/** * omen.dm: For when you want someone to have a really bad day * * When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you, * or hitting your head really hard when you slip and fall, or you get shocked by the tram rails at an unfortunate moment. * * Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain. */ /datum/component/omen dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS /// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending var/obj/vessel /// How many incidents are left. If 0 exactly, it will get deleted. var/incidents_left = INFINITY /// Base probability of negative events. Cursed are half as unlucky. var/luck_mod = 1 /// Base damage from negative events. Cursed take 25% of this damage. var/damage_mod = 1 /datum/component/omen/Initialize(obj/vessel, incidents_left, luck_mod, damage_mod) if(!isliving(parent)) return COMPONENT_INCOMPATIBLE if(istype(vessel)) src.vessel = vessel RegisterSignal(vessel, COMSIG_QDELETING, PROC_REF(vessel_qdeleting)) if(!isnull(incidents_left)) src.incidents_left = incidents_left if(!isnull(luck_mod)) src.luck_mod = luck_mod if(!isnull(damage_mod)) src.damage_mod = damage_mod ADD_TRAIT(parent, TRAIT_CURSED, SMITE_TRAIT) /** * This is a omen eat omen world! The stronger omen survives. */ /datum/component/omen/InheritComponent(obj/vessel, incidents_left, luck_mod, damage_mod) // If we have more incidents left the new one gets deleted. if(src.incidents_left > incidents_left) return // make slimes get nurtiton from plasmer // Otherwise we set our incidents remaining to the higher, newer value. src.incidents_left = incidents_left // The new omen is weaker than our current omen? Let's split the difference. if(src.luck_mod > luck_mod) src.luck_mod += luck_mod * 0.5 if(src.damage_mod > damage_mod) src.luck_mod += luck_mod * 0.5 // This means that if you had a strong temporary omen and it was replaced by a weaker but permanent omen, the latter is made worse. // Feature! /datum/component/omen/Destroy(force) var/mob/living/person = parent REMOVE_TRAIT(person, TRAIT_CURSED, SMITE_TRAIT) to_chat(person, span_nicegreen("You feel a horrible omen lifted off your shoulders!")) if(vessel) vessel.visible_message(span_warning("[vessel] burns up in a sinister flash, taking an evil energy with it...")) UnregisterSignal(vessel, COMSIG_QDELETING) vessel.burn() vessel = null return ..() /datum/component/omen/RegisterWithParent() RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_accident)) RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, PROC_REF(check_slip)) RegisterSignal(parent, COMSIG_LIVING_BLESSED, PROC_REF(check_bless)) RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(check_death)) /datum/component/omen/UnregisterFromParent() UnregisterSignal(parent, list(COMSIG_ON_CARBON_SLIP, COMSIG_MOVABLE_MOVED, COMSIG_LIVING_BLESSED, COMSIG_LIVING_DEATH)) /datum/component/omen/proc/consume_omen() incidents_left-- if(incidents_left < 1) qdel(src) /** * check_accident() is called each step we take * * While we're walking around, roll to see if there's any environmental hazards on one of the adjacent tiles we can trigger. * We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time */ /datum/component/omen/proc/check_accident(atom/movable/our_guy) SIGNAL_HANDLER if(!isliving(our_guy)) return var/mob/living/living_guy = our_guy if(prob(0.001) && (living_guy.stat != DEAD)) // You hit the lottery! Kinda. living_guy.visible_message(span_danger("[living_guy] suddenly bursts into flames!"), span_danger("You suddenly burst into flames!")) INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream") living_guy.adjust_fire_stacks(20) living_guy.ignite_mob(silent = TRUE) consume_omen() return var/effective_luck = luck_mod // If there's nobody to witness the misfortune, make it less likely. // This way, we allow for people to be able to get into hilarious situations without making the game nigh unplayable most of the time. var/has_watchers = FALSE for(var/mob/viewer in viewers(our_guy, world.view)) if(viewer.client && !viewer.client.is_afk()) has_watchers = TRUE break if(!has_watchers) effective_luck *= 0.5 if(!prob(8 * effective_luck)) return var/turf/open/our_guy_pos = living_guy.loc if(!isopenturf(our_guy_pos)) return for(var/obj/machinery/door/airlock/darth_airlock in our_guy_pos) if(darth_airlock.locked || !darth_airlock.hasPower()) continue to_chat(living_guy, span_warning("A malevolent force launches your body to the floor...")) living_guy.Paralyze(1 SECONDS, ignore_canstun = TRUE) INVOKE_ASYNC(src, PROC_REF(slam_airlock), darth_airlock) return for(var/turf/the_turf as anything in get_adjacent_open_turfs(living_guy)) if(istype(the_turf, /turf/open/floor/glass/reinforced/tram)) // don't fall off the tram bridge, we want to hit you instead return if(living_guy.can_z_move(DOWN, the_turf, z_move_flags = ZMOVE_FALL_FLAGS)) to_chat(living_guy, span_warning("A malevolent force guides you towards the edge...")) living_guy.throw_at(the_turf, 1, 10, force = MOVE_FORCE_EXTREMELY_STRONG) consume_omen() return for(var/obj/machinery/vending/darth_vendor in the_turf) if(!darth_vendor.tiltable || darth_vendor.tilted) continue to_chat(living_guy, span_warning("A malevolent force tugs at the [darth_vendor]...")) INVOKE_ASYNC(darth_vendor, TYPE_PROC_REF(/obj/machinery/vending, tilt), living_guy) consume_omen() return for(var/obj/machinery/light/evil_light in the_turf) if((evil_light.status == LIGHT_BURNED || evil_light.status == LIGHT_BROKEN) || (HAS_TRAIT(living_guy, TRAIT_SHOCKIMMUNE))) // we can't do anything :( // Why in the world is there no get_siemens_coeff proc??? to_chat(living_guy, span_warning("[evil_light] sparks weakly for a second.")) do_sparks(2, FALSE, evil_light) // hey maybe it'll ignite them return to_chat(living_guy, span_warning("[evil_light] glows ominously...")) // ominously evil_light.visible_message(span_boldwarning("[evil_light] suddenly flares brightly and sparks!")) evil_light.break_light_tube(skip_sound_and_sparks = FALSE) do_sparks(number = 4, cardinal_only = FALSE, source = evil_light) evil_light.Beam(living_guy, icon_state = "lightning[rand(1,12)]", time = 0.5 SECONDS) living_guy.electrocute_act(35 * (damage_mod * 0.5), evil_light, flags = SHOCK_NOGLOVES) INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream") consume_omen() for(var/obj/structure/mirror/evil_mirror in the_turf) to_chat(living_guy, span_warning("You pass by the mirror and glance at it...")) if(evil_mirror.broken) to_chat(living_guy, span_notice("You feel lucky, somehow.")) return switch(rand(1, 5)) if(1) to_chat(living_guy, span_warning("The mirror explodes into a million pieces! Wait, does that mean you're even more unlucky?")) evil_mirror.take_damage(evil_mirror.max_integrity, BRUTE, MELEE, FALSE) if(prob(50 * effective_luck)) // sometimes luck_mod += 0.25 damage_mod += 0.25 if(2 to 3) to_chat(living_guy, span_big(span_hypnophrase("Oh god, you can't see your reflection!!"))) if(HAS_TRAIT(living_guy, TRAIT_NO_MIRROR_REFLECTION)) // not so living i suppose to_chat(living_guy, span_green("Well, obviously.")) return INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream") if(4 to 5) if(HAS_TRAIT(living_guy, TRAIT_NO_MIRROR_REFLECTION)) to_chat(living_guy, span_warning("You don't see anything of notice. Huh.")) return to_chat(living_guy, span_userdanger("You see your reflection, but it is grinning malevolently and staring directly at you!")) INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream") living_guy.set_jitter_if_lower(25 SECONDS) if(prob(7 * effective_luck)) to_chat(living_guy, span_warning("You are completely shocked by this turn of events!")) to_chat(living_guy, span_userdanger("You clutch at your heart!")) var/mob/living/carbon/carbon_guy = living_guy if(istype(carbon_guy)) carbon_guy.set_heartattack(status = TRUE) consume_omen() /datum/component/omen/proc/slam_airlock(obj/machinery/door/airlock/darth_airlock) . = darth_airlock.close(force_crush = TRUE) if(.) consume_omen() /// If we get knocked down, see if we have a really bad slip and bash our head hard /datum/component/omen/proc/check_slip(mob/living/our_guy, amount) SIGNAL_HANDLER if(prob(30)) // AAAA INVOKE_ASYNC(our_guy, TYPE_PROC_REF(/mob, emote), "scream") to_chat(our_guy, span_warning("What a horrible night... To have a curse!")) if(prob(30 * luck_mod) && our_guy.get_bodypart(BODY_ZONE_HEAD)) /// Bonk! playsound(our_guy, 'sound/effects/tableheadsmash.ogg', 90, TRUE) our_guy.visible_message(span_danger("[our_guy] hits [our_guy.p_their()] head really badly falling down!"), span_userdanger("You hit your head really badly falling down!")) our_guy.apply_damage(75 * damage_mod, BRUTE, BODY_ZONE_HEAD, attacking_item = "slipping") our_guy.apply_damage(100 * damage_mod, BRAIN) consume_omen() return /// Hijack the mood system to see if we get the blessing mood event to cancel the omen /datum/component/omen/proc/check_bless(mob/living/our_guy, mob/living/priest, obj/item/book/bible/bible, bless_result) SIGNAL_HANDLER if(incidents_left == INFINITY || bless_result != BLESSING_SUCCESS) return playsound(our_guy, 'sound/effects/pray_chaplain.ogg', 40, TRUE) to_chat(our_guy, span_green("You feel fantastic!")) qdel(src) /// Severe deaths. Normally lifts the curse. /datum/component/omen/proc/check_death(mob/living/our_guy) SIGNAL_HANDLER if(incidents_left == INFINITY) return qdel(src) /// Creates a localized explosion that shakes the camera /datum/component/omen/proc/death_explode(mob/living/our_guy) explosion(our_guy, explosion_cause = src) for(var/mob/witness in view(2, our_guy)) shake_camera(witness, 1 SECONDS, 2) /// Vessel got deleted, set it to null /datum/component/omen/proc/vessel_qdeleting(atom/source) SIGNAL_HANDLER UnregisterSignal(vessel, COMSIG_QDELETING) vessel = null /** * The smite omen. Permanent. */ /datum/component/omen/smite /datum/component/omen/smite/check_death(mob/living/our_guy) if(incidents_left == INFINITY) return ..() death_explode(our_guy) our_guy.gib(DROP_ALL_REMAINS) /** * The quirk omen. Permanent. * Has only a 50% chance of bad things happening, and takes only 25% of normal damage. */ /datum/component/omen/quirk incidents_left = INFINITY luck_mod = 0.3 // 30% chance of bad things happening damage_mod = 0.25 // 25% of normal damage /datum/component/omen/quirk/RegisterWithParent() RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_accident)) RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, PROC_REF(check_slip)) RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(check_death)) /datum/component/omen/quirk/UnregisterFromParent() UnregisterSignal(parent, list(COMSIG_ON_CARBON_SLIP, COMSIG_MOVABLE_MOVED, COMSIG_LIVING_DEATH)) /datum/component/omen/quirk/check_death(mob/living/our_guy) if(!iscarbon(our_guy)) our_guy.gib(DROP_ALL_REMAINS) return // Don't explode if buckled to a stasis bed if(our_guy.buckled) var/obj/machinery/stasis/stasis_bed = our_guy.buckled if(istype(stasis_bed)) return death_explode(our_guy) var/mob/living/carbon/player = our_guy player.spread_bodyparts() player.spawn_gibs() return /** * The bible omen. * While it lasts, parent gets a cursed aura filter. */ /datum/component/omen/bible incidents_left = 1 /datum/component/omen/bible/RegisterWithParent() . = ..() var/mob/living/living_parent = parent living_parent.add_filter("omen", 2, list("type" = "drop_shadow", "color" = COLOR_DARK_RED, "alpha" = 0, "size" = 2)) var/filter = living_parent.get_filter("omen") animate(filter, alpha = 255, time = 2 SECONDS, loop = -1) animate(alpha = 0, time = 2 SECONDS) /datum/component/omen/bible/UnregisterFromParent() . = ..() var/mob/living/living_parent = parent living_parent.remove_filter("omen")