Adds minor roundstart traits! (ala CDDA, etc.)
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CitadelStationBot
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@@ -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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