/datum/brain_trauma/special/creep name = "Erotomania" desc = "Patient has a subtype of delusional disorder, becoming irrationally attached to someone." scan_desc = "erotomaniac delusions" gain_text = "If you see this message, make a github issue report. The trauma initialized wrong." lose_text = "You no longer feel so attached." can_gain = TRUE random_gain = FALSE resilience = TRAUMA_RESILIENCE_SURGERY var/mob/living/obsession var/datum/objective/spendtime/attachedcreepobj var/datum/antagonist/creep/antagonist var/viewing = FALSE //it's a lot better to store if the owner is watching the obsession than checking it twice between two procs var/total_time_creeping = 0 //just for roundend fun var/time_spent_away = 0 var/obsession_hug_count = 0 /datum/brain_trauma/special/creep/on_gain() //setup, linking, etc// if(!obsession)//admins didn't set one obsession = find_obsession() if(!obsession)//we didn't find one lose_text = "" qdel(src) gain_text = "You feel a strange attachment to [obsession]." owner.apply_status_effect(STATUS_EFFECT_INLOVE, obsession) owner.mind.add_antag_datum(/datum/antagonist/creep) antagonist = owner.mind.has_antag_datum(/datum/antagonist/creep) antagonist.trauma = src ..() //antag stuff// antagonist.forge_objectives(obsession.mind) antagonist.greet() /datum/brain_trauma/special/creep/on_life() if(!obsession || obsession.stat == DEAD) viewing = FALSE//important, makes sure you no longer stutter when happy if you murdered them while viewing return if(get_dist(get_turf(owner), get_turf(obsession)) > 7) viewing = FALSE //they are further than our viewrange they are not viewing us out_of_view() return//so we're not searching everything in view every tick if(obsession in view(7, owner)) viewing = TRUE else viewing = FALSE if(viewing) SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/creeping, obsession.name) total_time_creeping += 20 time_spent_away = 0 if(attachedcreepobj)//if an objective needs to tick down, we can do that since traumas coexist with the antagonist datum attachedcreepobj.timer -= 20 //mob subsystem ticks every 2 seconds(?), remove 20 deciseconds from the timer. sure, that makes sense. else out_of_view() /datum/brain_trauma/special/creep/proc/out_of_view() time_spent_away += 20 if(time_spent_away > 1800) //3 minutes SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreepingsevere, obsession.name) else SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreeping, obsession.name) /datum/brain_trauma/special/creep/on_lose() ..() owner.remove_status_effect(STATUS_EFFECT_INLOVE) owner.mind.remove_antag_datum(/datum/antagonist/creep) /datum/brain_trauma/special/creep/on_say(message) if(!viewing) return message var/choked_up GET_COMPONENT_FROM(mood, /datum/component/mood, owner) if(mood) if(mood.sanity >= SANITY_GREAT) choked_up = social_interaction() if(choked_up) return "" return message /datum/brain_trauma/special/creep/on_hug(mob/living/hugger, mob/living/hugged) if(hugged == obsession) obsession_hug_count++ /datum/brain_trauma/special/creep/proc/social_interaction() var/fail = FALSE //whether you can finish a sentence while doing it owner.stuttering = max(3, owner.stuttering) owner.blur_eyes(10) switch(rand(1,4)) if(1) shake_camera(owner, 15, 1) owner.vomit() fail = TRUE if(2) owner.emote("cough") owner.dizziness += 10 fail = TRUE if(3) to_chat(owner, "You feel your heart lurching in your chest...") owner.Stun(20) shake_camera(owner, 15, 1) if(4) to_chat(owner, "You faint.") owner.Unconscious(80) fail = TRUE return fail /datum/brain_trauma/special/creep/proc/find_obsession() var/chosen_victim var/list/possible_targets = list() var/list/viable_minds = list() for(var/mob/Player in GLOB.player_list)//prevents crewmembers falling in love with nuke ops they never met if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client && Player != owner && !(Player.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL] || Player.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_ANTAG])) viable_minds += Player.mind for(var/datum/mind/possible_target in viable_minds) if(possible_target != owner && ishuman(possible_target.current)) possible_targets += possible_target.current if(possible_targets.len > 0) chosen_victim = pick(possible_targets) return chosen_victim