//Used to process and handle roundstart quirks // - Quirk strings are used for faster checking in code // - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string PROCESSING_SUBSYSTEM_DEF(quirks) name = "Quirks" init_order = INIT_ORDER_QUIRKS flags = SS_BACKGROUND wait = 10 runlevels = RUNLEVEL_GAME var/list/quirks = list() //Assoc. list of all roundstart quirk datum types; "name" = /path/ var/list/quirk_points = list() //Assoc. list of quirk names and their "point cost"; positive numbers are good traits, and negative ones are bad var/list/quirk_objects = list() //A list of all quirk objects in the game, since some may process var/list/quirk_blacklist = list() //A list a list of quirks that can not be used with each other. Format: list(quirk1,quirk2),list(quirk3,quirk4) /datum/controller/subsystem/processing/quirks/Initialize(timeofday) if(!quirks.len) SetupQuirks() quirk_blacklist = list(list("Blind","Nearsighted"),list("Jolly","Depression","Apathetic","Hypersensitive"),list("Ageusia","Vegetarian","Deviant Tastes"),list("Ananas Affinity","Ananas Aversion"),list("Alcohol Tolerance","Light Drinker"),list(list("Neat","NEET"))) return ..() /datum/controller/subsystem/processing/quirks/proc/SetupQuirks() // Sort by Positive, Negative, Neutral; and then by name var/list/quirk_list = sortList(subtypesof(/datum/quirk), /proc/cmp_quirk_asc) for(var/V in quirk_list) var/datum/quirk/T = V quirks[initial(T.name)] = T quirk_points[initial(T.name)] = initial(T.value) /datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/cli, spawn_effects) for(var/V in cli.prefs.all_quirks) var/datum/quirk/Q = quirks[V] if(Q) user.add_quirk(Q, spawn_effects) else stack_trace("Invalid quirk \"[V]\" in client [cli.ckey] preferences")