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https://github.com/yogstation13/Yogstation.git
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225 lines
8.8 KiB
Plaintext
225 lines
8.8 KiB
Plaintext
/datum/mutation
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var/name
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/datum/mutation/human
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name = "mutation"
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var/desc = "A mutation."
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///Whether the mutation is locked, and therefore will not show up in
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///people's genes randomly.
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var/locked
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var/quality
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var/get_chance = 100
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var/lowest_value = 256 * 8
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var/text_gain_indication = ""
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var/text_lose_indication = ""
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var/static/list/list/mutable_appearance/visual_indicators = list()
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/// The path of action we grant to our user on mutation gain
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var/datum/action/cooldown/spell/power_path
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var/layer_used = MUTATIONS_LAYER //which mutation layer to use
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var/list/species_allowed = list() //to restrict mutation to only certain species
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var/health_req //minimum health required to acquire the mutation
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var/limb_req //required limbs to acquire this mutation
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var/time_coeff = 1 //coefficient for timed mutations
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var/datum/dna/dna
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var/mob/living/carbon/human/owner
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var/instability = 0 //instability the holder gets when the mutation is not native
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var/blocks = 4 //Amount of those big blocks with gene sequences
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var/difficulty = 8 //Amount of missing sequences. Sometimes it removes an entire pair for 2 points
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var/timed = FALSE //Boolean to easily check if we're going to self destruct
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var/alias //'Mutation #49', decided every round to get some form of distinction between undiscovered mutations
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var/scrambled = FALSE //Wheter we can read it if it's active. To avoid cheesing with mutagen
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var/class //Decides player accesibility, sorta
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var/list/conflicts //any mutations that might conflict. put mutation typepath defines in here. make sure to enter it both ways (so that A conflicts with B, and B with A)
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///Boolean on whether the mutation can be transferred through cloning
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var/allow_transfer = FALSE
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///Boolean on whether the mutation can be downloaded onto a DNA console and cloned.
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var/allow_cloning = TRUE
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//MUT_NORMAL - A mutation that can be activated and deactived by completing a sequence
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//MUT_EXTRA - A mutation that is in the mutations tab, and can be given and taken away through though the DNA console. Has a 0 before it's name in the mutation section of the dna console
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//MUT_OTHER Cannot be interacted with by players through normal means. I.E. wizards mutate
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var/can_chromosome = CHROMOSOME_NONE //can we take chromosomes? 0: CHROMOSOME_NEVER never, 1:CHROMOSOME_NONE yeah, 2: CHROMOSOME_USED no, already have one
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var/chromosome_name //purely cosmetic
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var/modified = FALSE //ugly but we really don't want chromosomes and on_acquiring to overlap and apply double the powers
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var/mutadone_proof = FALSE
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//Chromosome stuff - set to -1 to prevent people from changing it. Example: It'd be a waste to decrease cooldown on mutism
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var/stabilizer_coeff = 1 //genetic stability coeff
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var/synchronizer_coeff = -1 //makes the mutation hurt the user less
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var/power_coeff = -1 //boosts mutation strength
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var/energy_coeff = -1 //lowers mutation cooldown
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var/list/valid_chrom_list = list() //List of strings of valid chromosomes this mutation can accept.
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/datum/mutation/human/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
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. = ..()
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class = class_
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if(timer)
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addtimer(CALLBACK(src, PROC_REF(remove)), timer)
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timed = TRUE
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if(copymut && istype(copymut, /datum/mutation/human))
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copy_mutation(copymut)
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update_valid_chromosome_list()
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/datum/mutation/human/proc/on_acquiring(mob/living/carbon/human/H)
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if(!H || !istype(H) || H.stat == DEAD || (src in H.dna.mutations))
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return TRUE
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for(var/i in H.dna.mutations)
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if(is_type_in_list(i, conflicts))
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return TRUE
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if(species_allowed.len && !species_allowed.Find(H.dna.species.id))
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return TRUE
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if(health_req && H.health < health_req)
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return TRUE
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if(limb_req && !H.get_bodypart(limb_req))
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return TRUE
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owner = H
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dna = H.dna
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dna.mutations += src
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if(text_gain_indication)
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to_chat(owner, text_gain_indication)
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if(visual_indicators.len)
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var/list/mut_overlay = list(get_visual_indicator())
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if(owner.overlays_standing[layer_used])
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mut_overlay = owner.overlays_standing[layer_used]
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mut_overlay |= get_visual_indicator()
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owner.remove_overlay(layer_used)
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owner.overlays_standing[layer_used] = mut_overlay
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owner.apply_overlay(layer_used)
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grant_power() //we do checks here so nothing about hulk getting magic
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if(!modified)
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addtimer(CALLBACK(src, PROC_REF(modify), 0.5 SECONDS)) //gonna want children calling ..() to run first
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/datum/mutation/human/proc/get_visual_indicator()
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return
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/datum/mutation/human/proc/on_attack_hand( atom/target, proximity)
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return
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/datum/mutation/human/proc/on_ranged_attack(atom/target)
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return
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/datum/mutation/human/proc/on_life()
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return
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/datum/mutation/human/proc/on_losing(mob/living/carbon/human/owner)
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if(owner && istype(owner) && (owner.dna.mutations.Remove(src)))
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if(text_lose_indication && owner.stat != DEAD)
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to_chat(owner, text_lose_indication)
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if(visual_indicators.len)
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var/list/mut_overlay = list()
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if(owner.overlays_standing[layer_used])
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mut_overlay = owner.overlays_standing[layer_used]
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owner.remove_overlay(layer_used)
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mut_overlay.Remove(get_visual_indicator())
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owner.overlays_standing[layer_used] = mut_overlay
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owner.apply_overlay(layer_used)
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if(power_path)
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// Any powers we made are linked to our mutation datum,
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// so deleting ourself will also delete it and remove it
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// ...Why don't all mutations delete on loss? Not sure.
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qdel(src)
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return 0
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return 1
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/mob/living/carbon/proc/update_mutations_overlay()
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return
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/mob/living/carbon/human/update_mutations_overlay()
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for(var/datum/mutation/human/CM in dna.mutations)
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if(CM.species_allowed.len && !CM.species_allowed.Find(dna.species.id))
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dna.force_lose(CM) //shouldn't have that mutation at all
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continue
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if(CM.visual_indicators.len)
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var/list/mut_overlay = list()
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if(overlays_standing[CM.layer_used])
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mut_overlay = overlays_standing[CM.layer_used]
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var/mutable_appearance/V = CM.get_visual_indicator()
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if(!mut_overlay.Find(V)) //either we lack the visual indicator or we have the wrong one
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remove_overlay(CM.layer_used)
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for(var/mutable_appearance/MA in CM.visual_indicators[CM.type])
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mut_overlay.Remove(MA)
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mut_overlay |= V
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overlays_standing[CM.layer_used] = mut_overlay
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apply_overlay(CM.layer_used)
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/**
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* Called when a chromosome is applied so we can properly update some stats
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* without having to remove and reapply the mutation from someone
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*
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* Returns `null` if no modification was done, and
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* returns an instance of a power if modification was complete
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*/
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/datum/mutation/human/proc/modify() //called when a genome is applied so we can properly update some stats without having to remove and reapply the mutation from someone
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if(modified || !power_path || !owner)
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return
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var/datum/action/cooldown/spell/modified_power = locate(power_path) in owner.actions
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if(!modified_power)
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CRASH("Genetic mutation [type] called modify(), but could not find a action to modify!")
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modified_power.cooldown_time *= GET_MUTATION_ENERGY(src) // Doesn't do anything for mutations with energy_coeff unset
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return modified_power
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/datum/mutation/human/proc/copy_mutation(datum/mutation/human/HM)
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if(!HM)
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return
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chromosome_name = HM.chromosome_name
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stabilizer_coeff = HM.stabilizer_coeff
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synchronizer_coeff = HM.synchronizer_coeff
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power_coeff = HM.power_coeff
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energy_coeff = HM.energy_coeff
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mutadone_proof = HM.mutadone_proof
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can_chromosome = HM.can_chromosome
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valid_chrom_list = HM.valid_chrom_list
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/datum/mutation/human/proc/remove_chromosome()
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stabilizer_coeff = initial(stabilizer_coeff)
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synchronizer_coeff = initial(synchronizer_coeff)
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power_coeff = initial(power_coeff)
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energy_coeff = initial(energy_coeff)
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mutadone_proof = initial(mutadone_proof)
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can_chromosome = initial(can_chromosome)
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chromosome_name = null
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/datum/mutation/human/proc/remove()
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if(dna)
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dna.force_lose(src)
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else
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qdel(src)
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/datum/mutation/human/proc/grant_power()
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if(!ispath(power_path) || !owner)
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return FALSE
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var/datum/action/cooldown/new_power = new power_path(src)
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new_power.background_icon_state = "bg_tech_blue"
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new_power.base_background_icon_state = new_power.background_icon_state
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new_power.active_background_icon_state = "[new_power.base_background_icon_state]_on"
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new_power.overlay_icon_state = "bg_tech_blue_border"
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new_power.active_overlay_icon_state = null
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new_power.panel = "Genetic"
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new_power.Grant(owner)
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return new_power
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// Runs through all the coefficients and uses this to determine which chromosomes the
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// mutation can take. Stores these as text strings in a list.
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/datum/mutation/human/proc/update_valid_chromosome_list()
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valid_chrom_list.Cut()
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if(can_chromosome == CHROMOSOME_NEVER)
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valid_chrom_list += "none"
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return
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valid_chrom_list += "Reinforcement"
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if(stabilizer_coeff != -1)
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valid_chrom_list += "Stabilizer"
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if(synchronizer_coeff != -1)
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valid_chrom_list += "Synchronizer"
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if(power_coeff != -1)
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valid_chrom_list += "Power"
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if(energy_coeff != -1)
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valid_chrom_list += "Energetic"
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