Hallucination revamps and additions (#89865)

## About The Pull Request

1. Hallucination effects are now tiered

Hallucinations now all have tiers, ranging from common to special. 
If you are just hallucinating a teeny bit, you will not experience the
more extreme hallucinations, like bubblegum or your mom.
But if you're hallucinating off your butt, you will be a bit more likely
to experience them.

2. Hallucination rate has been tweaked

Default hallucination cooldown is now 20-80 seconds, up from 10-60
seconds.
However the cooldown will *also* vary depending on just how much you're
hallucinating, going down to 10-40 seconds.

3. RDS is now capped a bit lower (meaning you don't see the higher tiers
like bubblegum).

But I added a preference to uncap it. For the people who actually like
bubblegum visits.

4. If a hallucination fails to trigger, the cooldown will partially
reset. (by 75%)

5. "Fake chat" hallucination will pick more viable subjects.

Fake chat will try to find someone who can actually speak your language,
rather than make a monkey speak mothic or something.
(I may revisit this so if you're super-hallucinating it reverts to old
behavior though.)

6. Adds a hallucination: Fake blood

You hallucinate that you start bleeding, very simple.

7. Adds a hallucination: Fake telepathy

You hallucinate a random telepathic message, similar to fake chat.

8. Adds a hallucination: Eyes in the Dark

A nearby dark turf will have a set of glowing red eyes shine through the
dark. A classic.

9. Adds some new sub-hallucination: PDA ringtone (fake sound), summon
guns/magic (fake item)

Funny prank.

10. Makes mindbreaker a bit more effective at combating RDS.

Pretty much does nothing right now unless you gulp like 50u.

## Why It's Good For The Game

Hallucinations are pretty one note if you experience them for longer
than 10 minutes.

This is due to two fold:
- Many hallucinations are goofy, and not subtle
- Hallucinations trigger very rapidly

You will never fall for a hallucination because in between "You see John
Greytide put the blueprints away", you get your mom yelling at you,
everyone looking like syndies (again), and bubblegum

This pr addresses it by
- Limiting the wacky hallucinations for when you're really off your
gourd
- Reducing the period between triggers
- Adding a few hallucinations

If the wackier hallucinations are reserved for when you're really off
your rocker, this lets the more subtle ones sink in over time, leaves
more room for second guessing

## Changelog

🆑 Melbert
add: Adds 4-5 new hallucinations. Collect them all.
balance: If you are only hallucinating a little bit, the game will
prefer to pick more subtle hallucinations. If you are hallucinating a
ton, it will prefer the more wacky hallucinations.
balance: If you are only hallucinating a little bit, the cooldown
between hallucinations is longer. If you are hallucinating a ton, it
will be shorter.
balance: If a hallucination fails to trigger (such as a deaf person
getting a sound hallucination) the next one will be a lot sooner.
balance: RDS hallucination amount is capped at mid tier hallucinations.
This means bubblegum and co. will be a lot rarer, or will even never
show. HOWEVER, there is now a preference allowing you to uncap your RDS
hallucinations.
balance: Mindbreaker toxin is more effective at suppressing RDS.
balance: Some hallucinations effects have been tweaked up or down
according to the new thresholds. Madness mask as an example.
fix: "Fake Fire" Hallucination works again, and now has a unique message
for if you stop-drop-roll that other people see.
/🆑
This commit is contained in:
MrMelbert
2025-03-20 21:36:56 +00:00
committed by GitHub
parent a30e5d5539
commit eb0e842320
45 changed files with 591 additions and 105 deletions
@@ -9,6 +9,8 @@
/datum/hallucination
/// What is this hallucination's weight in the random hallucination pool?
var/random_hallucination_weight = 0
/// What tier of hallucination is this? Rarer ones should be higher
var/hallucination_tier = HALLUCINATION_TIER_NEVER
/// Who's our next highest abstract parent type?
var/abstract_hallucination_parent = /datum/hallucination
/// Extra info about the hallucination displayed in the log.
+1
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@@ -2,6 +2,7 @@
/datum/hallucination/battle
abstract_hallucination_parent = /datum/hallucination/battle
random_hallucination_weight = 3
hallucination_tier = HALLUCINATION_TIER_COMMON
/// Subtype of battle hallucination for gun based battles, where it sounds like someone is being shot.
/datum/hallucination/battle/gun
+69
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@@ -0,0 +1,69 @@
/datum/hallucination/blood_flow
random_hallucination_weight = 3
hallucination_tier = HALLUCINATION_TIER_COMMON
/// The bleeding hallucination's image
var/image/bleeding
/datum/hallucination/blood_flow/start()
if(!hallucinator.client || !iscarbon(hallucinator))
return FALSE
var/mob/living/carbon/carb_hallucinator = hallucinator
if(!length(carb_hallucinator.bodyparts) || HAS_TRAIT(carb_hallucinator, TRAIT_NOBLOOD))
return FALSE
var/obj/item/bodypart/picked
var/list/bodyparts = carb_hallucinator.bodyparts.Copy()
while(isnull(picked) && length(bodyparts))
picked = pick_n_take(bodyparts)
if(!picked.can_bleed())
picked = null
if(isnull(picked))
return FALSE
feedback_details += "Bleeding: [picked]"
RegisterSignals(picked, list(COMSIG_QDELETING, COMSIG_BODYPART_REMOVED), PROC_REF(stop_bleeding))
RegisterSignal(hallucinator, SIGNAL_ADDTRAIT(TRAIT_NOBLOOD), PROC_REF(stop_bleeding))
to_chat(hallucinator, span_warning("Your [picked.plaintext_zone] looses a spray of blood!"))
var/bleed_duration = rand(16 SECONDS, 40 SECONDS)
addtimer(CALLBACK(src, PROC_REF(stop_bleeding), picked), bleed_duration)
if(prob(25))
addtimer(CALLBACK(src, PROC_REF(by_god), picked), bleed_duration * pick(0.5, 0.66))
stamina_loop()
hallucinator.playsound_local(get_turf(hallucinator), pick('sound/effects/wounds/blood1.ogg', 'sound/effects/wounds/blood2.ogg', 'sound/effects/wounds/blood3.ogg'), 50, TRUE)
bleeding = image(
icon = 'icons/mob/effects/bleed_overlays.dmi',
icon_state = "[picked.body_zone]_[pick(2, 3)]",
loc = hallucinator,
)
bleeding.layer = -WOUND_LAYER
hallucinator.client?.images += bleeding
return TRUE
/datum/hallucination/blood_flow/Destroy()
hallucinator.client?.images -= bleeding
return ..()
/datum/hallucination/blood_flow/proc/by_god(obj/item/bodypart/picked)
if(QDELETED(src) || QDELETED(hallucinator) || QDELETED(picked))
return
to_chat(hallucinator, span_warning("The blood doesn't stop flowing, yet [picked.plaintext_zone] doesn't seem to hurt..."))
/datum/hallucination/blood_flow/proc/stop_bleeding(obj/item/bodypart/source)
SIGNAL_HANDLER
UnregisterSignal(source, list(COMSIG_QDELETING, COMSIG_BODYPART_REMOVED))
UnregisterSignal(hallucinator, SIGNAL_ADDTRAIT(TRAIT_NOBLOOD))
if(!QDELETED(source))
to_chat(hallucinator, span_warning("Your [source.plaintext_zone] stops bleeding."))
if(!QDELETED(src))
qdel(src)
/datum/hallucination/blood_flow/proc/stamina_loop()
set waitfor = FALSE
while(!QDELETED(src) && !QDELETED(hallucinator))
hallucinator.adjustStaminaLoss(5)
sleep(4 SECONDS)
+5
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@@ -1,6 +1,7 @@
/// Makes a random body appear and disappear quickly in view of the hallucinator.
/datum/hallucination/body
abstract_hallucination_parent = /datum/hallucination/body
hallucination_tier = HALLUCINATION_TIER_COMMON
/// The file to make the body image from.
var/body_image_file
/// The icon state to make the body image form.
@@ -126,6 +127,7 @@
/datum/hallucination/body/weird
random_hallucination_weight = 0.1 // These are very uncommon
abstract_hallucination_parent = /datum/hallucination/body/weird
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/body/weird/alien
body_image_file = 'icons/mob/nonhuman-player/alien.dmi'
@@ -140,6 +142,7 @@
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "chronostuck"
body_floats = TRUE
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
/datum/hallucination/body/weird/god
body_image_file = 'icons/mob/simple/mob.dmi'
@@ -158,6 +161,7 @@
/datum/hallucination/body/weird/bones
body_image_file = 'icons/obj/trader_signs.dmi'
body_image_state = "mrbones"
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
/datum/hallucination/body/weird/freezer
random_hallucination_weight = 0.3 // Slightly more common since it's cool (heh)
@@ -165,6 +169,7 @@
body_image_state = "the_freezer"
body_layer = ABOVE_ALL_MOB_LAYER
spawn_under_hallucinator = TRUE
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
/datum/hallucination/body/weird/freezer/make_body_image(turf/location)
var/image/body = ..()
@@ -1,5 +1,6 @@
/datum/hallucination/bolts
random_hallucination_weight = 7
hallucination_tier = HALLUCINATION_TIER_COMMON
/// A list of weakrefs to airlocks we bolt down around us
var/list/datum/weakref/airlocks_to_hit
/// A list of weakrefs to fake lock hallucinations we've created
@@ -1,6 +1,7 @@
/// Sends a fake bubblegum charging through a nearby wall to our target.
/datum/hallucination/oh_yeah
random_hallucination_weight = 1
hallucination_tier = HALLUCINATION_TIER_RARE
/// An image overlayed to the wall bubblegum comes out of, to look destroyed.
var/image/fake_broken_wall
/// An image put where bubblegum is expected to land, to mimic his charge "rune" icon.
+2
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@@ -1,6 +1,7 @@
/// A hallucination that makes us and (possibly) other people look like something else.
/datum/hallucination/delusion
abstract_hallucination_parent = /datum/hallucination/delusion
hallucination_tier = HALLUCINATION_TIER_UNCOMMON
/// The duration of the delusions
var/duration = 30 SECONDS
@@ -249,6 +250,7 @@
delusion_name = "Syndicate"
affects_others = TRUE
affects_us = FALSE
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/delusion/preset/syndies/make_delusion_image(mob/over_who)
delusion_appearance = get_dynamic_human_appearance(
@@ -0,0 +1,91 @@
/datum/hallucination/eyes_in_dark
random_hallucination_weight = 2
hallucination_tier = HALLUCINATION_TIER_COMMON
/// The floating eye effect, somewhere in the world
var/obj/effect/abstract/floating_eyes/eyes
/datum/hallucination/eyes_in_dark/Destroy()
if(QDELETED(eyes))
eyes = null
else
QDEL_NULL(eyes)
return ..()
/datum/hallucination/eyes_in_dark/start()
if(!hallucinator.client)
return FALSE
if(hallucinator.lighting_cutoff >= 2.5)
return FALSE
var/list/valid = list()
for(var/turf/open/nearby in view(hallucinator))
if(nearby.get_lumcount() > LIGHTING_TILE_IS_DARK)
continue
valid += nearby
if(!length(valid))
return FALSE
if(prob(5))
to_chat(hallucinator, span_warning("You feel like you're being watched..."))
var/turf/selected = pick(valid)
feedback_details += "Eye coords: [selected.x], [selected.y], [selected.z]"
eyes = new(selected, hallucinator)
RegisterSignal(eyes, COMSIG_QDELETING, PROC_REF(end_hallucination))
addtimer(CALLBACK(src, PROC_REF(end_hallucination_gracefully)), rand(60 SECONDS, 180 SECONDS))
return TRUE
/datum/hallucination/eyes_in_dark/proc/end_hallucination_gracefully()
animate(eyes, alpha = 0, time = 1 SECONDS)
QDEL_IN(src, 1.2 SECONDS)
/datum/hallucination/eyes_in_dark/proc/end_hallucination()
SIGNAL_HANDLER
if(!QDELETED(src))
qdel(src)
/obj/effect/abstract/floating_eyes
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
// Who sees the eyes?
var/datum/weakref/seer_ref
/obj/effect/abstract/floating_eyes/Initialize(mapload, mob/seer)
. = ..()
if(isnull(seer))
return INITIALIZE_HINT_QDEL
seer_ref = WEAKREF(seer)
var/image/make_invis = image(icon = null, icon_state = null, loc = src)
make_invis.override = TRUE
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/one_person/reversed, "hallucination", make_invis, null, seer)
START_PROCESSING(SSfastprocess, src)
update_appearance()
/obj/effect/abstract/floating_eyes/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/effect/abstract/floating_eyes/update_overlays()
. = ..()
var/mutable_appearance/r_eye = mutable_appearance(icon = 'icons/mob/human/human_face.dmi', icon_state = "eyes_glow_r")
r_eye.color = COLOR_DARK_RED
. += r_eye
var/mutable_appearance/l_eye = mutable_appearance(icon = 'icons/mob/human/human_face.dmi', icon_state = "eyes_glow_l")
l_eye.color = COLOR_DARK_RED
. += l_eye
. += emissive_appearance('icons/mob/human/human_face.dmi', "eyes_glow_l", src)
. += emissive_appearance('icons/mob/human/human_face.dmi', "eyes_glow_r", src)
/obj/effect/abstract/floating_eyes/process(seconds_per_tick)
var/turf/below_us = get_turf(src)
var/mob/seer = seer_ref?.resolve()
if(below_us.get_lumcount() < LIGHTING_TILE_IS_DARK || seer?.lighting_cutoff >= 2.5 || get_dist(seer, src) <= 1)
graceful_delete()
/obj/effect/abstract/floating_eyes/proc/graceful_delete()
STOP_PROCESSING(SSfastprocess, src)
animate(src, alpha = 0, time = 0.5 SECONDS)
QDEL_IN(src, 0.75 SECONDS)
+1
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@@ -2,6 +2,7 @@
/datum/hallucination/fake_alert
abstract_hallucination_parent = /datum/hallucination/fake_alert
random_hallucination_weight = 1
hallucination_tier = HALLUCINATION_TIER_COMMON
var/del_timer_id
/// The duration of the alert being thrown.
+46 -16
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@@ -1,6 +1,7 @@
/// Sends a fake chat message to the hallucinator.
/datum/hallucination/chat
random_hallucination_weight = 100
hallucination_tier = HALLUCINATION_TIER_COMMON
/// If TRUE, we force the message to be hallucinated from common radio. Only set in New()
var/force_radio
@@ -12,30 +13,59 @@
src.specific_message = specific_message
return ..()
/// When passed a mob, returns a list of languages that mob could theoretically speak IF a blank slate.
/datum/hallucination/chat/proc/get_hallucinating_spoken_languages(atom/movable/who)
var/override_typepath
if(iscarbon(who))
var/mob/living/carbon/human_who = who
override_typepath = human_who.dna?.species?.species_language_holder
var/datum/language_holder/what_they_speak = GLOB.prototype_language_holders[override_typepath || who.initial_language_holder]
return what_they_speak?.spoken_languages?.Copy() || list()
/datum/hallucination/chat/start()
var/mob/living/carbon/human/speaker
var/datum/language/understood_language = hallucinator.get_random_understood_language()
for(var/mob/living/carbon/nearby_human in view(hallucinator))
if(nearby_human == hallucinator)
continue
var/list/datum/language/understood_languages = hallucinator.get_language_holder().understood_languages
var/understood_language
if(!speaker)
speaker = nearby_human
else if(get_dist(hallucinator, nearby_human) < get_dist(hallucinator, speaker))
if(!force_radio)
var/list/valid_humans = list()
var/list/valid_corpses = list()
for(var/mob/living/carbon/nearby_human in view(hallucinator))
if(nearby_human == hallucinator)
continue
if(nearby_human.stat == DEAD)
valid_corpses += nearby_human
continue
valid_humans += nearby_human
// pick a nearby human which can speak a language the hallucinator understands
for(var/mob/living/carbon/nearby_human in shuffle(valid_humans))
var/list/shared_languages = get_hallucinating_spoken_languages(nearby_human) & understood_languages
if(!length(shared_languages)) // future idea : have people hallucinating off their minds ignore this check
continue
speaker = nearby_human
understood_language = pick(shared_languages)
break
// corpses disrespect language because they're... dead
if(isnull(speaker) && length(valid_corpses))
speaker = pick(valid_corpses)
// Get person to affect if radio hallucination
var/is_radio = !speaker || force_radio
var/is_radio = force_radio || isnull(speaker)
if(is_radio)
var/list/humans = list()
for(var/datum/mind/crew_mind in shuffle(get_crewmember_minds()))
if(crew_mind == hallucinator.mind)
continue
var/list/shared_languages = get_hallucinating_spoken_languages(crew_mind.current) & understood_languages
if(!length(shared_languages))
continue
speaker = crew_mind.current
understood_language = pick(shared_languages)
break
for(var/datum/mind/crew_mind in get_crewmember_minds())
if(crew_mind.current)
humans += crew_mind.current
if(humans.len)
speaker = pick(humans)
if(!speaker)
if(isnull(speaker))
return
// Time to generate a message.
+1
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@@ -1,6 +1,7 @@
// This hallucinations makes us suddenly think we died, stopping us / changing our hud / sending a fake deadchat message.
/datum/hallucination/death
random_hallucination_weight = 1
hallucination_tier = HALLUCINATION_TIER_UNCOMMON
/// Determines whether we floor them or just immobilize them
var/floor_them = TRUE
@@ -1,5 +1,6 @@
/datum/hallucination/message
random_hallucination_weight = 60
hallucination_tier = HALLUCINATION_TIER_COMMON
/datum/hallucination/message/start()
var/list/nearby_humans = list()
@@ -5,6 +5,7 @@
/// Plasma starts flooding from the nearby vent
/datum/hallucination/fake_flood
random_hallucination_weight = 7
hallucination_tier = HALLUCINATION_TIER_UNCOMMON
var/list/image/flood_images = list()
var/list/obj/effect/plasma_image_holder/flood_image_holders = list()
+37 -1
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@@ -1,6 +1,7 @@
/// Hallucination that plays a fake sound somewhere nearby.
/datum/hallucination/fake_sound
abstract_hallucination_parent = /datum/hallucination/fake_sound
hallucination_tier = HALLUCINATION_TIER_COMMON
/// Volume of the fake sound
var/volume = 50
@@ -10,6 +11,9 @@
var/sound_type
/datum/hallucination/fake_sound/start()
if(!hallucinator.can_hear())
return FALSE
var/sound_to_play = islist(sound_type) ? pick(sound_type) : sound_type
play_fake_sound(random_far_turf(), sound_to_play)
feedback_details += "Sound: [sound_to_play]"
@@ -148,9 +152,31 @@
volume = 90
sound_type = 'sound/items/weapons/flash.ogg'
/datum/hallucination/fake_sound/normal/ringtone
volume = 50
/datum/hallucination/fake_sound/normal/ringtone/New(mob/living/hallucinator)
. = ..()
if(HAS_TRAIT(SSstation, STATION_TRAIT_PDA_GLITCHED))
sound_type = pick(
'sound/machines/beep/twobeep_voice1.ogg',
'sound/machines/beep/twobeep_voice2.ogg',
)
else
sound_type = 'sound/machines/beep/twobeep_high.ogg'
/datum/hallucination/fake_sound/normal/ringtone/play_fake_sound(turf/source, sound_to_play = sound_type)
if(prob(33))
source = get_turf(hallucinator)
var/obj/item/modular_computer/pda/pda = locate() in hallucinator.get_all_contents()
var/datum/computer_file/program/messenger/messenger_app = locate() in pda?.stored_files
hallucinator.balloon_alert(hallucinator, "*[messenger_app?.ringtone || MESSENGER_RINGTONE_DEFAULT]*")
return ..()
/datum/hallucination/fake_sound/weird
abstract_hallucination_parent = /datum/hallucination/fake_sound/weird
random_hallucination_weight = 1
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
/// if FALSE, we will pass "null" in as the turf source, meaning the sound will just play without direction / etc.
var/no_source = FALSE
@@ -187,6 +213,7 @@
sound_type = 'sound/effects/magic/clockwork/invoke_general.ogg'
/datum/hallucination/fake_sound/weird/creepy
hallucination_tier = HALLUCINATION_TIER_COMMON
/datum/hallucination/fake_sound/weird/creepy/New(mob/living/hallucinator)
. = ..()
@@ -202,6 +229,7 @@
/datum/hallucination/fake_sound/weird/game_over
sound_vary = FALSE
sound_type = 'sound/machines/compiler/compiler-failure.ogg'
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/fake_sound/weird/hallelujah
sound_vary = FALSE
@@ -216,8 +244,10 @@
sound_vary = FALSE
no_source = TRUE
sound_type = 'sound/runtime/hyperspace/hyperspace_begin.ogg'
hallucination_tier = HALLUCINATION_TIER_COMMON
/datum/hallucination/fake_sound/weird/laugher
hallucination_tier = HALLUCINATION_TIER_COMMON
sound_type = list(
'sound/mobs/humanoids/human/laugh/womanlaugh.ogg',
'sound/mobs/humanoids/human/laugh/manlaugh1.ogg',
@@ -228,6 +258,7 @@
volume = 15
sound_vary = FALSE
sound_type = 'sound/items/weapons/ring.ogg'
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/fake_sound/weird/phone/play_fake_sound(turf/source, sound_to_play)
for(var/next_ring in 1 to 3)
@@ -236,6 +267,7 @@
return ..()
/datum/hallucination/fake_sound/weird/spell
hallucination_tier = HALLUCINATION_TIER_RARE
sound_type = list(
'sound/effects/magic/disintegrate.ogg',
'sound/effects/magic/ethereal_enter.ogg',
@@ -247,15 +279,18 @@
)
/datum/hallucination/fake_sound/weird/spell/just_jaunt // A few antags use jaunts, so this sound specifically is fun to isolate
hallucination_tier = HALLUCINATION_TIER_RARE
sound_type = 'sound/effects/magic/ethereal_enter.ogg'
/datum/hallucination/fake_sound/weird/summon_sound // Heretic circle sound, notably
volume = 75
hallucination_tier = HALLUCINATION_TIER_RARE
sound_type = 'sound/effects/magic/castsummon.ogg'
/datum/hallucination/fake_sound/weird/tesloose
volume = 35
sound_type = 'sound/effects/magic/lightningbolt.ogg'
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/fake_sound/weird/tesloose/play_fake_sound(turf/source, sound_to_play)
. = ..()
@@ -265,6 +300,7 @@
/datum/hallucination/fake_sound/weird/xeno
random_hallucination_weight = 2 // Some of these are ambience sounds too
volume = 25
hallucination_tier = HALLUCINATION_TIER_RARE
sound_type = list(
'sound/mobs/non-humanoids/hiss/lowHiss1.ogg',
'sound/mobs/non-humanoids/hiss/lowHiss2.ogg',
@@ -283,7 +319,7 @@
sound_type = 'sound/effects/hallucinations/radio_static.ogg'
/datum/hallucination/fake_sound/weird/ice_crack
random_hallucination_weight = 2
random_hallucination_weight = 0
volume = 100
no_source = TRUE
sound_type = 'sound/effects/ice_shovel.ogg'
+1
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@@ -2,6 +2,7 @@
/datum/hallucination/hazard
abstract_hallucination_parent = /datum/hallucination/hazard
random_hallucination_weight = 5
hallucination_tier = HALLUCINATION_TIER_UNCOMMON
/// The type of effect we create
var/hazard_type = /obj/effect/client_image_holder/hallucination/danger
+1
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@@ -2,6 +2,7 @@
/datum/hallucination/screwy_hud
abstract_hallucination_parent = /datum/hallucination/screwy_hud
random_hallucination_weight = 4
hallucination_tier = HALLUCINATION_TIER_COMMON
/// The type of hud we give to the hallucinator
var/screwy_hud_type = SCREWYHUD_NONE
+1
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@@ -1,6 +1,7 @@
/// Causes the hallucinator to believe themselves frozen in ice. Man am I glad he's frozen in there etc etc
/datum/hallucination/ice
random_hallucination_weight = 3
hallucination_tier = HALLUCINATION_TIER_COMMON
/// What icon file to use for our hallucinator
var/ice_icon = 'icons/effects/freeze.dmi'
@@ -2,6 +2,7 @@
/datum/hallucination/fake_item
abstract_hallucination_parent = /datum/hallucination/fake_item
random_hallucination_weight = 1
hallucination_tier = HALLUCINATION_TIER_COMMON
/// A flag of slots this fake item can appear in.
var/valid_slots = ITEM_SLOT_HANDS|ITEM_SLOT_BELT|ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET
@@ -114,6 +115,24 @@
return hallucinated_item
/datum/hallucination/fake_item/summon_guns
hallucination_tier = HALLUCINATION_TIER_RARE
valid_slots = ITEM_SLOT_HANDS
/datum/hallucination/fake_item/summon_guns/make_fake_item(where_to_put_it, equip_flags)
template_item_type = pick(GLOB.summoned_guns)
. = ..()
hallucinator.playsound_local(get_turf(hallucinator), 'sound/effects/magic/summon_guns.ogg', 50, TRUE)
/datum/hallucination/fake_item/summon_magic
hallucination_tier = HALLUCINATION_TIER_RARE
valid_slots = ITEM_SLOT_HANDS
/datum/hallucination/fake_item/summon_magic/make_fake_item(where_to_put_it, equip_flags)
template_item_type = pick(GLOB.summoned_magic + GLOB.summoned_special_magic)
. = ..()
hallucinator.playsound_local(get_turf(hallucinator), 'sound/effects/magic/summon_magic.ogg', 50, TRUE)
/obj/item/hallucinated
name = "mirage"
plane = ABOVE_HUD_PLANE
+2
View File
@@ -1,6 +1,8 @@
/// Your mother appears to scold you.
/datum/hallucination/your_mother
random_hallucination_weight = 2
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
var/obj/effect/client_image_holder/hallucination/your_mother/mother
/datum/hallucination/your_mother/start()
@@ -2,6 +2,7 @@
/datum/hallucination/nearby_fake_item
abstract_hallucination_parent = /datum/hallucination/nearby_fake_item
random_hallucination_weight = 1
hallucination_tier = HALLUCINATION_TIER_COMMON
/// The icon file to draw from for left hand icons
var/left_hand_file
+36 -10
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@@ -3,6 +3,7 @@
/datum/hallucination/fire
random_hallucination_weight = 3
hallucination_tier = HALLUCINATION_TIER_UNCOMMON
/// Are we currently burning our mob?
var/active = TRUE
@@ -27,21 +28,29 @@
/// How long have we spent on fire?
var/time_spent = 0
/datum/hallucination/fire/New(mob/living/hallucinator)
if(ismonkey(hallucinator))
fire_icon_state = "monkey_big_fire"
var/fake_firestacks = 0
else if(!ishuman(hallucinator))
fire_icon_state = "generic_fire"
/datum/hallucination/fire/proc/make_overlay()
var/mutable_appearance/real_overlay = hallucinator.get_fire_overlay(fake_firestacks)
if(!real_overlay)
return null
if(real_overlay.icon_state == fire_overlay?.icon_state)
return fire_overlay
return ..()
var/image/new_overlay = image(real_overlay.icon, hallucinator, real_overlay.icon_state, real_overlay.layer)
new_overlay.appearance_flags = real_overlay.appearance_flags
return new_overlay
/datum/hallucination/fire/start()
fire_overlay = image(fire_icon, hallucinator, fire_icon_state, ABOVE_MOB_LAYER)
SET_PLANE_EXPLICIT(fire_overlay, ABOVE_GAME_PLANE, hallucinator)
fake_firestacks = rand(5, 15)
fire_overlay = make_overlay()
if(!fire_overlay)
return FALSE
hallucinator.client?.images |= fire_overlay
to_chat(hallucinator, span_userdanger("You're set on fire!"))
hallucinator.throw_alert(ALERT_FIRE, /atom/movable/screen/alert/fire, override = TRUE)
var/atom/movable/screen/alert/fire/fake/alert = hallucinator.throw_alert(ALERT_FIRE, /atom/movable/screen/alert/fire/fake, override = TRUE)
alert.hallucination_weakref = WEAKREF(src)
times_to_lower_stamina = rand(5, 10)
addtimer(CALLBACK(src, PROC_REF(start_expanding)), 2 SECONDS)
return TRUE
@@ -66,8 +75,15 @@
if(QDELETED(src))
return
if(hallucinator.fire_stacks <= 0)
fake_firestacks -= (0.25 * seconds_per_tick)
if(fake_firestacks <= 0)
clear_fire()
else
var/new_overlay = make_overlay()
if(new_overlay && new_overlay != fire_overlay)
hallucinator.client?.images -= fire_overlay
fire_overlay = new_overlay
hallucinator.client?.images |= fire_overlay
time_spent += seconds_per_tick
@@ -100,6 +116,8 @@
/datum/hallucination/fire/proc/update_temp()
if(stage <= 0)
hallucinator.clear_alert(ALERT_TEMPERATURE, clear_override = TRUE)
if(!active)
qdel(src)
else
hallucinator.clear_alert(ALERT_TEMPERATURE, clear_override = TRUE)
hallucinator.throw_alert(ALERT_TEMPERATURE, /atom/movable/screen/alert/hot, stage, override = TRUE)
@@ -117,3 +135,11 @@
#undef RAISE_FIRE_COUNT
#undef RAISE_FIRE_TIME
/// This alert is thrown when hallucinating fire
/atom/movable/screen/alert/fire/fake
/// We need to track the original hallucination so we can pass it to the status effect
var/datum/weakref/hallucination_weakref
/atom/movable/screen/alert/fire/fake/handle_stop_drop_roll(mob/living/roller)
return !!roller.apply_status_effect(/datum/status_effect/stop_drop_roll/hallucinating, hallucination_weakref)
@@ -1,6 +1,7 @@
///Causes the target to see incorrect health damages on the healthdoll
/datum/hallucination/fake_health_doll
random_hallucination_weight = 12
hallucination_tier = HALLUCINATION_TIER_COMMON
/// The duration of the hallucination
var/duration
+2 -1
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@@ -1,6 +1,7 @@
/// Causes a fake "zap" to the hallucinator.
/datum/hallucination/shock
random_hallucination_weight = 1
random_hallucination_weight = 1 // really low weight, as it also has a snowflake check to trigger when bumping airlocks
hallucination_tier = HALLUCINATION_TIER_COMMON
var/electrocution_icon = 'icons/mob/human/human.dmi'
var/electrocution_icon_state = "electrocuted_base"
@@ -1,6 +1,7 @@
/datum/hallucination/station_message
abstract_hallucination_parent = /datum/hallucination/station_message
random_hallucination_weight = 1
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/station_message/start()
qdel(src) // To be implemented by subtypes, call parent for easy cleanup
@@ -1,6 +1,7 @@
/// Shoots a random, fake projectile to the hallucinator
/datum/hallucination/stray_bullet
random_hallucination_weight = 7
hallucination_tier = HALLUCINATION_TIER_UNCOMMON
/datum/hallucination/stray_bullet/start()
var/list/turf/starting_locations = list()
+36
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@@ -0,0 +1,36 @@
/datum/hallucination/telepathy
random_hallucination_weight = 4
hallucination_tier = HALLUCINATION_TIER_COMMON
/datum/hallucination/telepathy/start()
var/datum/action/cooldown/spell/list_target/telepathy/mimiced_type = pick(typesof(/datum/action/cooldown/spell/list_target/telepathy))
hallucinator.balloon_alert(hallucinator, "you hear a voice")
to_chat(hallucinator, "\
<span class='[initial(mimiced_type.bold_telepathy_span)]'>You hear a voice in your head...</span>\
<span class='[initial(mimiced_type.telepathy_span)]'> [get_telepath_message()]</span>\
")
return TRUE
/datum/hallucination/telepathy/proc/get_telepath_message()
if(prob(0.001))
return "horse"
var/memo = pick(
pick_list_replacements(HALLUCINATION_FILE, "advice"),
pick_list_replacements(HALLUCINATION_FILE, "aggressive"),
pick_list_replacements(HALLUCINATION_FILE, "conversation"),
pick_list_replacements(HALLUCINATION_FILE, "didyouhearthat"),
pick_list_replacements(HALLUCINATION_FILE, "doubt"),
pick_list_replacements(HALLUCINATION_FILE, "escape"),
pick_list_replacements(HALLUCINATION_FILE, "getout"),
pick_list_replacements(HALLUCINATION_FILE, "greetings"),
pick_list_replacements(HALLUCINATION_FILE, "suspicion"),
)
var/names = pick(
first_name(hallucinator.name),
last_name(hallucinator.name),
first_name(hallucinator.real_name),
last_name(hallucinator.real_name),
)
return replacetext(memo, "%TARGETNAME%", names)
@@ -1,6 +1,7 @@
/// Xeno crawls from nearby vent, jumps at you, and goes back in.
/datum/hallucination/xeno_attack
random_hallucination_weight = 2
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/xeno_attack/start()
var/turf/xeno_attack_source