/datum/brain_trauma/special/obsessed name = "Psychotic Schizophrenia" desc = "Patient has a subtype of delusional disorder, becoming irrationally attached to someone." scan_desc = "psychotic schizophrenic delusions" gain_text = "If you see this message, make a github issue report. The trauma initialized wrong." lose_text = "The voices in your head fall silent." can_gain = TRUE random_gain = FALSE resilience = TRAUMA_RESILIENCE_SURGERY var/mob/living/obsession var/datum/objective/spendtime/attachedobsessedobj var/datum/antagonist/obsessed/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 round end fun var/time_spent_away = 0 var/obsession_hug_count = 0 /datum/brain_trauma/special/obsessed/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) return gain_text = "You hear a sickening, raspy voice in your head. It wants one small task of you..." owner.mind.add_antag_datum(/datum/antagonist/obsessed) antagonist = owner.mind.has_antag_datum(/datum/antagonist/obsessed) antagonist.trauma = src RegisterSignal(obsession, COMSIG_MOB_EYECONTACT, PROC_REF(stare)) ..() //antag stuff// antagonist.forge_objectives(obsession.mind) antagonist.greet() RegisterSignal(owner, COMSIG_CARBON_HELPED, PROC_REF(on_hug)) /datum/brain_trauma/special/obsessed/on_life(delta_time, times_fired) 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 view range 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) owner.add_mood_event("creeping", /datum/mood_event/creeping, obsession.name) total_time_creeping += delta_time SECONDS time_spent_away = 0 if(attachedobsessedobj)//if an objective needs to tick down, we can do that since traumas coexist with the antagonist datum attachedobsessedobj.timer -= delta_time SECONDS //mob subsystem ticks every 2 seconds(?), remove 20 deciseconds from the timer. sure, that makes sense. else out_of_view() /datum/brain_trauma/special/obsessed/proc/out_of_view() time_spent_away += 20 if(time_spent_away > 1800) //3 minutes owner.add_mood_event("creeping", /datum/mood_event/notcreepingsevere, obsession.name) else owner.add_mood_event("creeping", /datum/mood_event/notcreeping, obsession.name) /datum/brain_trauma/special/obsessed/on_lose() ..() owner.mind.remove_antag_datum(/datum/antagonist/obsessed) if(obsession) UnregisterSignal(obsession, COMSIG_MOB_EYECONTACT) /datum/brain_trauma/special/obsessed/handle_speech(datum/source, list/speech_args) if(!viewing) return if(prob(25)) // 25% chances to be nervous and stutter. if(prob(50)) // 12.5% chance (previous check taken into account) of doing something suspicious. addtimer(CALLBACK(src, PROC_REF(on_failed_social_interaction)), rand(1, 3) SECONDS) else if(!owner.has_status_effect(/datum/status_effect/speech/stutter)) to_chat(owner, span_warning("Being near [obsession] makes you nervous and you begin to stutter...")) owner.set_stutter_if_lower(6 SECONDS) /// Singal proc for [COMSIG_CARBON_HELPED], when our obsessed helps (hugs) our obsession, increases hug count /datum/brain_trauma/special/obsessed/proc/on_hug(datum/source, mob/living/hugged) SIGNAL_HANDLER if(hugged != obsession) return obsession_hug_count++ /datum/brain_trauma/special/obsessed/proc/on_failed_social_interaction() if(QDELETED(owner) || owner.stat >= UNCONSCIOUS) return switch(rand(1, 100)) if(1 to 40) INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), pick("blink", "blink_r")) owner.blur_eyes(10) to_chat(owner, span_userdanger("You sweat profusely and have a hard time focusing...")) if(41 to 80) INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "pale") shake_camera(owner, 15, 1) owner.adjustStaminaLoss(70) to_chat(owner, span_userdanger("You feel your heart lurching in your chest...")) if(81 to 100) INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "cough") owner.adjust_dizzy(20 SECONDS) owner.adjust_disgust(5) to_chat(owner, span_userdanger("You gag and swallow a bit of bile...")) // if the creep examines first, then the obsession examines them, have a 50% chance to possibly blow their cover. wearing a mask avoids this risk /datum/brain_trauma/special/obsessed/proc/stare(datum/source, mob/living/examining_mob, triggering_examiner) SIGNAL_HANDLER if(examining_mob != owner || !triggering_examiner || prob(50)) return addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), obsession, span_warning("You catch [examining_mob] staring at you..."), 3)) return COMSIG_BLOCK_EYECONTACT /datum/brain_trauma/special/obsessed/proc/find_obsession() var/list/viable_minds = list() //The first list, which excludes hijinks var/list/possible_targets = list() //The second list, which filters out silicons and simplemobs var/static/list/trait_obsessions = list( JOB_MIME = TRAIT_MIME_FAN, JOB_CLOWN = TRAIT_CLOWN_ENJOYER, JOB_CHAPLAIN = TRAIT_SPIRITUAL, ) // Jobs and their corresponding quirks var/list/special_pool = list() //The special list, for quirk-based var/chosen_victim //The obsession target for(var/mob/player as anything in GLOB.player_list)//prevents crew members falling in love with nuke ops they never met, and other annoying hijinks if(!player.client || !player.mind || isnewplayer(player) || player.stat == DEAD || isbrain(player) || player == owner) continue if(!(player.mind.assigned_role.job_flags & JOB_CREW_MEMBER)) continue // SKYRAT EDIT ADDITION START - Players in the interlink can't be obsession targets if(SSticker.IsRoundInProgress() && istype(get_area(player), /area/centcom/interlink)) continue // SKYRAT EDIT END viable_minds += player.mind for(var/datum/mind/possible_target as anything in viable_minds) if(possible_target != owner && ishuman(possible_target.current)) var/job = possible_target.assigned_role.title if (trait_obsessions[job] != null && HAS_TRAIT(owner, trait_obsessions[job])) special_pool += possible_target.current possible_targets += possible_target.current //Do we have any special target? if(length(special_pool)) chosen_victim = pick(special_pool) return chosen_victim //If not, pick any other ordinary target if(possible_targets.len > 0) chosen_victim = pick(possible_targets) return chosen_victim