## About The Pull Request
Brain traumas caused by head wounds are stored as a reference on the
wound, but certain brain traumas (like split personality) `qdel`
themselves in `on_gain()` if conditions aren't valid for them to exist,
`/obj/item/organ/brain/proc/brain_gain_trauma` returns a reference even
if this happens, leading to the ref being stored on the wound and
preventing the trauma from being fully deleted.
## Why It's Good For The Game
Fixes#87752
## Changelog
No player facing changes
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Fixes#82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
i was fucking around with brain traumas on a downstream and noticed they
had similar issues to quirks so i decided to continue work from #73116

(search in VSC for span class = 'notice')
its going to be a bit of a thing to get all of these but this is a
decent chunk i think
there was only one annoying/tough file.
imaginary_friend.dm had class = 'game say' and class = 'emote' both of
which after some testing did not seem like they did anything. ill try to
keep that in mind in other files if i continue to do this but i either
omitted them because they didnt have any formatting or, in the case of
emote, turned it into name, which i think is what you'd want those
messages to look like.
there were also a few small spelling errors that i fixed
## Why It's Good For The Game
more consistent and stops people from copying brain trauma formatting
wrong
## Changelog
they should all work the same
---------
Co-authored-by: san7890 <the@san7890.com>
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## About The Pull Request
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documented or this can delay review and even discourage maintainers from
merging your PR! -->
Fixes#69798Fixes#71621
When using hypnosis on a victim, the language should be accounted for
and whether the victim can properly hear it. Before the hearing code
would magically translate any message, this is no longer the case.
This also fixes the language barrier involving hearing for:
- Mind echo trauma
- Phobia trauma
- Hypnotic trigger trauma
- Split Personality brainwashing trauma
- Codeword hearing
- Hypnotize status effect
- Impure Inacusiate reagent
## Why It's Good For The Game
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Better consistency, improved readability, and less bugs in the future.
## Changelog
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🆑
fix: Fix hypnosis, mind echo trauma, phobia trauma, hypnotic trigger
trauma, split personality brainwashing trauma, codeword hearing, and
impure inacusiate reagent all bypassing language and hearing checks. If
you try to give commands to a victim in a language they don't
understand, they will no longer magically understand the words.
fix: Fix sign language having accent modifications
refactor: Refactored saycode to be more robust, readable, and have more
unit tests.
/🆑
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Refactors hallucinations slightly, organizes them
* Refactors hallucination into a status effect
* Further hallucination proper refactoring
* Refactors battle hallucinations
* Refactors "fake item other" hallucination
* Gets it a bit closer to working state
* Refactors screwydoll and fake alerts
* Refactors fake inhand items
* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles
* Refactoring delusions, hallucination effects
* Furthering the hallucination status effect
- removes copypaste of hallucination pulses
* Almost finalizes the changeover to status effect
* Last staus effect stuff
* Delusion business
* Airlocks, fire, and more delusion stuff
* Finishes screwyhud. It compiles now!
* Swaps screwyhud over to a grouped status effect
* Removes hal_screwyhud
* Comment
* Bugfixing
* image cleaning
* Get rid of this it came back
* What if I finished this branch?
* Oops
* Messing with the randomness
* Mass hallucination tweaks
* +
* Some more mass tweaks
* Review
* Updates
* Unit tests hallucination icons
* More tweaks
* Move folder
* Another re-name
* Minor tweaks
* Anomaly unity
* Mass hallucination buffs
* t
* Sig
* Merge
* Lints
* Unit test already coming in clutch
* Another failure
* Use named args for cause_hallucination via some define trickery
* Some cleanup
* This is better
* adds some hallucinations
* Oops
* More sounds
* Tweaks
* Some additional documentation
* Flash
* Fixes mass hallucination
* Json changes
* Updates documentation
* Json conflicts
* Makes it work
* Missed that one too
* Helpers
* More signalization (WIP)
* Fixes bump
* Missed a helper use
* Dumb
About The Pull Request
replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
adds logging for bluespace launchpad's tele coords being changed.
took the word "has" out of log_combat, as it's extra and just lengthens the log.
Why It's Good For The Admins
It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog
cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
Gives hypnotized victims a visible antag hud for admins, puts them in the Check Antags panel, and makes their objectives visible in the Traitor Panel and on the round end report.
Why It's Good For The Game
Right now, victims of hypnosis are very difficult to visually identify as an admin. This not only distinguishes them easily but makes their objective easily visible too.
Changelog
cl
admin: hypnotized players now have a visible antag hud, are visible in the check antag panel, and have objectives visible on the traitor panel
expansion: hypnotized victims and their objectives are now visible on the round end report
/cl
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
- Makes `/mob/living/proc/Life` and most related procs use `delta_time`
- Procs that had snowflaked timing systems, such as breathing, addiction, and advanced diseases were left unchanged.
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.
Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
About The Pull Request
Adds the Enhanced Interrogation Chamber as a BEPIS reward.
This security-only machine is able to implant a deep-rooted trigger phrase onto a subject; if they hear that phrase after the procedure, they will immediately enter a state of hypnotic trance, which can be used to demand truthful answers for your ongoing investigation.
The enslavement of criminal and non-criminal subjects is frowned upon by space law. Do not abuse the Enhanced Interrogation Chamber for personal gain.
Bad choice or mishandling of trigger words may lead to loss of control over the subject.
Side effects include dizziness, nausea, confusion, vomit, loss of eyesight, violent tendencies, loss of sanity, depression, oppression, loss of free will, spontaneous hypnotic trance, loss of hair, death.
Use with care.
Why It's Good For The Game
Make your own Manchurian Candidate!
Allows "rehabilitation" of dangerous criminals by security, which is more interesting than straight-up execution.
Could lead to fun situations if a team antag is caught and forced to be a mole.
It could also be used by any antag who manages to get to the sec protolathe.
However, the "conversion" is still shaky! The main cure is surgery, as the triggered trance is effectively just a brain trauma, healable with surgery. On top of this, even if the subject is unable to hear their trigger phrase, if someone else knows it they can override commands at any time. Even if that doesn't happen, it's possible that another message sneaks in before you can give your command, intercepting the hypnosis.
On top of this, the chamber has a 10% chance of giving the hypnotic stupor trauma instead of the triggered trance, making the subject even more of a wildcard.
Effectively, this is a very powerful tool in the antag-vs-security conflict, but over-reliance on it will probably bite back in amusing ways.
Changelog
cl
add: Added the Enhanced Interrogation Chamber as a BEPIS researchable tech.
add: The EIC can be used to implant trigger phrases in subjects that cause an instant hypnotic trance.
/cl
hear_intercept is removed in favor of having the things that care register for the COMSIG_MOVABLE_HEAR signal instead.
The signal has been changed to be like the speech one with an args list.
Nanite datums no longer register for the hearing signal just in case, only the voice sensor nanite program does.
Dead code has been removed from to_chat, the savefile/sound checks being just-in-case boilerplate checks made during the conversion to to_chat, the replacetexts sidestepping a byond bug that was fixed in 512.1420.
Hypnosis no longer runtimes forever if it can't generate a valid regex
from the user phrase
Hypnosis also no longer constantly regenerates the regex and instead
just matches using the existing regex
cl XDTM
add: Added a new severe brain trauma: hypnotic stupor. Victims of hypnotic stupor occasionally fall into a trance, and upon hearing a sentence they'll focus on it to the point of obsession, until it is replaced by a new hypnosis or the trauma is cured.
/cl
Adds the potential for some fancy rp gameplay. The idea is that they should take a passing message way too seriously, while leaving room for interpretation to the player. Hearing an isolated "greytide" over the radio might prompt a player to take up arms against the rampaging greyshirts, another might interpret it as having to become the greytide. Someone who realizes what's up might use this to give clear orders to the victim, although they'll only last until the following trance.
I plan on adding more methods to inflict hypnosis with the same trance->"focus on a sentence" mechanics, perhaps as a traitor/CMO pendulum item, or as a wizard/cult spell.