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S.P.L.U.R.T-Station-13/code/datums/traits/_quirk.dm
2022-08-20 12:30:32 -07:00

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//every quirk in this folder should be coded around being applied on spawn
//these are NOT "mob quirks" like GOTTAGOFAST, but exist as a medium to apply them and other different effects
/datum/quirk
var/name = "Test Quirk"
var/desc = "This is a test quirk."
var/value = 0
var/human_only = TRUE
var/gain_text
var/lose_text
var/medical_record_text //This text will appear on medical records for the trait. Not yet implemented
var/antag_removal_text // Text will be given to the quirk holder if they get an antag that has it blacklisted.
var/mood_quirk = FALSE //if true, this quirk affects mood and is unavailable if moodlets are disabled
var/mob_trait //if applicable, apply and remove this mob trait
/// should we immediately call on_spawn or add a timer to trigger
var/on_spawn_immediate = TRUE
var/mob/living/quirk_holder
var/processing_quirk = FALSE
/datum/quirk/New(mob/living/quirk_mob, spawn_effects)
if(!quirk_mob || (human_only && !ishuman(quirk_mob)) || quirk_mob.has_quirk(type))
qdel(src)
return
quirk_holder = quirk_mob
SSquirks.quirk_objects += src
if(gain_text)
to_chat(quirk_holder, gain_text)
quirk_holder.roundstart_quirks += src
if(mob_trait)
ADD_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
if(processing_quirk)
START_PROCESSING(SSquirks, src)
add()
if(spawn_effects)
if(on_spawn_immediate)
on_spawn()
else
addtimer(CALLBACK(src, .proc/on_spawn), 0)
addtimer(CALLBACK(src, .proc/post_add), 30)
/datum/quirk/Destroy()
if(processing_quirk)
STOP_PROCESSING(SSquirks, src)
remove()
if(quirk_holder)
if(lose_text)
to_chat(quirk_holder, lose_text)
quirk_holder.roundstart_quirks -= src
if(mob_trait)
REMOVE_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
SSquirks.quirk_objects -= src
return ..()
/datum/quirk/proc/transfer_mob(mob/living/to_mob)
quirk_holder.roundstart_quirks -= src
to_mob.roundstart_quirks += src
if(mob_trait)
REMOVE_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
ADD_TRAIT(to_mob, mob_trait, ROUNDSTART_TRAIT)
quirk_holder = to_mob
on_transfer()
/datum/quirk/proc/add() //special "on add" effects
/datum/quirk/proc/on_spawn() //these should only trigger when the character is being created for the first time, i.e. roundstart/latejoin
/datum/quirk/proc/remove() //special "on remove" effects
/datum/quirk/proc/on_process() //process() has some special checks, so this is the actual process
/datum/quirk/proc/post_add() //for text, disclaimers etc. given after you spawn in with the trait
/datum/quirk/proc/on_transfer() //code called when the trait is transferred to a new mob
/datum/quirk/proc/clone_data() //return additional data that should be remembered by cloning
/datum/quirk/proc/on_clone(data) //create the quirk from clone data
/datum/quirk/process()
if(QDELETED(quirk_holder))
quirk_holder = null
qdel(src)
return
if(quirk_holder.stat == DEAD)
return
on_process()
/mob/living/proc/get_trait_string(medical) //helper string. gets a string of all the traits the mob has
var/list/dat = list()
if(!medical)
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
dat += T.name
if(!dat.len)
return "None"
return dat.Join(", ")
else
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
dat += T.medical_record_text
if(!dat.len)
return "None"
return dat.Join("<br>")
/mob/living/proc/cleanse_trait_datums() //removes all trait datums
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
qdel(T)
/mob/living/proc/transfer_trait_datums(mob/living/to_mob)
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
T.transfer_mob(to_mob)
/*
Commented version of Nearsighted to help you add your own traits
Use this as a guideline
/datum/quirk/nearsighted
name = "Nearsighted"
///The trait's name
desc = "You are nearsighted without prescription glasses, but spawn with a pair."
///Short description, shows next to name in the trait panel
value = -1
///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
mob_trait = TRAIT_NEARSIGHT
///This define is in __DEFINES/traits.dm and is the actual "trait" that the game tracks
///You'll need to use "HAS_TRAIT_FROM(src, X, sources)" checks around the code to check this; for instance, the Ageusia trait is checked in taste code
///If you need help finding where to put it, the declaration finder on GitHub is the best way to locate it
gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
lose_text = "<span class='notice'>You start seeing faraway things normally again.</span>"
medical_record_text = "Subject has permanent nearsightedness."
///These three are self-explanatory
/datum/quirk/nearsighted/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
H.put_in_hands(glasses)
H.equip_to_slot(glasses, ITEM_SLOT_EYES)
H.regenerate_icons()
//This whole proc is called automatically
//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.
//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
//Hooray for fallbacks!
//If you don't need any special effects like spawning glasses, then you don't need an add()
*/