2 Commits
Author SHA1 Message Date
MrMelbertandGitHub e4f533111f Deafness is now solely tracked by trait (#95029)
## About The Pull Request

Deletes `can_hear`, replaces it with trait-checking deafness.

The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.

## Why It's Good For The Game

Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not. 

This unifies all the behavior so being deaf means you're deaf
everywhere.

It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?

## Changelog

🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
2026-02-05 20:19:56 -05:00
SmArtKarandGitHub e49e13b795 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
/🆑
2025-12-20 22:57:58 +00:00