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169 lines
7.7 KiB
Plaintext
169 lines
7.7 KiB
Plaintext
/datum/brain_trauma/special/obsessed
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name = "Psychotic Schizophrenia"
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desc = "Patient has a subtype of delusional disorder, becoming irrationally attached to someone."
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scan_desc = "psychotic schizophrenic delusions"
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symptoms = "Exhibits obsessive behaviors towards a specific individual, \
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including frequent staring, intrusive thoughts, and an overwhelming desire to be near them. \
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This obsession can lead to social withdrawal, anxiety, and impaired daily functioning."
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gain_text = "If you see this message, make a github issue report. The trauma initialized wrong."
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lose_text = span_warning("The voices in your head fall silent.")
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can_gain = TRUE
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random_gain = FALSE
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resilience = TRAUMA_RESILIENCE_LOBOTOMY
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var/mob/living/obsession
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var/datum/objective/spendtime/attachedobsessedobj
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var/datum/antagonist/obsessed/antagonist
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var/viewing = FALSE //it's a lot better to store if the owner is watching the obsession than checking it twice between two procs
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var/total_time_creeping = 0 SECONDS //just for round end fun
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var/time_spent_away = 0 SECONDS
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var/obsession_hug_count = 0
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/datum/brain_trauma/special/obsessed/on_gain()
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//setup, linking, etc//
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if(!obsession)//admins didn't set one
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obsession = find_obsession()
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if(!obsession)//we didn't find one
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lose_text = ""
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return FALSE
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// BUBBER EDIT ADDITION BEGIN - Antag banned can't roll obsessed
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if(is_banned_from(owner.ckey, list(ROLE_SYNDICATE, BAN_ANTAGONIST)))
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return FALSE
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// BUBBER EDIT ADDITION END - Antag banned can't roll obsessed
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gain_text = span_warning("You hear a sickening, raspy voice in your head. It wants one small task of you...")
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owner.mind.add_antag_datum(/datum/antagonist/obsessed)
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antagonist = owner.mind.has_antag_datum(/datum/antagonist/obsessed)
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antagonist.trauma = src
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RegisterSignal(obsession, COMSIG_MOB_EYECONTACT, PROC_REF(stare))
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. = ..()
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//antag stuff//
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antagonist.forge_objectives(obsession.mind)
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antagonist.greet()
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log_game("[key_name(antagonist)] has developed an obsession with [key_name(obsession)].")
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RegisterSignal(owner, COMSIG_CARBON_HELPED, PROC_REF(on_hug))
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owner.apply_status_effect(/datum/status_effect/desensitized, REF(src), DESENSITIZED_THRESHOLD)
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/datum/brain_trauma/special/obsessed/on_life(seconds_per_tick)
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if(!obsession || obsession.stat == DEAD)
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viewing = FALSE//important, makes sure you no longer stutter when happy if you murdered them while viewing
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return
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if(get_dist(get_turf(owner), get_turf(obsession)) > 7)
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viewing = FALSE //they are further than our view range they are not viewing us
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out_of_view()
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return//so we're not searching everything in view every tick
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if(obsession in view(7, owner))
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viewing = TRUE
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else
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viewing = FALSE
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if(viewing)
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owner.add_mood_event("creeping", /datum/mood_event/creeping, obsession.name)
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total_time_creeping += seconds_per_tick SECONDS
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time_spent_away = 0 SECONDS
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if(attachedobsessedobj)//if an objective needs to tick down, we can do that since traumas coexist with the antagonist datum
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attachedobsessedobj.timer -= seconds_per_tick SECONDS //mob subsystem ticks every 2 seconds(?), remove 20 deciseconds from the timer. sure, that makes sense.
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else
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out_of_view()
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/datum/brain_trauma/special/obsessed/proc/out_of_view()
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time_spent_away += 2 SECONDS
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if(time_spent_away > 3 MINUTES) //3 minutes
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owner.add_mood_event("creeping", /datum/mood_event/notcreepingsevere, obsession.name)
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else
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owner.add_mood_event("creeping", /datum/mood_event/notcreeping, obsession.name)
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/datum/brain_trauma/special/obsessed/on_lose()
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..()
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if (owner.mind.remove_antag_datum(/datum/antagonist/obsessed))
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owner.mind.add_antag_datum(/datum/antagonist/former_obsessed)
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owner.clear_mood_event("creeping")
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if(obsession)
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log_game("[key_name(owner)] is no longer obsessed with [key_name(obsession)].")
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UnregisterSignal(obsession, COMSIG_MOB_EYECONTACT)
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owner.remove_status_effect(/datum/status_effect/desensitized, REF(src))
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/datum/brain_trauma/special/obsessed/handle_speech(datum/source, list/speech_args)
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if(!viewing)
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return
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if(prob(25)) // 25% chances to be nervous and stutter.
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if(prob(50)) // 12.5% chance (previous check taken into account) of doing something suspicious.
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addtimer(CALLBACK(src, PROC_REF(on_failed_social_interaction)), rand(1 SECONDS, 3 SECONDS))
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else if(!owner.has_status_effect(/datum/status_effect/speech/stutter))
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to_chat(owner, span_warning("Being near [obsession] makes you nervous and you begin to stutter..."))
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owner.set_stutter_if_lower(6 SECONDS)
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/// Singal proc for [COMSIG_CARBON_HELPED], when our obsessed helps (hugs) our obsession, increases hug count
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/datum/brain_trauma/special/obsessed/proc/on_hug(datum/source, mob/living/hugged)
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SIGNAL_HANDLER
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if(hugged != obsession)
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return
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obsession_hug_count++
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/datum/brain_trauma/special/obsessed/proc/on_failed_social_interaction()
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if(QDELETED(owner) || owner.stat >= UNCONSCIOUS)
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return
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switch(rand(1, 100))
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if(1 to 40)
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INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), pick("blink", "blink_r"))
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owner.set_eye_blur_if_lower(20 SECONDS)
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to_chat(owner, span_userdanger("You sweat profusely and have a hard time focusing..."))
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if(41 to 80)
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INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "pale")
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shake_camera(owner, 15, 1)
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owner.adjust_stamina_loss(70)
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to_chat(owner, span_userdanger("You feel your heart lurching in your chest..."))
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if(81 to 100)
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INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "cough")
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owner.adjust_dizzy(20 SECONDS)
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owner.adjust_disgust(5)
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to_chat(owner, span_userdanger("You gag and swallow a bit of bile..."))
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// 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
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/datum/brain_trauma/special/obsessed/proc/stare(datum/source, mob/living/examining_mob, triggering_examiner)
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SIGNAL_HANDLER
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if(examining_mob != owner || !triggering_examiner || prob(50))
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return
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), obsession, span_warning("You catch [examining_mob] staring at you..."), 3))
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return COMSIG_BLOCK_EYECONTACT
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/datum/brain_trauma/special/obsessed/proc/find_obsession()
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var/list/viable_minds = list() //The first list, which excludes hijinks
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var/list/possible_targets = list() //The second list, which filters out silicons and simplemobs
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var/static/list/trait_obsessions = list(
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JOB_MIME = TRAIT_MIME_FAN,
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JOB_CLOWN = TRAIT_CLOWN_ENJOYER,
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JOB_CHAPLAIN = TRAIT_SPIRITUAL,
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) // Jobs and their corresponding quirks
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var/list/special_pool = list() //The special list, for quirk-based
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var/chosen_victim //The obsession target
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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
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if(!player.client || !player.mind || isnewplayer(player) || player.stat == DEAD || isbrain(player) || player == owner)
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continue
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if(!(player.mind.assigned_role.job_flags & JOB_CREW_MEMBER))
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continue
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// SKYRAT EDIT ADDITION START - Players in the interlink can't be obsession targets
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if(SSticker.IsRoundInProgress() && istype(get_area(player), /area/centcom/interlink))
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continue
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// SKYRAT EDIT END
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viable_minds += player.mind
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for(var/datum/mind/possible_target as anything in viable_minds)
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if(possible_target != owner && ishuman(possible_target.current))
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var/job = possible_target.assigned_role.title
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if (trait_obsessions[job] != null && HAS_TRAIT(owner, trait_obsessions[job]))
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special_pool += possible_target.current
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possible_targets += possible_target.current
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//Do we have any special target?
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if(length(special_pool))
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chosen_victim = pick(special_pool)
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return chosen_victim
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//If not, pick any other ordinary target
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if(possible_targets.len > 0)
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chosen_victim = pick(possible_targets)
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return chosen_victim
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