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MrMelbert e4f533111f Deafness is now solely tracked by trait (#95029)
## About The Pull Request

Deletes `can_hear`, replaces it with trait-checking deafness.

The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.

## Why It's Good For The Game

Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not. 

This unifies all the behavior so being deaf means you're deaf
everywhere.

It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?

## Changelog

🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
2026-02-05 20:19:56 -05:00

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//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"
symptoms = "Completley incapable of producing sound or speech verbally."
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"
symptoms = "Completely incapable of understanding or producing language besides incomprehensible utterances."
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, source = 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), source = 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"
symptoms = "Exhibits a complete loss of vision despite having fully functional eyes."
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"
symptoms = "Experience a complete loss of voluntary movement in specific body parts."
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
known_trauma = FALSE
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/hemiplegic
random_gain = FALSE
known_trauma = 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"
symptoms = "Experiences sudden and uncontrollable episodes of drowsiness or sleepiness during regular activities."
gain_text = span_warning("You have a constant feeling of drowsiness...")
lose_text = span_notice("You feel awake and aware again.")
/// Odds seconds_per_tick the user falls asleep
var/sleep_chance = 1
/// Odds seconds_per_tick the user falls asleep while running
var/sleep_chance_running = 2
/// Odds seconds_per_tick the user falls asleep while drowsy
var/sleep_chance_drowsy = 3
/// Time values for how long the user will stay drowsy
var/drowsy_time_minimum = 20 SECONDS
var/drowsy_time_maximum = 30 SECONDS
/// Time values for how long the user will stay asleep
var/sleep_time_minimum = 6 SECONDS
var/sleep_time_maximum = 6 SECONDS
/datum/brain_trauma/severe/narcolepsy/on_life(seconds_per_tick)
if(owner.IsSleeping())
return
/// If any of these are in the user's blood, return early
var/static/list/immunity_medicine = list(
/datum/reagent/medicine/modafinil,
/datum/reagent/medicine/synaptizine,
) //don't add too many, as most stimulant reagents already have a drowsy-removing effect
for(var/medicine in immunity_medicine)
if(owner.reagents.has_reagent(medicine))
return
var/drowsy = !!owner.has_status_effect(/datum/status_effect/drowsiness)
var/caffeinated = HAS_TRAIT(owner, TRAIT_STIMULATED)
var/final_sleep_chance = sleep_chance
if(owner.move_intent == MOVE_INTENT_RUN)
final_sleep_chance += sleep_chance_running
if(drowsy)
final_sleep_chance += sleep_chance_drowsy //stack drowsy ontop of base or running odds with the += operator
if(caffeinated)
final_sleep_chance *= 0.5 //make it harder to fall asleep on caffeine
if(!SPT_PROB(final_sleep_chance, seconds_per_tick))
return
//if not drowsy, don't fall asleep but make them drowsy
if(!drowsy)
to_chat(owner, span_warning("You feel tired..."))
owner.adjust_drowsiness(rand(drowsy_time_minimum, drowsy_time_maximum))
if(prob(50))
owner.emote("yawn")
else if(prob(33)) //rarest message is a custom emote
owner.visible_message("rubs [owner.p_their()] eyes.", visible_message_flags = EMOTE_MESSAGE)
//drowsy, so fall asleep. you've had your chance to remedy it
else
to_chat(owner, span_warning("You fall asleep."))
owner.Sleeping(rand(sleep_time_minimum, sleep_time_maximum))
if(prob(50) && owner.IsSleeping())
owner.emote("snore")
/datum/brain_trauma/severe/narcolepsy/permanent
scan_desc = "chronic narcolepsy" //less odds to fall asleep than parent, but sleeps for longer
sleep_chance = 0.333
sleep_chance_running = 0.333
sleep_chance_drowsy = 1
sleep_time_minimum = 20 SECONDS
sleep_time_maximum = 30 SECONDS
known_trauma = FALSE
/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"
symptoms = "Experiences intense fear and anxiety when alone, often leading to panic attacks, \
nausea, rapid heartbeat, and in severe cases, fainting, vomiting, or heart failure."
gain_text = span_warning("You feel really lonely...")
lose_text = span_notice("You feel like you could be safe on your own.")
/datum/brain_trauma/severe/monophobia/on_gain()
. = ..()
owner.AddComponentFrom(REF(src), /datum/component/fearful, list(/datum/terror_handler/vomiting, /datum/terror_handler/simple_source/monophobia))
/datum/brain_trauma/severe/monophobia/on_lose(silent)
. = ..()
owner.RemoveComponentSource(REF(src), /datum/component/fearful)
/datum/brain_trauma/severe/discoordination
name = "Discoordination"
desc = "Patient is unable to use complex tools or machinery."
scan_desc = "extreme discoordination"
symptoms = "Completely incapable of performing tasks that require fine motor skills or coordination, such as using tools or operating machinery."
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"
symptoms = "Completely incapable of willing themselves to commit acts of violence or harm towards others, \
often going to great lengths to avoid confrontations or situations that may lead to violence."
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"
symptoms = "Experiences sudden episodes of deep stupor or trance-like states, during which the patient becomes highly suggestible to external influences, \
often leading to altered perceptions or behaviors, memories imposed by others, or in severe cases, danger to self or others."
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)
..()
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
known_trauma = 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(HAS_TRAIT(owner, TRAIT_DEAF) || 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"
symptoms = "Experiences significant difficulties in reading and writing, often confusing letters and words, \
leading to challenges in literacy-related tasks such as reading scanners or completing paperwork."
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)
..()
/datum/brain_trauma/severe/kleptomaniac
name = "Kleptomania"
desc = "Patient is prone to stealing things."
scan_desc = "kleptomania"
symptoms = "Experiences an uncontrollable urge to steal nearby items, often without need or reason, \
leading to compulsive theft behaviors that can interfere with daily life and social interactions."
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)
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(!stealable.IsReachableBy(owner) || 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)