///the point where you can notice the item is hungry on examine. #define HUNGER_THRESHOLD_WARNING 25 ///the point where the item has a chance to eat something on every tick. possibly you! #define HUNGER_THRESHOLD_TRY_EATING 50 /** * curse of hunger component; for very hungry items. * * Used as a rpgloot suffix and wizard spell! */ /datum/component/curse_of_hunger ///whether to add dropdel to the item with curse of hunger, used for temporary curses like the wizard duffelbags var/add_dropdel ///items given the curse of hunger will not seek out someone else to latch onto until they are dropped for the first time. var/awakened = FALSE ///counts time passed since it ate food var/hunger = 0 ///The bag's max "health". IE, how many times you need to poison it. var/max_health = 2 ///The bag's current "health". IE, how many more times you need to poison it to stop it. var/current_health = 2 /datum/component/curse_of_hunger/Initialize(add_dropdel = FALSE, max_health = 2) . = ..() if(!isitem(parent)) return COMPONENT_INCOMPATIBLE src.add_dropdel = add_dropdel src.max_health = max_health src.current_health = max_health /datum/component/curse_of_hunger/RegisterWithParent() . = ..() var/obj/item/cursed_item = parent RegisterSignal(cursed_item, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine)) //checking slot_equipment_priority is the better way to decide if it should be an equip-curse (alternative being if it has slot_flags) //because it needs to know where to equip to (and stuff like buckets and cones can be on_pickup curses despite having slots to equip to) if(cursed_item.slot_equipment_priority) RegisterSignal(cursed_item, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip)) else RegisterSignal(cursed_item, COMSIG_ITEM_PICKUP, PROC_REF(on_pickup)) /datum/component/curse_of_hunger/UnregisterFromParent() . = ..() UnregisterSignal(parent, list(COMSIG_PARENT_EXAMINE, COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_POST_UNEQUIP, COMSIG_ITEM_PICKUP, COMSIG_ITEM_DROPPED)) ///signal called on parent being examined /datum/component/curse_of_hunger/proc/on_examine(datum/source, mob/user, list/examine_list) SIGNAL_HANDLER if(!awakened) return //we should not reveal we are cursed until equipped if(current_health < max_health) examine_list += span_notice("[parent] looks sick from something it ate.") if(hunger > HUNGER_THRESHOLD_WARNING) examine_list += span_danger("[parent] hungers for something to eat...") ///signal called from equipping parent /datum/component/curse_of_hunger/proc/on_equip(datum/source, mob/equipper, slot) SIGNAL_HANDLER var/obj/item/at_least_item = parent if(!(at_least_item.slot_flags & slot)) return the_curse_begins(equipper) ///signal called from a successful unequip of parent /datum/component/curse_of_hunger/proc/on_unequip(mob/living/unequipper, force, atom/newloc, no_move, invdrop, silent) SIGNAL_HANDLER the_curse_ends(unequipper) ///signal called from picking up parent /datum/component/curse_of_hunger/proc/on_pickup(datum/source, mob/grabber) SIGNAL_HANDLER the_curse_begins(grabber) ///signal called from dropping parent /datum/component/curse_of_hunger/proc/on_drop(datum/source, mob/dropper) SIGNAL_HANDLER the_curse_ends(dropper) /datum/component/curse_of_hunger/proc/the_curse_begins(mob/cursed) var/obj/item/cursed_item = parent awakened = TRUE START_PROCESSING(SSobj, src) ADD_TRAIT(cursed_item, TRAIT_NODROP, CURSED_ITEM_TRAIT(cursed_item.type)) ADD_TRAIT(cursed, TRAIT_CLUMSY, CURSED_ITEM_TRAIT(cursed_item.type)) ADD_TRAIT(cursed, TRAIT_PACIFISM, CURSED_ITEM_TRAIT(cursed_item.type)) if(add_dropdel) cursed_item.item_flags |= DROPDEL return if(cursed_item.slot_equipment_priority) RegisterSignal(cursed_item, COMSIG_ITEM_POST_UNEQUIP, PROC_REF(on_unequip)) else RegisterSignal(cursed_item, COMSIG_ITEM_DROPPED, PROC_REF(on_drop)) /datum/component/curse_of_hunger/proc/the_curse_ends(mob/uncursed) var/obj/item/at_least_item = parent STOP_PROCESSING(SSobj, src) REMOVE_TRAIT(parent, TRAIT_NODROP, CURSED_ITEM_TRAIT(parent.type)) REMOVE_TRAIT(uncursed, TRAIT_CLUMSY, CURSED_ITEM_TRAIT(at_least_item.type)) REMOVE_TRAIT(uncursed, TRAIT_PACIFISM, CURSED_ITEM_TRAIT(at_least_item.type)) //remove either one of the signals that could have called this proc UnregisterSignal(parent, list(COMSIG_ITEM_POST_UNEQUIP, COMSIG_ITEM_DROPPED)) var/turf/vomit_turf = get_turf(at_least_item) playsound(vomit_turf, 'sound/effects/splat.ogg', 50, TRUE) new /obj/effect/decal/cleanable/vomit(vomit_turf) uncursed.dropItemToGround(at_least_item, force = TRUE) if(!QDELETED(at_least_item)) //gives a head start for the person to get away from the cursed item before it begins hunting again! addtimer(CALLBACK(src, PROC_REF(seek_new_target)), 10 SECONDS) ///proc called after a timer to awaken the AI in the cursed item if it doesn't have a target already. /datum/component/curse_of_hunger/proc/seek_new_target() var/obj/item/cursed_item = parent if(iscarbon(cursed_item.loc)) return else if(!isturf(cursed_item.loc)) cursed_item.forceMove(get_turf(cursed_item)) //only taking the most reasonable slot is fine since it unequips what is there to equip itself. cursed_item.AddElement(/datum/element/cursed, cursed_item.slot_equipment_priority[1]) cursed_item.visible_message(span_warning("[cursed_item] begins to move on [cursed_item.p_their()] own...")) /datum/component/curse_of_hunger/process(delta_time) var/obj/item/cursed_item = parent var/mob/living/carbon/cursed = cursed_item.loc ///check hp if(current_health <= 0) the_curse_ends(cursed) return hunger += delta_time if((hunger <= HUNGER_THRESHOLD_TRY_EATING) || prob(80)) return playsound(cursed_item, 'sound/items/eatfood.ogg', 20, TRUE) hunger = 0 //check hungry enough to eat something! for(var/obj/item/food in cursed_item.contents + cursed.contents) if(!IS_EDIBLE(food)) continue food.forceMove(cursed.loc) ///poisoned food damages it if(locate(/datum/reagent/toxin) in food.reagents.reagent_list) var/sick_word = pick("queasy", "sick", "iffy", "unwell") cursed.visible_message( span_notice("[cursed_item] eats something from [cursed], and looks [sick_word] afterwards!"), span_notice("[cursed_item] eats your [food.name] to sate [cursed_item.p_their()] hunger, and looks [sick_word] afterwards!"), ) current_health-- else cursed.visible_message( span_warning("[cursed_item] eats something from [cursed] to sate [cursed_item.p_their()] hunger."), span_warning("[cursed_item] eats your [food.name] to sate [cursed_item.p_their()] hunger."), ) cursed.temporarilyRemoveItemFromInventory(food, force = TRUE) qdel(food) return ///no food found, but you're dead: it bites you slightly, and doesn't regain health. if(cursed.stat == DEAD) cursed.visible_message(span_danger("[cursed_item] nibbles on [cursed]."), span_userdanger("[cursed_item] nibbles on you!")) cursed.apply_damage(10, BRUTE, BODY_ZONE_CHEST) return ///no food found: it bites you and regains some health. cursed.visible_message(span_danger("[cursed_item] bites [cursed]!"), span_userdanger("[cursed_item] bites you to sate [cursed_item.p_their()] hunger!")) cursed.apply_damage(60, BRUTE, BODY_ZONE_CHEST, wound_bonus = -20, bare_wound_bonus = 20) current_health = min(current_health + 1, max_health)