Adds minor roundstart traits! (ala CDDA, etc.)
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CitadelStationBot
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3690cf3309
commit
0a449af83e
@@ -379,6 +379,10 @@
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if(SSshuttle.emergency.timeLeft(1) > initial(SSshuttle.emergencyCallTime)*0.5)
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SSticker.mode.make_antag_chance(humanc)
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for(var/V in character.roundstart_traits)
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var/datum/trait/T = V
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T.on_spawn() //so latejoins still get their correct traits
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log_manifest(character.mind.key,character.mind,character,latejoin = TRUE)
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/mob/dead/new_player/proc/AddEmploymentContract(mob/living/carbon/human/employee)
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@@ -6,8 +6,14 @@
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var/t_him = p_them()
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var/t_has = p_have()
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var/t_is = p_are()
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var/obscure_name
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var/msg = "<span class='info'>*---------*\nThis is <EM>[name]</EM>!\n"
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if(isliving(user))
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var/mob/living/L = user
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if(L.has_trait(TRAIT_PROSOPAGNOSIA))
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obscure_name = TRUE
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var/msg = "<span class='info'>*---------*\nThis is <EM>[!obscure_name ? name : "Unknown"]</EM>!\n"
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var/list/obscured = check_obscured_slots()
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var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
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@@ -269,6 +275,7 @@
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if(digitalcamo)
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msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
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var/traitstring = get_trait_string()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud)
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@@ -296,6 +303,10 @@
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R = find_record("name", perpname, GLOB.data_core.medical)
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if(R)
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msg += "<a href='?src=[REF(src)];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
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if(traitstring)
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msg += "<span class='info'>Detected physiological traits:<br></span>"
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msg += "<span class='info'>[traitstring]</span><br>"
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if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH, /obj/item/organ/cyberimp/eyes/hud/security))
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@@ -312,9 +323,14 @@
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msg += "<a href='?src=[REF(src)];hud=s;add_crime=1'>\[Add crime\]</a> "
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msg += "<a href='?src=[REF(src)];hud=s;view_comment=1'>\[View comment log\]</a> "
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msg += "<a href='?src=[REF(src)];hud=s;add_comment=1'>\[Add comment\]</a>\n"
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<<<<<<< HEAD
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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.
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msg += "[print_flavor_text()]\n"
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=======
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else if(isobserver(user) && traitstring)
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msg += "<span class='info'><b>Traits:</b> [traitstring]</span><br>"
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>>>>>>> ab9e2e8... Adds minor roundstart traits! (ala CDDA, etc.) (#35440)
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msg += "*---------*</span>"
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to_chat(user, msg)
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@@ -655,24 +655,33 @@
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if(prob(30))
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burndamage += rand(30,40)
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if(brutedamage > 0)
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status = "bruised"
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if(brutedamage > 20)
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status = "battered"
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if(brutedamage > 40)
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status = "mangled"
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if(brutedamage > 0 && burndamage > 0)
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status += " and "
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if(burndamage > 40)
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status += "peeling away"
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if(has_trait(TRAIT_SELF_AWARE))
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status = "[brutedamage] brute damage and [burndamage] burn damage"
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if(!brutedamage && !burndamage)
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status = "no damage"
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else if(burndamage > 10)
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status += "blistered"
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else if(burndamage > 0)
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status += "numb"
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if(status == "")
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status = "OK"
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to_chat(src, "\t <span class='[status == "OK" ? "notice" : "warning"]'>Your [LB.name] is [status].</span>")
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else
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if(brutedamage > 0)
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status = "bruised"
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if(brutedamage > 20)
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status = "battered"
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if(brutedamage > 40)
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status = "mangled"
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if(brutedamage > 0 && burndamage > 0)
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status += " and "
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if(burndamage > 40)
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status += "peeling away"
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else if(burndamage > 10)
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status += "blistered"
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else if(burndamage > 0)
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status += "numb"
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if(status == "")
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status = "OK"
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var/no_damage
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if(status == "OK" || status == "no damage")
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no_damage = TRUE
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to_chat(src, "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name] [has_trait(TRAIT_SELF_AWARE) ? "has" : "is"] [status].</span>")
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for(var/obj/item/I in LB.embedded_objects)
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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>")
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@@ -687,6 +696,23 @@
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to_chat(src, "<span class='info'>You're completely exhausted.</span>")
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else
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to_chat(src, "<span class='info'>You feel fatigued.</span>")
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if(has_trait(TRAIT_SELF_AWARE))
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if(toxloss)
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if(toxloss > 10)
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to_chat(src, "<span class='danger'>You feel sick.</span>")
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else if(toxloss > 20)
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to_chat(src, "<span class='danger'>You feel nauseous.</span>")
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else if(toxloss > 40)
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to_chat(src, "<span class='danger'>You feel very unwell!</span>")
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if(oxyloss)
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if(oxyloss > 10)
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to_chat(src, "<span class='danger'>You feel lightheaded.</span>")
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else if(oxyloss > 20)
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to_chat(src, "<span class='danger'>Your thinking is clouded and distant.</span>")
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else if(oxyloss > 30)
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to_chat(src, "<span class='danger'>You're choking!</span>")
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if(roundstart_traits.len)
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to_chat(src, "<span class='notice'>You have these traits: [get_trait_string()].</span>")
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else
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if(wear_suit)
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wear_suit.add_fingerprint(M)
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@@ -9,6 +9,13 @@
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/mob/living/carbon/human/Unconscious(amount, updating = 1, ignore_canunconscious = 0)
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amount = dna.species.spec_stun(src,amount)
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if(has_trait(TRAIT_HEAVY_SLEEPER))
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amount *= rand(1.25, 1.3)
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return ..()
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/mob/living/carbon/human/Sleeping(amount, updating = 1, ignore_sleepimmune = 0)
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if(has_trait(TRAIT_HEAVY_SLEEPER))
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amount *= rand(1.25, 1.3)
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return ..()
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/mob/living/carbon/human/cure_husk(list/sources)
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@@ -34,6 +34,8 @@
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var/list/status_traits = list()
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var/list/roundstart_traits = list()
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var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
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var/now_pushing = null //used by living/Collide() and living/PushAM() to prevent potential infinite loop.
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@@ -146,10 +146,23 @@
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else
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status_traits[trait] |= list(source)
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/mob/living/proc/remove_trait(trait, list/sources)
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/mob/living/proc/add_trait_datum(trait) //separate proc due to the way these ones are handled
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if(has_trait(trait))
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return
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if(!SStraits || !SStraits.traits[trait])
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return
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var/datum/trait/T = SStraits.traits[trait]
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new T (src)
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return TRUE
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/mob/living/proc/remove_trait(trait, list/sources, force)
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if(!status_traits[trait])
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return
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if(locate(ROUNDSTART_TRAIT) in status_traits[trait] && !force) //mob traits applied through roundstart cannot normally be removed
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return
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if(!sources) // No defined source cures the trait entirely.
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status_traits -= trait
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return
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@@ -167,6 +180,12 @@
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if(!LAZYLEN(status_traits[trait]))
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status_traits -= trait
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/mob/living/proc/remove_trait_datum(trait)
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var/datum/trait/T = roundstart_traits[trait]
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if(T)
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qdel(T)
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return TRUE
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/mob/living/proc/has_trait(trait, list/sources)
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if(!status_traits[trait])
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return FALSE
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@@ -181,6 +200,9 @@
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if(LAZYLEN(status_traits[trait]))
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return TRUE
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/mob/living/proc/has_trait_datum(trait)
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return roundstart_traits[trait]
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/mob/living/proc/remove_all_traits()
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status_traits = list()
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@@ -9,7 +9,7 @@
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/mob/living/carbon/get_taste_sensitivity()
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var/obj/item/organ/tongue/tongue = getorganslot(ORGAN_SLOT_TONGUE)
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if(istype(tongue))
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if(istype(tongue) && !has_trait(TRAIT_AGEUSIA))
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. = tongue.taste_sensitivity
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else
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. = 101 // can't taste anything without a tongue
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