserver(user) && traitstring)
|
||||
msg += "<span class='info'><b>Traits:</b> [traitstring]</span><br>"
|
||||
|
||||
if(print_flavor_text() && get_visible_name() != "Unknown")//Are we sure we know who this is? Don't show flavor text unless we can recognize them. Prevents certain metagaming with impersonation.
|
||||
msg += "[print_flavor_text()]\n"
|
||||
|
||||
|
||||
@@ -655,24 +655,33 @@
|
||||
if(prob(30))
|
||||
burndamage += rand(30,40)
|
||||
|
||||
if(brutedamage > 0)
|
||||
status = "bruised"
|
||||
if(brutedamage > 20)
|
||||
status = "battered"
|
||||
if(brutedamage > 40)
|
||||
status = "mangled"
|
||||
if(brutedamage > 0 && burndamage > 0)
|
||||
status += " and "
|
||||
if(burndamage > 40)
|
||||
status += "peeling away"
|
||||
if(has_trait(TRAIT_SELF_AWARE))
|
||||
status = "[brutedamage] brute damage and [burndamage] burn damage"
|
||||
if(!brutedamage && !burndamage)
|
||||
status = "no damage"
|
||||
|
||||
else if(burndamage > 10)
|
||||
status += "blistered"
|
||||
else if(burndamage > 0)
|
||||
status += "numb"
|
||||
if(status == "")
|
||||
status = "OK"
|
||||
to_chat(src, "\t <span class='[status == "OK" ? "notice" : "warning"]'>Your [LB.name] is [status].</span>")
|
||||
else
|
||||
if(brutedamage > 0)
|
||||
status = "bruised"
|
||||
if(brutedamage > 20)
|
||||
status = "battered"
|
||||
if(brutedamage > 40)
|
||||
status = "mangled"
|
||||
if(brutedamage > 0 && burndamage > 0)
|
||||
status += " and "
|
||||
if(burndamage > 40)
|
||||
status += "peeling away"
|
||||
|
||||
else if(burndamage > 10)
|
||||
status += "blistered"
|
||||
else if(burndamage > 0)
|
||||
status += "numb"
|
||||
if(status == "")
|
||||
status = "OK"
|
||||
var/no_damage
|
||||
if(status == "OK" || status == "no damage")
|
||||
no_damage = TRUE
|
||||
to_chat(src, "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name] [has_trait(TRAIT_SELF_AWARE) ? "has" : "is"] [status].</span>")
|
||||
|
||||
for(var/obj/item/I in LB.embedded_objects)
|
||||
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
|
||||
@@ -687,6 +696,23 @@
|
||||
to_chat(src, "<span class='info'>You're completely exhausted.</span>")
|
||||
else
|
||||
to_chat(src, "<span class='info'>You feel fatigued.</span>")
|
||||
if(has_trait(TRAIT_SELF_AWARE))
|
||||
if(toxloss)
|
||||
if(toxloss > 10)
|
||||
to_chat(src, "<span class='danger'>You feel sick.</span>")
|
||||
else if(toxloss > 20)
|
||||
to_chat(src, "<span class='danger'>You feel nauseous.</span>")
|
||||
else if(toxloss > 40)
|
||||
to_chat(src, "<span class='danger'>You feel very unwell!</span>")
|
||||
if(oxyloss)
|
||||
if(oxyloss > 10)
|
||||
to_chat(src, "<span class='danger'>You feel lightheaded.</span>")
|
||||
else if(oxyloss > 20)
|
||||
to_chat(src, "<span class='danger'>Your thinking is clouded and distant.</span>")
|
||||
else if(oxyloss > 30)
|
||||
to_chat(src, "<span class='danger'>You're choking!</span>")
|
||||
if(roundstart_traits.len)
|
||||
to_chat(src, "<span class='notice'>You have these traits: [get_trait_string()].</span>")
|
||||
else
|
||||
if(wear_suit)
|
||||
wear_suit.add_fingerprint(M)
|
||||
|
||||
@@ -9,6 +9,13 @@
|
||||
|
||||
/mob/living/carbon/human/Unconscious(amount, updating = 1, ignore_canunconscious = 0)
|
||||
amount = dna.species.spec_stun(src,amount)
|
||||
if(has_trait(TRAIT_HEAVY_SLEEPER))
|
||||
amount *= rand(1.25, 1.3)
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/Sleeping(amount, updating = 1, ignore_sleepimmune = 0)
|
||||
if(has_trait(TRAIT_HEAVY_SLEEPER))
|
||||
amount *= rand(1.25, 1.3)
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/cure_husk(list/sources)
|
||||
|
||||
@@ -34,6 +34,8 @@
|
||||
|
||||
var/list/status_traits = list()
|
||||
|
||||
var/list/roundstart_traits = list()
|
||||
|
||||
var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
|
||||
|
||||
var/now_pushing = null //used by living/Collide() and living/PushAM() to prevent potential infinite loop.
|
||||
|
||||
@@ -146,10 +146,23 @@
|
||||
else
|
||||
status_traits[trait] |= list(source)
|
||||
|
||||
/mob/living/proc/remove_trait(trait, list/sources)
|
||||
/mob/living/proc/add_trait_datum(trait) //separate proc due to the way these ones are handled
|
||||
if(has_trait(trait))
|
||||
return
|
||||
if(!SStraits || !SStraits.traits[trait])
|
||||
return
|
||||
var/datum/trait/T = SStraits.traits[trait]
|
||||
new T (src)
|
||||
return TRUE
|
||||
|
||||
/mob/living/proc/remove_trait(trait, list/sources, force)
|
||||
|
||||
if(!status_traits[trait])
|
||||
return
|
||||
|
||||
if(locate(ROUNDSTART_TRAIT) in status_traits[trait] && !force) //mob traits applied through roundstart cannot normally be removed
|
||||
return
|
||||
|
||||
if(!sources) // No defined source cures the trait entirely.
|
||||
status_traits -= trait
|
||||
return
|
||||
@@ -167,6 +180,12 @@
|
||||
if(!LAZYLEN(status_traits[trait]))
|
||||
status_traits -= trait
|
||||
|
||||
/mob/living/proc/remove_trait_datum(trait)
|
||||
var/datum/trait/T = roundstart_traits[trait]
|
||||
if(T)
|
||||
qdel(T)
|
||||
return TRUE
|
||||
|
||||
/mob/living/proc/has_trait(trait, list/sources)
|
||||
if(!status_traits[trait])
|
||||
return FALSE
|
||||
@@ -181,6 +200,9 @@
|
||||
if(LAZYLEN(status_traits[trait]))
|
||||
return TRUE
|
||||
|
||||
/mob/living/proc/has_trait_datum(trait)
|
||||
return roundstart_traits[trait]
|
||||
|
||||
/mob/living/proc/remove_all_traits()
|
||||
status_traits = list()
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
/mob/living/carbon/get_taste_sensitivity()
|
||||
var/obj/item/organ/tongue/tongue = getorganslot(ORGAN_SLOT_TONGUE)
|
||||
if(istype(tongue))
|
||||
if(istype(tongue) && !has_trait(TRAIT_AGEUSIA))
|
||||
. = tongue.taste_sensitivity
|
||||
else
|
||||
. = 101 // can't taste anything without a tongue
|
||||
|
||||
@@ -246,6 +246,8 @@
|
||||
var/rand_spr = rand()
|
||||
if(spread)
|
||||
randomized_gun_spread = rand(0,spread)
|
||||
if(user.has_trait(TRAIT_POOR_AIM)) //nice shootin' tex
|
||||
bonus_spread += 25
|
||||
var/randomized_bonus_spread = rand(0, bonus_spread)
|
||||
|
||||
if(burst_size > 1)
|
||||
|
||||
@@ -37,9 +37,12 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.drunkenness < volume * boozepwr * ALCOHOL_THRESHOLD_MODIFIER)
|
||||
H.drunkenness = max((H.drunkenness + (sqrt(volume) * boozepwr * ALCOHOL_RATE)), 0) //Volume, power, and server alcohol rate effect how quickly one gets drunk
|
||||
var/booze_power = boozepwr
|
||||
if(H.has_trait(TRAIT_ALCOHOL_TOLERANCE)) //we're an accomplished drinker
|
||||
booze_power *= 0.7
|
||||
H.drunkenness = max((H.drunkenness + (sqrt(volume) * booze_power * ALCOHOL_RATE)), 0) //Volume, power, and server alcohol rate effect how quickly one gets drunk
|
||||
var/obj/item/organ/liver/L = H.getorganslot(ORGAN_SLOT_LIVER)
|
||||
H.applyLiverDamage((max(sqrt(volume) * boozepwr * L.alcohol_tolerance, 0))/4)
|
||||
H.applyLiverDamage((max(sqrt(volume) * booze_power * L.alcohol_tolerance, 0))/4)
|
||||
return ..() || .
|
||||
|
||||
/datum/reagent/consumable/ethanol/reaction_obj(obj/O, reac_volume)
|
||||
@@ -117,7 +120,8 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
M.dizziness = max(0,M.dizziness-5)
|
||||
M.drowsyness = max(0,M.drowsyness-3)
|
||||
M.AdjustSleeping(-40, FALSE)
|
||||
M.Jitter(5)
|
||||
if(!M.has_trait(TRAIT_ALCOHOL_TOLERANCE))
|
||||
M.Jitter(5)
|
||||
..()
|
||||
. = 1
|
||||
|
||||
@@ -150,7 +154,8 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
M.drowsyness = max(0,M.drowsyness-7)
|
||||
M.AdjustSleeping(-40)
|
||||
M.adjust_bodytemperature(-5 * TEMPERATURE_DAMAGE_COEFFICIENT, BODYTEMP_NORMAL)
|
||||
M.Jitter(5)
|
||||
if(!M.has_trait(TRAIT_ALCOHOL_TOLERANCE))
|
||||
M.Jitter(5)
|
||||
return ..()
|
||||
|
||||
/datum/reagent/consumable/ethanol/vodka
|
||||
@@ -305,7 +310,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
shot_glass_icon_state = "shotglassgreen"
|
||||
|
||||
/datum/reagent/consumable/ethanol/absinthe/on_mob_life(mob/living/M)
|
||||
if(prob(10))
|
||||
if(prob(10) && !M.has_trait(TRAIT_ALCOHOL_TOLERANCE))
|
||||
M.hallucination += 4 //Reference to the urban myth
|
||||
..()
|
||||
|
||||
@@ -556,7 +561,10 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
glass_desc = "Heavy, hot and strong. Just like the Iron fist of the LAW."
|
||||
|
||||
/datum/reagent/consumable/ethanol/beepsky_smash/on_mob_life(mob/living/M)
|
||||
M.Stun(40, 0)
|
||||
if(M.has_trait(TRAIT_ALCOHOL_TOLERANCE))
|
||||
M.Stun(30, 0) //this realistically does nothing to prevent chainstunning but will cause them to recover faster once it's out of their system
|
||||
else
|
||||
M.Stun(40, 0)
|
||||
return ..()
|
||||
|
||||
/datum/reagent/consumable/ethanol/irish_cream
|
||||
@@ -585,7 +593,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
/datum/reagent/consumable/ethanol/manly_dorf/on_mob_add(mob/living/M)
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.dna.check_mutation(DWARFISM))
|
||||
if(H.dna.check_mutation(DWARFISM) || H.has_trait(TRAIT_ALCOHOL_TOLERANCE))
|
||||
to_chat(H, "<span class='notice'>Now THAT is MANLY!</span>")
|
||||
boozepwr = 5 //We've had worse in the mines
|
||||
dorf_mode = TRUE
|
||||
@@ -1148,8 +1156,9 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
|
||||
/datum/reagent/consumable/ethanol/atomicbomb/on_mob_life(mob/living/M)
|
||||
M.set_drugginess(50)
|
||||
M.confused = max(M.confused+2,0)
|
||||
M.Dizzy(10)
|
||||
if(!M.has_trait(TRAIT_ALCOHOL_TOLERANCE))
|
||||
M.confused = max(M.confused+2,0)
|
||||
M.Dizzy(10)
|
||||
if (!M.slurring)
|
||||
M.slurring = 1
|
||||
M.slurring += 3
|
||||
|
||||
@@ -184,7 +184,7 @@
|
||||
/datum/reagent/toxin/mindbreaker
|
||||
name = "Mindbreaker Toxin"
|
||||
id = "mindbreaker"
|
||||
description = "A powerful hallucinogen. Not a thing to be messed with."
|
||||
description = "A powerful hallucinogen. Not a thing to be messed with. For some mental patients. it counteracts their symptoms and anchors them to reality."
|
||||
color = "#B31008" // rgb: 139, 166, 233
|
||||
toxpwr = 0
|
||||
taste_description = "sourness"
|
||||
|
||||
@@ -26,6 +26,8 @@
|
||||
HMN.regenerate_icons()
|
||||
else
|
||||
eye_color = HMN.eye_color
|
||||
if(HMN.has_trait(TRAIT_NIGHT_VISION) && !lighting_alpha)
|
||||
lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT
|
||||
M.update_tint()
|
||||
owner.update_sight()
|
||||
|
||||
|
||||
@@ -511,6 +511,9 @@ ALLOW_MISCREANTS
|
||||
## Determines if players are allowed to print integrated circuits, uncomment to allow.
|
||||
#IC_PRINTING
|
||||
|
||||
## Uncomment to allow roundstart trait selection in the character setup menu.
|
||||
ROUNDSTART_TRAITS
|
||||
|
||||
## Enable night shifts ##
|
||||
ENABLE_NIGHT_SHIFTS
|
||||
|
||||
|
||||
@@ -292,6 +292,7 @@
|
||||
#include "code\controllers\subsystem\processing\obj.dm"
|
||||
#include "code\controllers\subsystem\processing\processing.dm"
|
||||
#include "code\controllers\subsystem\processing\projectiles.dm"
|
||||
#include "code\controllers\subsystem\processing\traits.dm"
|
||||
#include "code\datums\action.dm"
|
||||
#include "code\datums\ai_laws.dm"
|
||||
#include "code\datums\armor.dm"
|
||||
@@ -449,6 +450,10 @@
|
||||
#include "code\datums\status_effects\gas.dm"
|
||||
#include "code\datums\status_effects\neutral.dm"
|
||||
#include "code\datums\status_effects\status_effect.dm"
|
||||
#include "code\datums\traits\_trait.dm"
|
||||
#include "code\datums\traits\good.dm"
|
||||
#include "code\datums\traits\negative.dm"
|
||||
#include "code\datums\traits\neutral.dm"
|
||||
#include "code\datums\weather\weather.dm"
|
||||
#include "code\datums\weather\weather_types\acid_rain.dm"
|
||||
#include "code\datums\weather\weather_types\advanced_darkness.dm"
|
||||
|
||||
Reference in New Issue
Block a user