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MrMelbertandGitHub 5ef61fde05 Being drunk makes you a worse surgeon unless you land in the Balmer Peak (also Balmer Peak tweak) (#94674)
## About The Pull Request

1. Balmer Peak voicelines can only trigger if you are of a whimsical
personality
2. If you are drunk, you get worse at surgery (up to 12x worse at 100
drunkness). However if you are within the Balmer peak you are BETTER at
surgery (0.8x).

## Why It's Good For The Game

1. Balmer voicelines are super annoying so I figure it should be
restricted to characters that would say it ICly
2. Being drunk obviously means you're bound to screw up surgery, right?

## Changelog

🆑 Melbert
add: Scientists only say Balmer voicelines if they are whimsical
add: Surgery gets slower if the surgeon is drunk, UNLESS you land in the
Balmer Peak, then it's actually faster.
/🆑
2026-01-04 20:38:22 -07:00

207 lines
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///if it allows multiple instances of the effect
#define STATUS_EFFECT_MULTIPLE 0
///if it allows only one, preventing new instances
#define STATUS_EFFECT_UNIQUE 1
///if it allows only one, but new instances replace
#define STATUS_EFFECT_REPLACE 2
/// if it only allows one, and new instances just instead refresh the timer
#define STATUS_EFFECT_REFRESH 3
/// Use in status effect "duration" to make it last forever
#define STATUS_EFFECT_PERMANENT -1
/// Use in status effect "tick_interval" to prevent it from calling tick()
#define STATUS_EFFECT_NO_TICK -1
/// Use in status effect "tick_interval" to guarantee that tick() gets called on every process()
#define STATUS_EFFECT_AUTO_TICK 0
/// Indicates this status effect is an abstract type, ie not instantiated
/// Doesn't actually do anything in practice, primarily just a marker / used in unit tests,
/// so don't worry if your abstract status effect doesn't actually set this
#define STATUS_EFFECT_ID_ABSTRACT "abstract"
///Processing flags - used to define the speed at which the status will work
/// This is fast - 0.2s between ticks (I believe!)
#define STATUS_EFFECT_FAST_PROCESS 0
/// This is slower and better for more intensive status effects - 1s between ticks
#define STATUS_EFFECT_NORMAL_PROCESS 1
/// Similar speed to STATUS_EFFECT_FAST_PROCESS, but uses a high priority subsystem (SSpriority_effects)
#define STATUS_EFFECT_PRIORITY 2
//several flags for the Necropolis curse status effect
///makes the edges of the target's screen obscured
#define CURSE_BLINDING (1<<0)
///causes gradual damage
#define CURSE_WASTING (1<<1)
///hands reach out from the sides of the screen, doing damage and stunning if they hit the target
#define CURSE_GRASPING (1<<2)
//Incapacitated status effect flags
/// If the mob is normal incapacitated. Should never need this, just avoids issues if we ever overexpand this
#define TRADITIONAL_INCAPACITATED (1<<0)
/// If the incapacitated status effect is being caused by restraints (handcuffs)
#define INCAPABLE_RESTRAINTS (1<<1)
/// If the incapacitated status effect is being caused by stasis (stasis beds)
#define INCAPABLE_STASIS (1<<2)
/// If the incapacitated status effect is being caused by being agressively grabbed
#define INCAPABLE_GRAB (1<<3)
/// Checks to see if a mob would be incapacitated even while ignoring some types
/// Does this by inverting the passed in flags and seeing if we're still incapacitated
#define INCAPACITATED_IGNORING(mob, flags) (mob.incapacitated & ~(flags))
/// Max amounts of fire stacks a mob can get
#define MAX_FIRE_STACKS 20
/// If a mob has a higher threshold than this, the icon shown will be increased to the big fire icon.
#define MOB_BIG_FIRE_STACK_THRESHOLD 3
// Grouped effect sources, see also code/__DEFINES/traits.dm
#define STASIS_MACHINE_EFFECT "stasis_machine"
#define STASIS_SHAPECHANGE_EFFECT "stasis_shapechange"
#define STASIS_ADMIN "stasis_admin"
#define STASIS_LEGION_EATEN "stasis_eaten"
#define STASIS_SLIME_BZ "stasis_slime_bz"
#define STASIS_ELDRITCH_ETHER "stasis_eldritch_ether"
#define STASIS_NETPOD_EFFECT "stasis_netpod"
// Defines for the ballmer peak.
#define BALLMER_PEAK_LOW_END 12.9
#define BALLMER_PEAK_HIGH_END 13.8
#define BALLMER_PEAK_WINDOWS_ME 26
/// Causes the mob to become blind via the passed source
#define become_blind(source) apply_status_effect(/datum/status_effect/grouped/blindness, source)
/// Cures the mob's blindness from the passed source, removing blindness wholesale if no sources are left
#define cure_blind(source) remove_status_effect(/datum/status_effect/grouped/blindness, source)
/// Is the mob blind?
#define is_blind(...) has_status_effect(/datum/status_effect/grouped/blindness)
/// Is the mob blind from the passed source or sources?
#define is_blind_from(sources) has_status_effect_from_source(/datum/status_effect/grouped/blindness, sources)
/// We are not nearsighted right now.
#define NEARSIGHTED_DISABLED 0
/// Something is correcting our vision, but we are still a bit nearsighted.
#define NEARSIGHTED_CORRECTED 1
/// We are fully nearsighted.
#define NEARSIGHTED_ENABLED 2
/// Simplified macro that causes the mob to become nearsighted (with correction possible) via the passed source.
#define become_nearsighted(source) apply_status_effect(/datum/status_effect/grouped/nearsighted, source)
/// Causes the mob to become nearsighted from the passed source by a severity, which may be corrected with glasses.
#define assign_nearsightedness(source, amount, correctable) apply_status_effect(/datum/status_effect/grouped/nearsighted, source, amount, correctable)
/// Cures the mob's nearsightedness from the passed source, removing nearsighted wholesale if no sources are left.
#define cure_nearsighted(source) remove_status_effect(/datum/status_effect/grouped/nearsighted, source)
/// Is the mob nearsighted?
#define is_nearsighted(...) has_status_effect(/datum/status_effect/grouped/nearsighted)
/// Is the mob nearsigthed from the passed source or sources?
#define is_nearsighted_from(sources) has_status_effect_from_source(/datum/status_effect/grouped/nearsighted, sources)
/// Is the mob nearsighted CURRENTLY?
/// This check fails if the mob is nearsighted but is wearing glasses,
/// While is_nearsighted will always succeed even if they are wearing glasses.
/mob/proc/is_nearsighted_currently()
var/datum/status_effect/grouped/nearsighted/nearsight = has_status_effect(/datum/status_effect/grouped/nearsighted)
if(isnull(nearsight))
return FALSE
return (nearsight.should_be_nearsighted() > NEARSIGHTED_CORRECTED)
// Status effect application helpers.
// These are macros for easier use of adjust_timed_status_effect and set_timed_status_effect.
//
// adjust_x:
// - Adds duration to a status effect
// - Removes duration if a negative duration is passed.
// - Ex: adjust_stutter(10 SECONDS) adds ten seconds of stuttering.
// - Ex: adjust_jitter(-5 SECONDS) removes five seconds of jittering, or just removes jittering if less than five seconds exist.
//
// adjust_x_up_to:
// - Will only add (or remove) duration of a status effect up to the second parameter
// - If the duration will result in going beyond the second parameter, it will stop exactly at that parameter
// - The second parameter cannot be negative.
// - Ex: adjust_stutter_up_to(20 SECONDS, 10 SECONDS) adds ten seconds of stuttering.
//
// set_x:
// - Set the duration of a status effect to the exact number.
// - Setting duration to zero seconds is effectively the same as just using remove_status_effect, or qdelling the effect.
// - Ex: set_stutter(10 SECONDS) sets the stuttering to ten seconds, regardless of whether they had more or less existing stutter.
//
// set_x_if_lower:
// - Will only set the duration of that effect IF any existing duration is lower than what was passed.
// - Ex: set_stutter_if_lower(10 SECONDS) will set stuttering to ten seconds if no stuttering or less than ten seconds of stuttering exists
// - Ex: set_jitter_if_lower(20 SECONDS) will do nothing if more than twenty seconds of jittering already exists
#define adjust_stutter(duration) adjust_timed_status_effect(duration, /datum/status_effect/speech/stutter)
#define adjust_stutter_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/speech/stutter, up_to)
#define set_stutter(duration) set_timed_status_effect(duration, /datum/status_effect/speech/stutter)
#define set_stutter_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/speech/stutter, TRUE)
#define adjust_derpspeech(duration) adjust_timed_status_effect(duration, /datum/status_effect/speech/stutter/derpspeech)
#define adjust_derpspeech_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/speech/stutter/derpspeech, up_to)
#define set_derpspeech(duration) set_timed_status_effect(duration, /datum/status_effect/speech/stutter/derpspeech)
#define set_derpspeech_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/speech/stutter/derpspeech, TRUE)
#define adjust_slurring(duration) adjust_timed_status_effect(duration, /datum/status_effect/speech/slurring/generic)
#define adjust_slurring_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/speech/slurring/generic, up_to)
#define set_slurring(duration) set_timed_status_effect(duration, /datum/status_effect/speech/slurring/generic)
#define set_slurring_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/speech/slurring/generic, TRUE)
#define adjust_dizzy(duration) adjust_timed_status_effect(duration, /datum/status_effect/dizziness)
#define adjust_dizzy_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/dizziness, up_to)
#define set_dizzy(duration) set_timed_status_effect(duration, /datum/status_effect/dizziness)
#define set_dizzy_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/dizziness, TRUE)
#define adjust_staggered(duration) adjust_timed_status_effect(duration, /datum/status_effect/staggered)
#define adjust_staggered_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/staggered, up_to)
#define set_staggered(duration) set_timed_status_effect(duration, /datum/status_effect/staggered)
#define set_staggered_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/staggered, TRUE)
#define adjust_jitter(duration) adjust_timed_status_effect(duration, /datum/status_effect/jitter)
#define adjust_jitter_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/jitter, up_to)
#define set_jitter(duration) set_timed_status_effect(duration, /datum/status_effect/jitter)
#define set_jitter_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/jitter, TRUE)
#define adjust_confusion(duration) adjust_timed_status_effect(duration, /datum/status_effect/confusion)
#define adjust_confusion_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/confusion, up_to)
#define set_confusion(duration) set_timed_status_effect(duration, /datum/status_effect/confusion)
#define set_confusion_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/confusion, TRUE)
#define adjust_drugginess(duration) adjust_timed_status_effect(duration, /datum/status_effect/drugginess)
#define adjust_drugginess_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/drugginess, up_to)
#define set_drugginess(duration) set_timed_status_effect(duration, /datum/status_effect/drugginess)
#define set_drugginess_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/drugginess, TRUE)
#define adjust_silence(duration) adjust_timed_status_effect(duration, /datum/status_effect/silenced)
#define adjust_silence_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/silenced, up_to)
#define set_silence(duration) set_timed_status_effect(duration, /datum/status_effect/silenced)
#define set_silence_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/silenced, TRUE)
#define adjust_hallucinations(duration) adjust_timed_status_effect(duration, /datum/status_effect/hallucination)
#define adjust_hallucinations_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/hallucination, up_to)
#define set_hallucinations(duration) set_timed_status_effect(duration, /datum/status_effect/hallucination)
#define set_hallucinations_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/hallucination, TRUE)
#define adjust_drowsiness(duration) adjust_timed_status_effect(duration, /datum/status_effect/drowsiness)
#define adjust_drowsiness_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/drowsiness, up_to)
#define set_drowsiness(duration) set_timed_status_effect(duration, /datum/status_effect/drowsiness)
#define set_drowsiness_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/drowsiness, TRUE)
#define adjust_pacifism(duration) adjust_timed_status_effect(duration, /datum/status_effect/pacify)
#define set_pacifism(duration) set_timed_status_effect(duration, /datum/status_effect/pacify)
#define adjust_eye_blur(duration) adjust_timed_status_effect(duration, /datum/status_effect/eye_blur)
#define adjust_eye_blur_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/eye_blur, up_to)
#define set_eye_blur(duration) set_timed_status_effect(duration, /datum/status_effect/eye_blur)
#define set_eye_blur_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/eye_blur, TRUE)
#define adjust_temp_blindness(duration) adjust_timed_status_effect(duration, /datum/status_effect/temporary_blindness)
#define adjust_temp_blindness_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/temporary_blindness, up_to)
#define set_temp_blindness(duration) set_timed_status_effect(duration, /datum/status_effect/temporary_blindness)
#define set_temp_blindness_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/temporary_blindness, TRUE)
#define adjust_static_vision(duration) adjust_timed_status_effect(duration, /datum/status_effect/static_vision)
#define adjust_static_vision_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/static_vision, up_to)
#define set_static_vision(duration) set_timed_status_effect(duration, /datum/status_effect/static_vision)
#define set_static_vision_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/static_vision, TRUE)