Makes Fluoride Stare less of a meme, fixes lizard blinking (#92426)

## About The Pull Request

Buffs fluoride stare to not be completely unplayable, increasing warning
delay from 30 seconds to 3 minutes, and post-warning grace to 30 seconds
from 10, as well as halving damage per second.
Also fixes lizard blinking being horribly broken, made brain damage
properly update eye blinking instead of you having to wait until an
update_body call to get your brain-damaged blinks.
Additionally, fixes a bug where only roundstart eyes would blink, as
#88300's removal of update_body in eye insertion prevents them from
properly updating their overlays when inserted, thus not granting their
owner passive blinking until forced by another source.

- Closes #90269

## Why It's Good For The Game

Fluoride stare was somewhat of a joke quirk, but people liked the
concept, so it should probably not make you blind in the first five
minutes of the round. Original numbers are extremely detrimental and
require constant micromanaging to the point where you can't do any job
whatsoever.
This commit is contained in:
SmArtKar
2025-08-07 19:46:54 +02:00
committed by GitHub
parent 4d74bc950a
commit 3fdc42ba23
5 changed files with 41 additions and 34 deletions
+1
View File
@@ -255,6 +255,7 @@
//Brain Damage defines
#define BRAIN_DAMAGE_MILD 20
#define BRAIN_DAMAGE_ASYNC_BLINKING 60
#define BRAIN_DAMAGE_SEVERE 100
#define BRAIN_DAMAGE_DEATH 200
+7 -5
View File
@@ -5,7 +5,9 @@
var/warn_grace = FALSE
var/warn_dying = FALSE
var/last_blink
var/check_every = 20 SECONDS
/// How long can you not blink before you get a warning?
var/warning_delay = 20 SECONDS
/// Delay between getting a warning and you starting to take eye damage
var/grace_period = 6 SECONDS
/// Organ damage taken per tick
var/damage_rate = 1
@@ -15,12 +17,12 @@
var/display_message = TRUE
var/list/valid_emotes = list(/datum/emote/living/carbon/human/blink, /datum/emote/living/carbon/human/blink_r)
/datum/component/manual_blinking/Initialize(damage_rate = 1, check_every = 20 SECONDS, grace_period = 6 SECONDS, display_message = TRUE)
/datum/component/manual_blinking/Initialize(damage_rate = 1, warning_delay = 20 SECONDS, grace_period = 6 SECONDS, display_message = TRUE)
if(!iscarbon(parent))
return COMPONENT_INCOMPATIBLE
src.damage_rate = damage_rate
src.check_every = check_every
src.warning_delay = warning_delay
src.grace_period = grace_period
src.display_message = display_message
@@ -70,12 +72,12 @@
STOP_PROCESSING(SSdcs, src)
/datum/component/manual_blinking/process()
if(world.time > (last_blink + check_every + grace_period))
if(world.time > (last_blink + warning_delay + grace_period))
if(!warn_dying)
to_chat(parent, span_userdanger("Your eyes begin to wither, you need to blink!"))
warn_dying = TRUE
parent_eyes.apply_organ_damage(damage_rate)
else if(world.time > (last_blink + check_every))
else if(world.time > (last_blink + warning_delay))
if(!warn_grace)
to_chat(parent, span_danger("You feel a need to blink!"))
warn_grace = TRUE
@@ -28,7 +28,7 @@
/datum/quirk/item_quirk/fluoride_stare/add(client/client_source)
ADD_TRAIT(quirk_holder, TRAIT_NO_EYELIDS, QUIRK_TRAIT)
quirk_holder.AddComponent(/datum/component/manual_blinking, 1, 30 SECONDS, 10 SECONDS, FALSE)
quirk_holder.AddComponent(/datum/component/manual_blinking, 0.5, 3 MINUTES, 30 SECONDS, FALSE)
/datum/quirk/item_quirk/fluoride_stare/remove()
REMOVE_TRAIT(quirk_holder, TRAIT_NO_EYELIDS, QUIRK_TRAIT)
+22 -14
View File
@@ -337,9 +337,15 @@
/obj/item/organ/brain/check_damage_thresholds(mob/M)
. = ..()
//if we're not more injured than before, return without gambling for a trauma
// If we crossed blinking brain damage thresholds either way, update our blinking
if ((prev_damage > BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage > BRAIN_DAMAGE_ASYNC_BLINKING))
var/obj/item/organ/eyes/eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
eyes?.animate_eyelids(owner)
// If we're not more injured than before, return without gambling for a trauma
if(damage <= prev_damage)
return
damage_delta = damage - prev_damage
if(damage > BRAIN_DAMAGE_MILD)
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
@@ -353,20 +359,22 @@
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
if (owner)
if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
var/brain_message
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
brain_message = span_warning("You feel lightheaded.")
else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
brain_message = span_warning("You feel less in control of your thoughts.")
else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
brain_message = span_warning("You can feel your mind flickering on and off...")
if (!owner || owner.stat > UNCONSCIOUS)
return
if(.)
. += "\n[brain_message]"
else
return brain_message
// Conscious or soft-crit
var/brain_message
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
brain_message = span_warning("You feel lightheaded.")
else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
brain_message = span_warning("You feel less in control of your thoughts.")
else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
brain_message = span_warning("You can feel your mind flickering on and off...")
if(.)
. += "\n[brain_message]"
else
return brain_message
/obj/item/organ/brain/before_organ_replacement(obj/item/organ/replacement)
. = ..()
@@ -91,7 +91,7 @@
eye_color_left = as_human.eye_color_left
if (!eye_color_right)
eye_color_right = as_human.eye_color_right
refresh(receiver, call_update = !special)
refresh(receiver, call_update = TRUE)
RegisterSignal(receiver, COMSIG_ATOM_BULLET_ACT, PROC_REF(on_bullet_act))
RegisterSignal(receiver, COMSIG_COMPONENT_CLEAN_FACE_ACT, PROC_REF(on_face_wash))
if (scarring)
@@ -416,7 +416,6 @@
#define RAND_BLINKING_DELAY 1 SECONDS
#define BLINK_DURATION 0.15 SECONDS
#define BLINK_LOOPS 5
#define ASYNC_BLINKING_BRAIN_DAMAGE 60
/// Modifies eye overlays to also act as eyelids, both for blinking and for when you're knocked out cold
/obj/item/organ/eyes/proc/setup_eyelids(mutable_appearance/eye_left, mutable_appearance/eye_right, mob/living/carbon/human/parent)
@@ -461,7 +460,6 @@
if (anim_times)
if (sync_blinking)
wait_time = anim_times[1]
anim_times.Cut(1, 2)
else
wait_time = rand(max(BASE_BLINKING_DELAY - RAND_BLINKING_DELAY, anim_times[1] - RAND_BLINKING_DELAY), anim_times[1])
@@ -472,17 +470,15 @@
for (var/i in 1 to cycles)
if (anim_times)
if (sync_blinking)
wait_time = anim_times[1]
anim_times.Cut(1, 2)
wait_time = anim_times[i + 1]
else
wait_time = rand(max(BASE_BLINKING_DELAY - RAND_BLINKING_DELAY, anim_times[1] - RAND_BLINKING_DELAY), anim_times[1])
wait_time = rand(max(BASE_BLINKING_DELAY - RAND_BLINKING_DELAY, anim_times[i + 1] - RAND_BLINKING_DELAY), anim_times[i + 1])
else
wait_time = rand(BASE_BLINKING_DELAY - RAND_BLINKING_DELAY, BASE_BLINKING_DELAY + RAND_BLINKING_DELAY)
. += wait_time
if (anim_times && !sync_blinking)
// Make sure that we're somewhat in sync with the other eye
animate(time = anim_times[1] - wait_time)
anim_times.Cut(1, 2)
animate(time = anim_times[i + 1] - wait_time)
animate(alpha = 255, time = 0)
animate(time = BLINK_DURATION)
if (i != cycles)
@@ -490,17 +486,18 @@
animate(time = wait_time)
/obj/item/organ/eyes/proc/blink(duration = BLINK_DURATION, restart_animation = TRUE)
var/left_delayed = rand(50)
var/left_delayed = prob(50)
// Storing blink delay so mistimed blinks of lizards don't get cut short
var/blink_delay = synchronized_blinking ? rand(0, RAND_BLINKING_DELAY) : 0
var/sync_blinking = synchronized_blinking && (owner.get_organ_loss(ORGAN_SLOT_BRAIN) < BRAIN_DAMAGE_ASYNC_BLINKING)
var/blink_delay = sync_blinking ? 0 : rand(0, RAND_BLINKING_DELAY)
animate(eyelid_left, alpha = 0, time = 0)
if (!synchronized_blinking && left_delayed)
if (!sync_blinking && left_delayed)
animate(time = blink_delay)
animate(alpha = 255, time = 0)
animate(time = duration)
animate(alpha = 0, time = 0)
animate(eyelid_right, alpha = 0, time = 0)
if (!synchronized_blinking && !left_delayed)
if (!sync_blinking && !left_delayed)
animate(time = blink_delay)
animate(alpha = 255, time = 0)
animate(time = duration)
@@ -509,7 +506,7 @@
addtimer(CALLBACK(src, PROC_REF(animate_eyelids), owner), blink_delay + duration)
/obj/item/organ/eyes/proc/animate_eyelids(mob/living/carbon/human/parent)
var/sync_blinking = synchronized_blinking && (parent.get_organ_loss(ORGAN_SLOT_BRAIN) < ASYNC_BLINKING_BRAIN_DAMAGE)
var/sync_blinking = synchronized_blinking && (parent.get_organ_loss(ORGAN_SLOT_BRAIN) < BRAIN_DAMAGE_ASYNC_BLINKING)
// Randomize order for unsynched animations
if (sync_blinking || prob(50))
var/list/anim_times = animate_eyelid(eyelid_left, parent, sync_blinking)
@@ -532,7 +529,6 @@
#undef RAND_BLINKING_DELAY
#undef BLINK_DURATION
#undef BLINK_LOOPS
#undef ASYNC_BLINKING_BRAIN_DAMAGE
/// by default, returns the eyes' penlight_message var as a notice span. May do other things when overridden, such as eldritch insanity, or eye damage, or whatnot. Whatever you want, really.
/obj/item/organ/eyes/proc/penlight_examine(mob/living/viewer)