//Severe traumas, when your brain gets abused way too much. //These range from very annoying to completely debilitating. //They cannot be cured with chemicals, and require brain surgery to solve. /datum/brain_trauma/severe abstract_type = /datum/brain_trauma/severe resilience = TRAUMA_RESILIENCE_SURGERY /datum/brain_trauma/severe/mute name = "Mutism" desc = "Patient is completely unable to speak." scan_desc = "extensive damage to the brain's speech center" gain_text = span_warning("You forget how to speak!") lose_text = span_notice("You suddenly remember how to speak.") /datum/brain_trauma/severe/mute/on_gain() ADD_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT) ..() /datum/brain_trauma/severe/mute/on_lose() REMOVE_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT) ..() /datum/brain_trauma/severe/aphasia name = "Aphasia" desc = "Patient is unable to speak or understand any language." scan_desc = "extensive damage to the brain's language center" gain_text = span_warning("You have trouble forming words in your head...") lose_text = span_notice("You suddenly remember how languages work.") /datum/brain_trauma/severe/aphasia/on_gain() owner.add_blocked_language(subtypesof(/datum/language) - /datum/language/aphasia, LANGUAGE_APHASIA) owner.grant_language(/datum/language/aphasia, source = LANGUAGE_APHASIA) ..() /datum/brain_trauma/severe/aphasia/on_lose() if(!QDELING(owner)) owner.remove_blocked_language(subtypesof(/datum/language), LANGUAGE_APHASIA) owner.remove_language(/datum/language/aphasia, source = LANGUAGE_APHASIA) ..() /datum/brain_trauma/severe/blindness name = "Cerebral Blindness" desc = "Patient's brain is no longer connected to its eyes." scan_desc = "extensive damage to the brain's occipital lobe" gain_text = span_warning("You can't see!") lose_text = span_notice("Your vision returns.") /datum/brain_trauma/severe/blindness/on_gain() owner.become_blind(TRAUMA_TRAIT) ..() /datum/brain_trauma/severe/blindness/on_lose() owner.cure_blind(TRAUMA_TRAIT) ..() /datum/brain_trauma/severe/paralysis name = "Paralysis" desc = "Patient's brain can no longer control part of its motor functions." scan_desc = "cerebral paralysis" gain_text = "" lose_text = "" var/paralysis_type var/list/paralysis_traits = list() //for descriptions /datum/brain_trauma/severe/paralysis/New(specific_type) if(specific_type) paralysis_type = specific_type if(!paralysis_type) paralysis_type = pick("full","left","right","arms","legs","r_arm","l_arm","r_leg","l_leg") var/subject switch(paralysis_type) if("full") subject = "your body" paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG) if("left") subject = "the left side of your body" paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_L_LEG) if("right") subject = "the right side of your body" paralysis_traits = list(TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_R_LEG) if("arms") subject = "your arms" paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM) if("legs") subject = "your legs" paralysis_traits = list(TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG) if("r_arm") subject = "your right arm" paralysis_traits = list(TRAIT_PARALYSIS_R_ARM) if("l_arm") subject = "your left arm" paralysis_traits = list(TRAIT_PARALYSIS_L_ARM) if("r_leg") subject = "your right leg" paralysis_traits = list(TRAIT_PARALYSIS_R_LEG) if("l_leg") subject = "your left leg" paralysis_traits = list(TRAIT_PARALYSIS_L_LEG) gain_text = span_warning("You can't feel [subject] anymore!") lose_text = span_notice("You can feel [subject] again!") /datum/brain_trauma/severe/paralysis/on_gain() ..() for(var/X in paralysis_traits) ADD_TRAIT(owner, X, TRAUMA_TRAIT) /datum/brain_trauma/severe/paralysis/on_lose() ..() for(var/X in paralysis_traits) REMOVE_TRAIT(owner, X, TRAUMA_TRAIT) /datum/brain_trauma/severe/paralysis/paraplegic random_gain = FALSE paralysis_type = "legs" resilience = TRAUMA_RESILIENCE_ABSOLUTE /datum/brain_trauma/severe/paralysis/hemiplegic random_gain = FALSE resilience = TRAUMA_RESILIENCE_ABSOLUTE /datum/brain_trauma/severe/paralysis/hemiplegic/left paralysis_type = "left" /datum/brain_trauma/severe/paralysis/hemiplegic/right paralysis_type = "right" /datum/brain_trauma/severe/narcolepsy name = "Narcolepsy" desc = "Patient may involuntarily fall asleep during normal activities." scan_desc = "traumatic narcolepsy" gain_text = span_warning("You have a constant feeling of drowsiness...") lose_text = span_notice("You feel awake and aware again.") /datum/brain_trauma/severe/narcolepsy/on_life(seconds_per_tick, times_fired) if(owner.IsSleeping()) return var/sleep_chance = 1 var/drowsy = !!owner.has_status_effect(/datum/status_effect/drowsiness) if(owner.move_intent == MOVE_INTENT_RUN) sleep_chance += 2 if(drowsy) sleep_chance += 3 if(SPT_PROB(0.5 * sleep_chance, seconds_per_tick)) to_chat(owner, span_warning("You fall asleep.")) owner.Sleeping(6 SECONDS) else if(!drowsy && SPT_PROB(sleep_chance, seconds_per_tick)) to_chat(owner, span_warning("You feel tired...")) owner.adjust_drowsiness(20 SECONDS) /datum/brain_trauma/severe/monophobia name = "Monophobia" desc = "Patient feels sick and distressed when not around other people, leading to potentially lethal levels of stress." scan_desc = "monophobia" gain_text = "" lose_text = span_notice("You feel like you could be safe on your own.") var/stress = 0 /datum/brain_trauma/severe/monophobia/on_gain() ..() if(check_alone()) to_chat(owner, span_warning("You feel really lonely...")) else to_chat(owner, span_notice("You feel safe, as long as you have people around you.")) /datum/brain_trauma/severe/monophobia/on_life(seconds_per_tick, times_fired) ..() if(check_alone()) stress = min(stress + 0.5, 100) if(stress > 10 && SPT_PROB(2.5, seconds_per_tick)) stress_reaction() else stress = max(stress - (2 * seconds_per_tick), 0) /datum/brain_trauma/severe/monophobia/proc/check_alone() var/check_radius = 7 if(owner.is_blind()) check_radius = 1 for(var/mob/M in oview(owner, check_radius)) if(!isliving(M)) //ghosts ain't people continue if(istype(M, /mob/living/basic/pet) || M.ckey) return FALSE return TRUE /datum/brain_trauma/severe/monophobia/proc/stress_reaction() if(owner.stat != CONSCIOUS) return var/high_stress = (stress > 60) //things get psychosomatic from here on switch(rand(1, 6)) if(1) if(high_stress) to_chat(owner, span_warning("You feel really sick at the thought of being alone!")) else to_chat(owner, span_warning("You feel sick...")) addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/living/carbon, vomit), high_stress), 5 SECONDS) //blood vomit if high stress if(2) if(high_stress) to_chat(owner, span_warning("You feel weak and scared! If only you weren't alone...")) owner.adjustStaminaLoss(50) else to_chat(owner, span_warning("You can't stop shaking...")) owner.adjust_dizzy(40 SECONDS) owner.adjust_confusion(20 SECONDS) owner.set_jitter_if_lower(40 SECONDS) if(3, 4) if(high_stress) to_chat(owner, span_warning("You're going mad with loneliness!")) owner.adjust_hallucinations(60 SECONDS) else to_chat(owner, span_warning("You feel really lonely...")) if(5) if(high_stress) if(prob(15) && ishuman(owner)) var/mob/living/carbon/human/H = owner H.set_heartattack(TRUE) to_chat(H, span_userdanger("You feel a stabbing pain in your heart!")) else to_chat(owner, span_userdanger("You feel your heart lurching in your chest...")) owner.adjustOxyLoss(8) else to_chat(owner, span_warning("Your heart skips a beat.")) owner.adjustOxyLoss(8) else //No effect return /datum/brain_trauma/severe/discoordination name = "Discoordination" desc = "Patient is unable to use complex tools or machinery." scan_desc = "extreme discoordination" gain_text = span_warning("You can barely control your hands!") lose_text = span_notice("You feel in control of your hands again.") /datum/brain_trauma/severe/discoordination/on_gain() . = ..() owner.apply_status_effect(/datum/status_effect/discoordinated) /datum/brain_trauma/severe/discoordination/on_lose() owner.remove_status_effect(/datum/status_effect/discoordinated) return ..() /datum/brain_trauma/severe/pacifism name = "Traumatic Non-Violence" desc = "Patient is extremely unwilling to harm others in violent ways." scan_desc = "pacific syndrome" gain_text = span_notice("You feel oddly peaceful.") lose_text = span_notice("You no longer feel compelled to not harm.") /datum/brain_trauma/severe/pacifism/on_gain() ADD_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT) ..() /datum/brain_trauma/severe/pacifism/on_lose() REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT) ..() /datum/brain_trauma/severe/hypnotic_stupor name = "Hypnotic Stupor" desc = "Patient is prone to episodes of extreme stupor that leaves them extremely suggestible." scan_desc = "oneiric feedback loop" gain_text = span_warning("You feel somewhat dazed.") lose_text = span_notice("You feel like a fog was lifted from your mind.") /datum/brain_trauma/severe/hypnotic_stupor/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway ..() owner.remove_status_effect(/datum/status_effect/trance) /datum/brain_trauma/severe/hypnotic_stupor/on_life(seconds_per_tick, times_fired) ..() if(SPT_PROB(0.5, seconds_per_tick) && !owner.has_status_effect(/datum/status_effect/trance)) owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE) /datum/brain_trauma/severe/hypnotic_trigger name = "Hypnotic Trigger" desc = "Patient has a trigger phrase set in their subconscious that will trigger a suggestible trance-like state." scan_desc = "oneiric feedback loop" gain_text = span_warning("You feel odd, like you just forgot something important.") lose_text = span_notice("You feel like a weight was lifted from your mind.") random_gain = FALSE var/trigger_phrase = "Nanotrasen" /datum/brain_trauma/severe/hypnotic_trigger/New(phrase) ..() if(phrase) trigger_phrase = phrase /datum/brain_trauma/severe/hypnotic_trigger/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway ..() owner.remove_status_effect(/datum/status_effect/trance) /datum/brain_trauma/severe/hypnotic_trigger/handle_hearing(datum/source, list/hearing_args) if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER]) return var/regex/reg = new("(\\b[REGEX_QUOTE(trigger_phrase)]\\b)","ig") if(findtext(hearing_args[HEARING_RAW_MESSAGE], reg)) addtimer(CALLBACK(src, PROC_REF(hypnotrigger)), 1 SECONDS) //to react AFTER the chat message hearing_args[HEARING_RAW_MESSAGE] = reg.Replace(hearing_args[HEARING_RAW_MESSAGE], span_hypnophrase("*********")) /datum/brain_trauma/severe/hypnotic_trigger/proc/hypnotrigger() to_chat(owner, span_warning("The words trigger something deep within you, and you feel your consciousness slipping away...")) owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE) /datum/brain_trauma/severe/dyslexia name = "Dyslexia" desc = "Patient is unable to read or write." scan_desc = "dyslexia" gain_text = span_warning("You have trouble reading or writing...") lose_text = span_notice("You suddenly remember how to read and write.") /datum/brain_trauma/severe/dyslexia/on_gain() ADD_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT) ..() /datum/brain_trauma/severe/dyslexia/on_lose() REMOVE_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT) ..() /* * Brain traumas that eldritch paintings apply * This one is for "The Sister and He Who Wept" or /obj/structure/sign/painting/eldritch */ /datum/brain_trauma/severe/weeping name = "Psychotic Depression" desc = "Patient is suffering from severe depressive episodes. Patient sometimes hallucinates during these episodes." scan_desc = "depression" gain_text = span_warning("The weeping... It haunts my mind...") lose_text = span_notice("Your fixation ends. You feel significantly less stressed.") random_gain = FALSE /// Our cooldown declare for causing hallucinations COOLDOWN_DECLARE(weeping_hallucinations) /datum/brain_trauma/severe/weeping/on_life(seconds_per_tick, times_fired) if(owner.stat != CONSCIOUS || owner.IsSleeping() || owner.IsUnconscious()) return // If they have examined a painting recently if(HAS_TRAIT(owner, TRAIT_ELDRITCH_PAINTING_EXAMINE)) return if(!COOLDOWN_FINISHED(src, weeping_hallucinations)) return owner.cause_hallucination(/datum/hallucination/delusion/preset/heretic, "Caused by The Weeping brain trauma") owner.add_mood_event("eldritch_weeping", /datum/mood_event/eldritch_painting/weeping) COOLDOWN_START(src, weeping_hallucinations, 10 SECONDS) ..() //This one is for "The First Desire" or /obj/structure/sign/painting/eldritch/desire /datum/brain_trauma/severe/flesh_desire name = "Bean's Disorder" desc = "Patient has a fixation on consuming raw flesh, particularly that of the same species. Patient also suffers from psychosomatic hunger pangs." scan_desc = "moderate eating disorder" gain_text = span_warning("You feel a hunger, for organs and raw meat...") lose_text = span_notice("Your appetite returns to normal.") random_gain = FALSE /// How much faster we loose hunger var/hunger_rate = 15 /datum/brain_trauma/severe/flesh_desire/on_gain() // Allows them to eat faster, mainly for flavor ADD_TRAIT(owner, TRAIT_VORACIOUS, REF(src)) ADD_TRAIT(owner, TRAIT_FLESH_DESIRE, REF(src)) ..() /datum/brain_trauma/severe/flesh_desire/on_life(seconds_per_tick, times_fired) // Causes them to need to eat at 10x the normal rate owner.adjust_nutrition(-hunger_rate * HUNGER_FACTOR) if(SPT_PROB(10, seconds_per_tick)) to_chat(owner, span_notice(pick("You can't stop thinking about raw meat...", "You **NEED** to eat someone.", "The hunger pangs are back...", "You hunger for flesh.", "You are starving!"))) owner.overeatduration = max(owner.overeatduration - 200 SECONDS, 0) /datum/brain_trauma/severe/flesh_desire/on_lose() REMOVE_TRAIT(owner, TRAIT_VORACIOUS, REF(src)) REMOVE_TRAIT(owner, TRAIT_FLESH_DESIRE, REF(src)) return ..() // This one is for "Lady out of gates" or /obj/item/wallframe/painting/eldritch/beauty /datum/brain_trauma/severe/eldritch_beauty name = "Obsessive Perfectionism" desc = "Patient is fixated on the perceived 'imperfection' of objects around them. Patient is agitated by the feeling of clothing on their body." scan_desc = "obsessive personality disorder" gain_text = span_warning("It's all *imperfect*! I can't stand any of it touching me!") lose_text = span_notice("Your mind calms.") random_gain = FALSE /// How much damage we deal with each scratch var/scratch_damage = 0.5 /datum/brain_trauma/severe/eldritch_beauty/on_life(seconds_per_tick, times_fired) // Jumpsuits ruin the "perfection" of the body if(!owner.get_item_by_slot(ITEM_SLOT_ICLOTHING)) return // Scratching code var/obj/item/bodypart/bodypart = owner.get_bodypart(owner.get_random_valid_zone(even_weights = TRUE)) if(!(bodypart && IS_ORGANIC_LIMB(bodypart)) && bodypart.bodypart_flags & BODYPART_PSEUDOPART) return if(owner.incapacitated) return bodypart.receive_damage(scratch_damage) if(SPT_PROB(33, seconds_per_tick)) to_chat(owner, span_notice("You scratch furiously at the clothed [bodypart]!")) // This one is for "Climb over the rusted mountain" or /obj/structure/sign/painting/eldritch/rust /datum/brain_trauma/severe/rusting name = "Intermittent Psychic Manifestation Syndrome" desc = "Patient suffers from a rare psychic disorder, and may manifest or amplify psychic phenomena in the area. Patient has no control over these phenomena." scan_desc = "dangerous psi-wave activity" gain_text = span_warning("Climb the rust. Master entropy.") lose_text = span_notice("You feel like you just woke up from a bad dream.") random_gain = FALSE /datum/brain_trauma/severe/rusting/on_life(seconds_per_tick, times_fired) var/atom/tile = get_turf(owner) // Examining a painting should stop this effect to give counterplay if(HAS_TRAIT(owner, TRAIT_ELDRITCH_PAINTING_EXAMINE)) return if(SPT_PROB(50, seconds_per_tick)) to_chat(owner, span_notice("You feel the decay...")) tile.rust_heretic_act() /datum/brain_trauma/severe/kleptomaniac name = "Kleptomania" desc = "Patient is prone to stealing things." scan_desc = "kleptomania" gain_text = span_warning("You feel a sudden urge to take that. Surely no one will notice.") lose_text = span_notice("You no longer feel the urge to take things.") /// Cooldown between allowing steal attempts COOLDOWN_DECLARE(steal_cd) /datum/brain_trauma/severe/kleptomaniac/on_gain() . = ..() RegisterSignal(owner, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(damage_taken)) /datum/brain_trauma/severe/kleptomaniac/on_lose() . = ..() UnregisterSignal(owner, COMSIG_MOB_APPLY_DAMAGE) /datum/brain_trauma/severe/kleptomaniac/proc/damage_taken(datum/source, damage_amount, damage_type, ...) SIGNAL_HANDLER // While you're fighting someone (or dying horribly) your mind has more important things to focus on than pocketing stuff if(damage_amount >= 5 && (damage_type == BRUTE || damage_type == BURN || damage_type == STAMINA)) COOLDOWN_START(src, steal_cd, 12 SECONDS) /datum/brain_trauma/severe/kleptomaniac/on_life(seconds_per_tick, times_fired) if(owner.usable_hands <= 0) return if(!SPT_PROB(5, seconds_per_tick)) return if(!COOLDOWN_FINISHED(src, steal_cd)) return if(!owner.has_active_hand() || !owner.get_empty_held_indexes()) return // If our main hand is full, that means our offhand is empty, so try stealing with that var/steal_to_offhand = !!owner.get_active_held_item() var/curr_index = owner.active_hand_index var/pre_dir = owner.dir if(steal_to_offhand) owner.swap_hand(owner.get_inactive_hand_index()) var/list/stealables = list() for(var/obj/item/potential_stealable in oview(1, owner)) if(potential_stealable.w_class >= WEIGHT_CLASS_BULKY) continue if(potential_stealable.anchored || !(potential_stealable.interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP)) continue stealables += potential_stealable for(var/obj/item/stealable as anything in shuffle(stealables)) if(!owner.CanReach(stealable, view_only = TRUE) || stealable.IsObscured()) continue // Try to do a raw click on the item with one of our empty hands, to pick it up (duh) owner.log_message("attempted to pick up (kleptomania)", LOG_ATTACK, color = "orange") owner.ClickOn(stealable) // No feedback message. Intentional, you may not even realize you picked up something break if(steal_to_offhand) owner.swap_hand(curr_index) owner.setDir(pre_dir) // Gives you a small buffer - not to avoid spam, but to make it more subtle / less predictable COOLDOWN_START(src, steal_cd, 8 SECONDS)