Reworks phobias to use the new fear system instead of handling all the code via traumas (#94455)

## About The Pull Request

Phobias have been refactored to use the new fear system instead of
handling their effects via simple triggers on themselves. The overall
idea is still the same, triggering upon seeing/hearing/saying a scary
word or thing, but instead of instantly sending you into a panic it adds
some fear and has a chance of triggering a new startle fear effect,
which mirrors some of the previous phobia effects that weren't already
included in other handlers.
To complete the phobic trio, I've added monophobia as a quirk - its
quite interesting compared to nycto- and claustrophobia, as it forces
you to stick to other people, thus indirectly incentivizing social
interactions, and could make for actually interesting moments.
Additionally, I've cleaned up some of the related code and added message
CDs to all other handlers that were missing them as to avoid chat spam
which could sometimes occur when the effect triggered far too
frequently.

## Why It's Good For The Game

Using the new system makes phobias much more immersive and interesting
to play around, as they no longer absolutely cripple you to the point of
making the game unplayable in case of some of them due to random stuns
or knockouts. It also makes them natively interact with other phobias
and quirks, which is a neat thing for character building.
Currently getting a phobia basically forces you to go to medbay as to
not risk randomly falling unconscious every once in a while if you roll
a common one (like cyborgs, blood, doctors or authority), and picking
one as a quirk is basically not an option.

## Changelog
🆑
add: Monophobia is now availible as a negative (-3) quirk.
balance: Phobias now have accumulating, and less debilitating effects
due to conversion to the new fear system.
qol: Fear effects now have a cooldown between messages as to avoid chat
spam.
code: Cleaned up some of fear code.
refactor: Refactored phobias to use the fear system
/🆑
This commit is contained in:
SmArtKar
2025-12-20 22:57:58 +00:00
committed by GitHub
parent 25fc4cd18d
commit e49e13b795
11 changed files with 296 additions and 232 deletions
+15 -1
View File
@@ -51,7 +51,7 @@
#define TERROR_HANDLER_EFFECT "effect"
// Default cooldown for terror messages, to not get spammy
#define TERROR_MESSAGE_CD 30 SECONDS
#define TERROR_MESSAGE_CD 15 SECONDS
// Values for terror buildup effects
/// Initial value for effects that apply the component from spooking you
@@ -76,6 +76,20 @@
/// How much terror being hugged reduces, or increases if its done by a nightmare or someone you're afraid of
#define HUG_TERROR_AMOUNT 90
/// Cooldown for phobia checks, to avoid constantly refreshing views
#define PHOBIA_CHECK_DELAY 5 SECONDS
/// Delay between phobia freakouts, also the time it takes for the buildup effect to fade away
#define PHOBIA_FREAKOUT_DELAY 12 SECONDS
/// Amount of terror granted whenever we hear a word we're afraid of
#define PHOBIA_WORD_TERROR_BUILDUP 40
/// Amount of terror granted by each phobia trigger
#define PHOBIA_FREAKOUT_TERROR_BUILDUP 120
/// Cooldown for fear screams
#define TERROR_STARTLE_COOLDOWN 12 SECONDS
/// Minimum difference in fear per tick for screams to actually trigger, so we don't proc from minor fears
#define TERROR_STARTLE_MINIMUM_DIFFERENCE 40
/// Relates to fear or resisting fear
#define MOOD_EVENT_FEAR (1<<0)
/// Relates to art
+19 -142
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@@ -4,21 +4,12 @@
scan_desc = "phobia"
gain_text = span_warning("You start finding default values very unnerving...")
lose_text = span_notice("You no longer feel afraid of default values.")
/// What do we fear exactly?
var/phobia_type
/// Cooldown for proximity checks so we don't spam a range 7 view every two seconds.
COOLDOWN_DECLARE(check_cooldown)
/// Cooldown for freakouts to prevent permastunning.
COOLDOWN_DECLARE(scare_cooldown)
///What mood event to apply when we see the thing & freak out.
var/datum/mood_event/mood_event_type = /datum/mood_event/phobia
var/regex/trigger_regex
//instead of cycling every atom, only cycle the relevant types
var/list/trigger_mobs
var/list/trigger_objs //also checked in mob equipment
var/list/trigger_turfs
var/list/trigger_species
/// Specific terror handler to apply, in case we want
var/terror_handler = /datum/terror_handler/phobia_source
/// What mood event to apply when we see the thing & freak out.
var/mood_event_type = /datum/mood_event/phobia
/datum/brain_trauma/mild/phobia/New(new_phobia_type)
if(new_phobia_type)
@@ -30,132 +21,22 @@
gain_text = span_warning("You start finding [phobia_type] very unnerving...")
lose_text = span_notice("You no longer feel afraid of [phobia_type].")
scan_desc += " of [phobia_type]"
trigger_regex = GLOB.phobia_regexes[phobia_type]
trigger_mobs = GLOB.phobia_mobs[phobia_type]
trigger_objs = GLOB.phobia_objs[phobia_type]
trigger_turfs = GLOB.phobia_turfs[phobia_type]
trigger_species = GLOB.phobia_species[phobia_type]
..()
/datum/brain_trauma/mild/phobia/on_lose(silent)
owner.clear_mood_event("phobia_[phobia_type]")
return ..()
/datum/brain_trauma/mild/phobia/on_life(seconds_per_tick, times_fired)
..()
if(HAS_TRAIT(owner, TRAIT_FEARLESS))
return
if(owner.is_blind())
return
/datum/brain_trauma/mild/phobia/on_gain()
. = ..()
var/datum/component/fearful/fear = owner.AddComponentFrom(REF(src), /datum/component/fearful, list(/datum/terror_handler/startle))
var/datum/terror_handler/phobia_source/phobia = fear.add_handler(terror_handler, REF(src))
phobia.trigger_regex = GLOB.phobia_regexes[phobia_type]
phobia.trigger_mobs = GLOB.phobia_mobs[phobia_type]
phobia.trigger_objs = GLOB.phobia_objs[phobia_type]
phobia.trigger_turfs = GLOB.phobia_turfs[phobia_type]
phobia.trigger_species = GLOB.phobia_species[phobia_type]
phobia.mood_event_type = mood_event_type
if(!COOLDOWN_FINISHED(src, check_cooldown) || !COOLDOWN_FINISHED(src, scare_cooldown))
return
COOLDOWN_START(src, check_cooldown, 5 SECONDS)
var/list/seen_atoms = view(7, owner)
if(LAZYLEN(trigger_objs))
for(var/obj/seen_item in seen_atoms)
if(is_scary_item(seen_item))
freak_out(seen_item)
return
if(LAZYLEN(trigger_turfs))
for(var/turf/checked in seen_atoms)
if(is_type_in_typecache(checked, trigger_turfs))
freak_out(checked)
return
seen_atoms -= owner //make sure they aren't afraid of themselves.
if(LAZYLEN(trigger_mobs) || LAZYLEN(trigger_species) || LAZYLEN(trigger_objs))
for(var/mob/living/checked in seen_atoms)
if (is_scary_mob(checked))
freak_out(checked)
return
/// Returns true if this item should be scary to us
/datum/brain_trauma/mild/phobia/proc/is_scary_item(obj/checked)
if (QDELETED(checked) || !is_type_in_typecache(checked, trigger_objs) || checked.invisibility > owner.see_invisible)
return FALSE
if (!isitem(checked))
return TRUE
var/obj/item/checked_item = checked
return !HAS_TRAIT(checked_item, TRAIT_EXAMINE_SKIP)
/datum/brain_trauma/mild/phobia/proc/is_scary_mob(mob/living/checked)
if(is_type_in_typecache(checked, trigger_mobs))
return TRUE
if (!ishuman(checked))
return FALSE
var/mob/living/carbon/human/as_human = checked
if (LAZYLEN(trigger_species))
if (is_type_in_typecache(as_human.dna?.species, trigger_species))
return TRUE
if (!LAZYLEN(trigger_objs))
return FALSE
for(var/obj/item/equipped as anything in as_human.get_visible_items())
if(is_scary_item(equipped))
return TRUE
return FALSE
/datum/brain_trauma/mild/phobia/handle_hearing(datum/source, list/hearing_args)
if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER] || !owner.has_language(hearing_args[HEARING_LANGUAGE])) //words can't trigger you if you can't hear them *taps head*
return
if(HAS_TRAIT(owner, TRAIT_FEARLESS) || !COOLDOWN_FINISHED(src, scare_cooldown))
return
if(trigger_regex.Find(hearing_args[HEARING_RAW_MESSAGE]) != 0)
addtimer(CALLBACK(src, PROC_REF(freak_out), null, trigger_regex.group[2]), 1 SECONDS) //to react AFTER the chat message
hearing_args[HEARING_RAW_MESSAGE] = trigger_regex.Replace(hearing_args[HEARING_RAW_MESSAGE], "[span_phobia("$2")]$3")
/datum/brain_trauma/mild/phobia/handle_speech(datum/source, list/speech_args)
if (HAS_TRAIT(owner, TRAIT_FEARLESS))
return
if (trigger_regex.Find(speech_args[SPEECH_MESSAGE]) == 0)
return
var/stutter = prob(50)
var/whisper = prob(30)
if (!stutter && !whisper)
return
if (whisper)
speech_args[SPEECH_SPANS] |= SPAN_SMALL_VOICE
if (stutter)
owner.set_stutter_if_lower(4 SECONDS)
to_chat(owner, span_warning("You struggle to say the word \"[span_phobia("[trigger_regex.group[2]]")]\"!"))
/datum/brain_trauma/mild/phobia/proc/freak_out(atom/reason, trigger_word)
if(owner.stat == DEAD)
return
var/message = pick("spooks you to the bone", "shakes you up", "terrifies you", "sends you into a panic", "sends chills down your spine")
if(trigger_word)
if (owner.has_status_effect(/datum/status_effect/minor_phobia_reaction))
return
to_chat(owner, span_userdanger("Hearing [span_phobia(trigger_word)] [message]!"))
owner.apply_status_effect(/datum/status_effect/minor_phobia_reaction)
return
COOLDOWN_START(src, scare_cooldown, 12 SECONDS)
if(mood_event_type)
owner.add_mood_event("phobia_[phobia_type]", mood_event_type)
if(reason)
to_chat(owner, span_userdanger("Seeing [span_phobia(reason.name)] [message]!"))
else
to_chat(owner, span_userdanger("Something [message]!"))
if(reason)
owner.face_atom(reason)
owner._pointed(reason)
owner.apply_status_effect(/datum/status_effect/stacking/phobia_reaction, 1, mood_event_type)
/datum/brain_trauma/mild/phobia/on_lose(silent)
. = ..()
owner.RemoveComponentSource(REF(src), /datum/component/fearful)
// Defined phobia types for badminry, not included in the RNG trauma pool to avoid diluting.
@@ -178,11 +59,7 @@
/datum/brain_trauma/mild/phobia/blood
phobia_type = "blood"
random_gain = FALSE
/datum/brain_trauma/mild/phobia/blood/is_scary_item(obj/checked)
if (GET_ATOM_BLOOD_DNA_LENGTH(checked))
return TRUE
return ..()
terror_handler = /datum/terror_handler/phobia_source/blood
/datum/brain_trauma/mild/phobia/clowns
phobia_type = "clowns"
-1
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@@ -204,7 +204,6 @@
scan_desc = "monophobia"
gain_text = span_warning("You feel really lonely...")
lose_text = span_notice("You feel like you could be safe on your own.")
var/stress = 0
/datum/brain_trauma/severe/monophobia/on_gain()
. = ..()
+48 -1
View File
@@ -52,7 +52,7 @@
/datum/terror_handler/heart_problems
handler_type = TERROR_HANDLER_EFFECT
default = TRUE
COOLDOWN_DECLARE(effect_cd)
COOLDOWN_DECLARE(message_cd)
/datum/terror_handler/heart_problems/tick(seconds_per_tick, terror_buildup)
. = ..()
@@ -67,6 +67,9 @@
if (terror_buildup < TERROR_BUILDUP_HEART_ATTACK || !prob(15))
owner.adjust_oxy_loss(8)
if (!COOLDOWN_FINISHED(src, message_cd))
return
COOLDOWN_START(src, message_cd, TERROR_MESSAGE_CD)
if (terror_buildup < TERROR_BUILDUP_FEAR)
to_chat(owner, span_warning("Your heart skips a beat."))
else
@@ -167,4 +170,48 @@
deltimer(panic_end_timer)
panic_end_timer = null
/datum/terror_handler/startle
handler_type = TERROR_HANDLER_EFFECT
COOLDOWN_DECLARE(startle_cd)
/datum/terror_handler/startle/tick(seconds_per_tick, terror_buildup)
. = ..()
if (owner.stat >= UNCONSCIOUS || !COOLDOWN_FINISHED(src, startle_cd))
return
if (terror_buildup < TERROR_BUILDUP_FEAR || terror_buildup - component.last_tick_buildup < TERROR_STARTLE_MINIMUM_DIFFERENCE)
return
// The more scared we are, and the more fear we acquired at once last tick, the higher the probability of us being startled is
// Not SPT_PROB or FEAR_SCALING because this is only triggered during ticks when we actually acquire fear
if (!prob(15 * (terror_buildup - component.last_tick_buildup) / TERROR_STARTLE_MINIMUM_DIFFERENCE * terror_buildup / TERROR_BUILDUP_FEAR))
return
COOLDOWN_START(src, startle_cd, TERROR_STARTLE_COOLDOWN)
switch (rand(1, 3))
if (1)
to_chat(owner, span_warning("You are startled!"))
owner.emote("jump")
owner.Immobilize(0.1 SECONDS * (terror_buildup / TERROR_BUILDUP_FEAR))
if (2)
owner.emote("scream")
owner.say("AAAAH!!", forced = "phobia")
if (!prob(15 * (terror_buildup / TERROR_BUILDUP_FEAR)))
return
var/held_item = owner.get_active_held_item()
if (owner.dropItemToGround(held_item))
owner.visible_message(
span_danger("[owner.name] drops \the [held_item]!"),
span_warning("You drop \the [held_item]!"), null, COMBAT_MESSAGE_RANGE)
if (3)
to_chat(owner, span_warning("You lose your balance!"))
owner.adjust_staggered_up_to(2 SECONDS * (terror_buildup / TERROR_BUILDUP_FEAR), 20 SECONDS)
owner.add_movespeed_modifier(/datum/movespeed_modifier/status_effect/spooked)
addtimer(CALLBACK(src, PROC_REF(speed_up)), 3 SECONDS, TIMER_STOPPABLE | TIMER_DELETE_ME)
/datum/terror_handler/startle/proc/speed_up()
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/spooked)
#undef FEAR_SCALING
+7 -5
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@@ -73,7 +73,7 @@
/datum/component/fearful/proc/add_handler(handler_type, source)
for (var/datum/terror_handler/existing as anything in terror_handlers)
if (existing.type == handler_type)
if (existing.type == handler_type && !existing.bespoke)
terror_handlers[existing] += source
return
@@ -83,6 +83,7 @@
if (!overriden_handlers[override_type])
overriden_handlers[override_type] = list()
overriden_handlers[override_type][handler_type] = TRUE
return handler
/datum/component/fearful/proc/get_fear_multiplier()
var/multiplier = 1
@@ -168,11 +169,12 @@
)
return COMPONENT_BLOCK_MISC_HELP
for (var/datum/brain_trauma/mild/phobia/phobia in source.get_traumas())
if (!phobia.is_scary_mob(hugger))
continue
var/hug_buildup = 0
for (var/datum/terror_handler/handler as anything in terror_handlers)
hug_buildup += handler.on_hug(hugger)
terror_buildup += HUG_TERROR_AMOUNT
if (hug_buildup > 0)
terror_buildup += hug_buildup
source.visible_message(
span_warning("[source] recoils in fear as [hugger] attempts to hug [source.p_them()]!"),
span_boldwarning("You recoil in terror as [hugger] attempts to hug you!"),
@@ -71,7 +71,7 @@
. = ..()
owner.clear_mood_event("nyctophobia")
// Nightmare spell version with quicker buildup that shadows the quirk one, also handles removing the status upon reaching 0 terror
/// Nightmare spell version with quicker buildup that shadows the quirk one, also handles removing the status upon reaching 0 terror
/datum/terror_handler/simple_source/nyctophobia/terrified
// Takes about 30 seconds to reach maximum if you include 100 from casting the spell
buildup_per_second = 15
@@ -87,6 +87,7 @@
/// Makes the owner afraid of being stuck in closets, crates, mechs, etc
/datum/terror_handler/simple_source/claustrophobia
buildup_per_second = 15
COOLDOWN_DECLARE(message_cd)
/datum/terror_handler/simple_source/claustrophobia/Destroy(force)
owner.clear_mood_event("claustrophobia")
@@ -100,8 +101,9 @@
if (isturf(owner.loc))
return FALSE
if (SPT_PROB(15, seconds_per_tick))
if (COOLDOWN_FINISHED(src, message_cd) && SPT_PROB(15, seconds_per_tick))
to_chat(owner, span_warning("You feel trapped! Must escape... can't breathe..."))
COOLDOWN_START(src, message_cd, TERROR_MESSAGE_CD)
return TRUE
@@ -116,6 +118,7 @@
/// Makes the owner afraid of certain jolly figures
/datum/terror_handler/simple_source/clausophobia
buildup_per_second = 20
COOLDOWN_DECLARE(message_cd)
/datum/terror_handler/simple_source/clausophobia/check_condition(seconds_per_tick, terror_buildup)
. = ..()
@@ -142,14 +145,16 @@
if (!certified_jolly)
return FALSE
if (SPT_PROB(15, seconds_per_tick))
if (COOLDOWN_FINISHED(src, message_cd) && SPT_PROB(15, seconds_per_tick))
to_chat(owner, span_warning("Santa Claus is here! I gotta get out of here!"))
COOLDOWN_START(src, message_cd, TERROR_MESSAGE_CD)
return TRUE
/// Makes the owner afraid of being alone
/datum/terror_handler/simple_source/monophobia
buildup_per_second = 2.5 // Pretty low, ~4 minutes to reach passive cap
COOLDOWN_DECLARE(message_cd)
/datum/terror_handler/simple_source/monophobia/check_condition(seconds_per_tick, terror_buildup)
. = ..()
@@ -167,4 +172,8 @@
if (istype(friend, /mob/living/basic/pet) || friend.ckey)
return FALSE
if (COOLDOWN_FINISHED(src, message_cd) && SPT_PROB(10, seconds_per_tick))
to_chat(owner, span_warning("You feel terribly lonely..."))
COOLDOWN_START(src, message_cd, TERROR_MESSAGE_CD)
return TRUE
@@ -0,0 +1,170 @@
/// Complex terror source that increases buildup whenever the owner hears, sees, or tries to say something they're afraid of
/datum/terror_handler/phobia_source
handler_type = TERROR_HANDLER_SOURCE
bespoke = TRUE
/// Last time we got scared shitless for passive increase in fear
/// Regex for words that set the phobia off
var/regex/trigger_regex
// Instead of cycling every atom, only cycle the relevant types
var/list/trigger_mobs
/// Includes mob equipment
var/list/trigger_objs
var/list/trigger_turfs
var/list/trigger_species
/// What mood event to apply when we see the thing & freak out.
var/mood_event_type = /datum/mood_event/phobia
/// Cooldown for proximity checks so we don't spam a range 7 view every two seconds.
COOLDOWN_DECLARE(check_cooldown)
/// Cooldown for the actual scare effect so chat spam won't instantly send us spiraling
COOLDOWN_DECLARE(scare_cooldown)
/datum/terror_handler/phobia_source/New(mob/living/new_owner, datum/component/fearful/new_component)
. = ..()
RegisterSignal(new_owner, COMSIG_MOB_SAY, PROC_REF(handle_speech))
RegisterSignal(new_owner, COMSIG_MOVABLE_HEAR, PROC_REF(handle_hearing))
/datum/terror_handler/phobia_source/Destroy(force)
UnregisterSignal(owner, list(COMSIG_MOB_SAY, COMSIG_MOVABLE_HEAR))
return ..()
/datum/terror_handler/phobia_source/proc/can_trigger()
return !HAS_TRAIT(owner, TRAIT_FEARLESS) && !HAS_TRAIT(owner, TRAIT_MIND_TEMPORARILY_GONE) && owner.stat < UNCONSCIOUS
/datum/terror_handler/phobia_source/tick(seconds_per_tick, terror_buildup)
. = ..()
if (!can_trigger())
return
// If we're still scared from the last trigger, keep adding just a tiiiiny buildup to prevent it from fading away
if (!COOLDOWN_FINISHED(src, scare_cooldown))
return 0.01
if(!COOLDOWN_FINISHED(src, check_cooldown) || owner.is_blind())
return
COOLDOWN_START(src, check_cooldown, PHOBIA_CHECK_DELAY)
if(LAZYLEN(trigger_objs))
for (var/obj/seen_thing in view(owner.client?.view || world.view, owner))
if(is_scary_item(seen_thing))
return freak_out(seen_thing)
if(LAZYLEN(trigger_turfs))
for(var/turf/checked in view(owner.client?.view || world.view, owner))
if(is_type_in_typecache(checked, trigger_turfs))
return freak_out(checked)
if(LAZYLEN(trigger_mobs) || LAZYLEN(trigger_species) || LAZYLEN(trigger_objs))
for(var/mob/living/checked in view(owner.client?.view || world.view, owner))
if (checked != owner && is_scary_mob(checked))
return freak_out(checked)
/// Returns true if this item should be scary to us
/datum/terror_handler/phobia_source/proc/is_scary_item(obj/checked)
if (QDELETED(checked) || !is_type_in_typecache(checked, trigger_objs) || checked.invisibility > owner.see_invisible)
return FALSE
if (!isitem(checked) || !ismob(checked.loc) || HAS_TRAIT(checked.loc, TRAIT_UNKNOWN_APPEARANCE))
return TRUE
var/obj/item/checked_item = checked
return !HAS_TRAIT(checked_item, TRAIT_EXAMINE_SKIP)
/datum/terror_handler/phobia_source/proc/is_scary_mob(mob/living/checked)
if (checked.invisibility > owner.see_invisible || checked.alpha == 0)
return FALSE
if (is_type_in_typecache(checked, trigger_mobs))
return TRUE
if (!ishuman(checked))
return FALSE
var/mob/living/carbon/human/as_human = checked
if (LAZYLEN(trigger_species))
// Can't be racist(?) if you can't see their face
if (is_type_in_typecache(as_human.dna?.species, trigger_species) && !as_human.is_face_obscured())
return TRUE
if (!LAZYLEN(trigger_objs))
return FALSE
for (var/obj/item/equipped as anything in as_human.get_visible_items())
if (is_scary_item(equipped))
return TRUE
return FALSE
/datum/terror_handler/phobia_source/proc/handle_hearing(datum/source, list/hearing_args)
SIGNAL_HANDLER
if (!can_trigger() || !COOLDOWN_FINISHED(src, scare_cooldown))
return
// Words can't trigger you if you can't hear them *taps head*
if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER] || !owner.has_language(hearing_args[HEARING_LANGUAGE]))
return
if(trigger_regex.Find(hearing_args[HEARING_RAW_MESSAGE]))
// To react AFTER the chat message
addtimer(CALLBACK(src, PROC_REF(freak_out), null, trigger_regex.group[2]), 1 SECONDS)
hearing_args[HEARING_RAW_MESSAGE] = trigger_regex.Replace(hearing_args[HEARING_RAW_MESSAGE], "[span_phobia("$2")]$3")
/datum/terror_handler/phobia_source/proc/handle_speech(datum/source, list/speech_args)
SIGNAL_HANDLER
if (!can_trigger())
return
if (trigger_regex.Find(speech_args[SPEECH_MESSAGE]) == 0)
return
var/stutter = prob(50)
var/whisper = prob(30)
if (!stutter && !whisper)
return
if (whisper)
speech_args[SPEECH_SPANS] |= SPAN_SMALL_VOICE
if (stutter)
owner.set_stutter_if_lower(4 SECONDS)
to_chat(owner, span_warning("You struggle to say the word \"[span_phobia("[trigger_regex.group[2]]")]\"!"))
/datum/terror_handler/phobia_source/proc/freak_out(reason)
COOLDOWN_START(src, scare_cooldown, 12 SECONDS)
var/message = pick("spooks you to the bone", "shakes you up", "terrifies you", "sends you into a panic", "sends chills down your spine")
if(istext(reason))
to_chat(owner, span_bolddanger("Hearing [span_phobia(reason)] [message]!"))
owner.add_mood_event("phobia_minor", /datum/mood_event/startled)
// Because this is called from a signal and not the main process, we need to add the buildup by hand
if (component.terror_buildup < TERROR_BUILDUP_PASSIVE_MAXIMUM)
component.terror_buildup = min(component.terror_buildup + PHOBIA_WORD_TERROR_BUILDUP, TERROR_BUILDUP_PASSIVE_MAXIMUM)
return
if(mood_event_type)
owner.add_mood_event("phobia", mood_event_type)
if(isatom(reason))
var/atom/as_atom = reason
to_chat(owner, span_bolddanger("Seeing [span_phobia("[as_atom.name]")] [message]!"))
else
to_chat(owner, span_bolddanger("Something [message]!"))
return PHOBIA_FREAKOUT_TERROR_BUILDUP
/datum/terror_handler/phobia_source/on_hug(mob/living/hugger)
if (is_scary_mob(hugger))
return HUG_TERROR_AMOUNT
return 0
/// Snowflake handler for hemophobia which triggers on bloodied items and mobs
/datum/terror_handler/phobia_source/blood
/datum/terror_handler/phobia_source/blood/is_scary_item(obj/checked)
if (GET_ATOM_BLOOD_DNA_LENGTH(checked))
return TRUE
return ..()
/datum/terror_handler/phobia_source/blood/is_scary_mob(mob/living/checked)
if (GET_ATOM_BLOOD_DNA_LENGTH(checked))
return TRUE
return ..()
@@ -11,6 +11,8 @@
var/default = FALSE
/// Other effects which should be disabled while this one is running
var/list/overrides
/// Is this handler bespoke, and always requires a new instance upon adding even when one is already present?
var/bespoke = FALSE
/datum/terror_handler/New(mob/living/new_owner, datum/component/fearful/new_component)
. = ..()
@@ -25,3 +27,7 @@
/// Single tick of terror handler, returns adjustment to terror buildup
/datum/terror_handler/proc/tick(seconds_per_tick, terror_buildup)
return 0
/// Additional effects when we're hugged by a mob, returns fear adjustment per hug. Should only be positive.
/datum/terror_handler/proc/on_hug(mob/living/hugger)
return 0
@@ -0,0 +1,16 @@
/datum/quirk/monophobia
name = "Monophobia"
desc = "You have an extreme fear of loneliness, and have always tried to stick to large groups."
icon = FA_ICON_PEOPLE_GROUP
value = -3
medical_record_text = "Patient has a severe fear of being left alone."
hardcore_value = 5
mail_goodies = list(/obj/effect/spawner/random/entertainment/plushie)
/datum/quirk/monophobia/add(client/client_source)
var/mob/living/carbon/human/human_holder = quirk_holder
human_holder.gain_trauma(new /datum/brain_trauma/severe/monophobia(), TRAUMA_RESILIENCE_ABSOLUTE)
/datum/quirk/monophobia/remove()
var/mob/living/carbon/human/human_holder = quirk_holder
human_holder.cure_trauma_type(/datum/brain_trauma/severe/monophobia, TRAUMA_RESILIENCE_ABSOLUTE)
@@ -1,77 +0,0 @@
/// Basically a cooldown which makes you emote when it starts, but allows it to be easily shared between multiple phobias
/datum/status_effect/minor_phobia_reaction
id = "phobia_minor"
duration = 12 SECONDS
alert_type = null
/datum/status_effect/minor_phobia_reaction/on_apply()
. = ..()
owner.emote("scream")
owner.set_jitter_if_lower(6 SECONDS)
owner.add_mood_event("phobia_minor", /datum/mood_event/startled)
/// Stacking severity of phobic reaction
/// The more stacks you are the more scared you are
/datum/status_effect/stacking/phobia_reaction
id = "phobia"
status_type = STATUS_EFFECT_REFRESH
stacks = 1
max_stacks = 6
tick_interval = 40 SECONDS
consumed_on_threshold = FALSE
/datum/status_effect/stacking/phobia_reaction/on_creation(mob/living/new_owner, stacks_to_apply = 1, mood_event_type)
. = ..()
if (!.)
return FALSE
if (mood_event_type)
owner.add_mood_event("phobia", mood_event_type)
return TRUE
/datum/status_effect/stacking/phobia_reaction/refresh(effect, stacks_to_add)
. = ..()
add_stacks(stacks_to_add)
/datum/status_effect/stacking/phobia_reaction/add_stacks(stacks_added)
. = ..()
if (stacks_added <= 0 || stacks <= 0)
return
var/reaction = rand(1,4)
switch(reaction)
if(1)
to_chat(owner, span_warning("You are startled!"))
owner.emote("jump")
owner.Immobilize(0.1 SECONDS * stacks)
if(2)
owner.emote("scream")
owner.say("AAAAH!!", forced = "phobia")
if(stacks >= 5)
var/held_item = owner.get_active_held_item()
if (owner.dropItemToGround(held_item))
owner.visible_message(
span_danger("[owner.name] drops \the [held_item]!"),
span_warning("You drop \the [held_item]!"), null, COMBAT_MESSAGE_RANGE)
if(3)
to_chat(owner, span_warning("You lose your balance!"))
owner.adjust_staggered_up_to(2 SECONDS * stacks, 20 SECONDS)
owner.add_movespeed_modifier(/datum/movespeed_modifier/status_effect/spooked)
// We're relying on the fact that there's a 12 second application cooldown to not have to bother cancelling and replacing this timer
// So if you adjust the duration keep that in mind
addtimer(CALLBACK(src, PROC_REF(speed_up)), 1 SECONDS * stacks, TIMER_STOPPABLE | TIMER_DELETE_ME)
if(4)
to_chat(owner, span_warning("You feel faint with fright!"))
owner.adjust_dizzy_up_to(2 SECONDS * stacks, 20 SECONDS)
owner.adjust_eye_blur_up_to(1.5 SECONDS * stacks, 6 SECONDS)
/datum/status_effect/stacking/phobia_reaction/fadeout_effect()
to_chat(owner, span_notice("You calm down."))
/// Remove our active movespeed modifier
/datum/status_effect/stacking/phobia_reaction/proc/speed_up()
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/spooked)
+3 -2
View File
@@ -1385,8 +1385,9 @@
#include "code\datums\components\fantasy\suffixes.dm"
#include "code\datums\components\fearful\effects.dm"
#include "code\datums\components\fearful\fearful.dm"
#include "code\datums\components\fearful\sources.dm"
#include "code\datums\components\fearful\terror_handler.dm"
#include "code\datums\components\fearful\sources\_sources.dm"
#include "code\datums\components\fearful\sources\phobia.dm"
#include "code\datums\components\food\decomposition.dm"
#include "code\datums\components\food\edible.dm"
#include "code\datums\components\food\germ_sensitive.dm"
@@ -1887,6 +1888,7 @@
#include "code\datums\quirks\negative_quirks\indebted.dm"
#include "code\datums\quirks\negative_quirks\insanity.dm"
#include "code\datums\quirks\negative_quirks\light_drinker.dm"
#include "code\datums\quirks\negative_quirks\monophobia.dm"
#include "code\datums\quirks\negative_quirks\mute.dm"
#include "code\datums\quirks\negative_quirks\narcolepsy.dm"
#include "code\datums\quirks\negative_quirks\nearsighted.dm"
@@ -2031,7 +2033,6 @@
#include "code\datums\status_effects\debuffs\hooked.dm"
#include "code\datums\status_effects\debuffs\jitteriness.dm"
#include "code\datums\status_effects\debuffs\pacifism.dm"
#include "code\datums\status_effects\debuffs\phobia.dm"
#include "code\datums\status_effects\debuffs\rust_corruption.dm"
#include "code\datums\status_effects\debuffs\screen_blur.dm"
#include "code\datums\status_effects\debuffs\screwy_hud.dm"