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SmArtKar e49e13b795 Reworks phobias to use the new fear system instead of handling all the code via traumas (#94455)
## About The Pull Request

Phobias have been refactored to use the new fear system instead of
handling their effects via simple triggers on themselves. The overall
idea is still the same, triggering upon seeing/hearing/saying a scary
word or thing, but instead of instantly sending you into a panic it adds
some fear and has a chance of triggering a new startle fear effect,
which mirrors some of the previous phobia effects that weren't already
included in other handlers.
To complete the phobic trio, I've added monophobia as a quirk - its
quite interesting compared to nycto- and claustrophobia, as it forces
you to stick to other people, thus indirectly incentivizing social
interactions, and could make for actually interesting moments.
Additionally, I've cleaned up some of the related code and added message
CDs to all other handlers that were missing them as to avoid chat spam
which could sometimes occur when the effect triggered far too
frequently.

## Why It's Good For The Game

Using the new system makes phobias much more immersive and interesting
to play around, as they no longer absolutely cripple you to the point of
making the game unplayable in case of some of them due to random stuns
or knockouts. It also makes them natively interact with other phobias
and quirks, which is a neat thing for character building.
Currently getting a phobia basically forces you to go to medbay as to
not risk randomly falling unconscious every once in a while if you roll
a common one (like cyborgs, blood, doctors or authority), and picking
one as a quirk is basically not an option.

## Changelog
🆑
add: Monophobia is now availible as a negative (-3) quirk.
balance: Phobias now have accumulating, and less debilitating effects
due to conversion to the new fear system.
qol: Fear effects now have a cooldown between messages as to avoid chat
spam.
code: Cleaned up some of fear code.
refactor: Refactored phobias to use the fear system
/🆑
2025-12-20 22:57:58 +00:00

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// Terror source handlers
/// Simple source which passively increases terror based on a single condition and can do something when its added/removed
/datum/terror_handler/simple_source
handler_type = TERROR_HANDLER_SOURCE
/// How much terror is added per second
var/buildup_per_second = 10
/// Have we already applied our effects?
var/active = FALSE
/datum/terror_handler/simple_source/tick(seconds_per_tick, terror_buildup)
. = ..()
if (check_condition(seconds_per_tick, terror_buildup) && terror_buildup < TERROR_BUILDUP_PASSIVE_MAXIMUM)
if (!active)
on_activation(terror_buildup)
. += min(buildup_per_second * seconds_per_tick, TERROR_BUILDUP_PASSIVE_MAXIMUM - terror_buildup)
else if (active)
on_deactivation(terror_buildup)
/// Proc that children should override with their conditions
/datum/terror_handler/simple_source/proc/check_condition(seconds_per_tick, terror_buildup)
return !HAS_TRAIT(owner, TRAIT_FEARLESS) && !HAS_TRAIT(owner, TRAIT_MIND_TEMPORARILY_GONE) && owner.stat < UNCONSCIOUS
/// Proc that's called when the effect is first applied, for moodlets and alike
/datum/terror_handler/simple_source/proc/on_activation(terror_buildup)
active = TRUE
/// Proc that's called when the effect stops working, for moodlets and alike
/datum/terror_handler/simple_source/proc/on_deactivation(terror_buildup)
active = FALSE
/// Makes the owner terrified of darkness
/datum/terror_handler/simple_source/nyctophobia
buildup_per_second = 5 // Takes about two minutes to reach maximum
/// Are we counteracted by mesons?
var/meson_negated = TRUE
/datum/terror_handler/simple_source/nyctophobia/Destroy(force)
owner.clear_mood_event("nyctophobia")
return ..()
/datum/terror_handler/simple_source/nyctophobia/check_condition(seconds_per_tick, terror_buildup)
. = ..()
if (!.)
return
if (ishuman(owner))
var/mob/living/carbon/human/as_human = owner
if(as_human.dna?.species.id in list(SPECIES_SHADOW, SPECIES_NIGHTMARE))
return FALSE
if (meson_negated && (owner.sight & SEE_TURFS))
return FALSE
var/lit_tiles = 0
var/unlit_tiles = 0
for (var/turf/open/turf_to_check in range(1, owner))
var/light_amount = turf_to_check.get_lumcount()
if (light_amount > LIGHTING_TILE_IS_DARK)
lit_tiles++
else
unlit_tiles++
return lit_tiles < unlit_tiles
/datum/terror_handler/simple_source/nyctophobia/on_activation(terror_buildup)
. = ..()
owner.add_mood_event("nyctophobia", /datum/mood_event/nyctophobia)
/datum/terror_handler/simple_source/nyctophobia/on_deactivation(terror_buildup)
. = ..()
owner.clear_mood_event("nyctophobia")
/// Nightmare spell version with quicker buildup that shadows the quirk one, also handles removing the status upon reaching 0 terror
/datum/terror_handler/simple_source/nyctophobia/terrified
// Takes about 30 seconds to reach maximum if you include 100 from casting the spell
buildup_per_second = 15
// Overrides the base type with slower buildup
overrides = list(/datum/terror_handler/simple_source/nyctophobia)
meson_negated = FALSE
/datum/terror_handler/simple_source/nyctophobia/terrified/tick(seconds_per_tick, terror_buildup)
. = ..()
if (terror_buildup == 0 && !.)
owner.RemoveComponentSource("terrified", /datum/component/fearful)
/// Makes the owner afraid of being stuck in closets, crates, mechs, etc
/datum/terror_handler/simple_source/claustrophobia
buildup_per_second = 15
COOLDOWN_DECLARE(message_cd)
/datum/terror_handler/simple_source/claustrophobia/Destroy(force)
owner.clear_mood_event("claustrophobia")
return ..()
/datum/terror_handler/simple_source/claustrophobia/check_condition(seconds_per_tick, terror_buildup)
. = ..()
if (!.)
return
if (isturf(owner.loc))
return FALSE
if (COOLDOWN_FINISHED(src, message_cd) && SPT_PROB(15, seconds_per_tick))
to_chat(owner, span_warning("You feel trapped! Must escape... can't breathe..."))
COOLDOWN_START(src, message_cd, TERROR_MESSAGE_CD)
return TRUE
/datum/terror_handler/simple_source/claustrophobia/on_activation(terror_buildup)
. = ..()
owner.add_mood_event("claustrophobia", /datum/mood_event/claustrophobia)
/datum/terror_handler/simple_source/claustrophobia/on_deactivation(terror_buildup)
. = ..()
owner.clear_mood_event("claustrophobia")
/// Makes the owner afraid of certain jolly figures
/datum/terror_handler/simple_source/clausophobia
buildup_per_second = 20
COOLDOWN_DECLARE(message_cd)
/datum/terror_handler/simple_source/clausophobia/check_condition(seconds_per_tick, terror_buildup)
. = ..()
if (!.)
return
var/certified_jolly = FALSE
for (var/mob/living/carbon/human/possible_claus in view(5, owner))
if (possible_claus == owner)
continue // imagine being scared of your own existence
if (!istype(possible_claus.wear_suit, /obj/item/clothing/suit/space/santa))
continue
if (istype(possible_claus.back, /obj/item/storage/backpack/santabag))
certified_jolly = TRUE
break
if (istype(possible_claus.head, /obj/item/clothing/head/costume/santa) || istype(possible_claus.head, /obj/item/clothing/head/helmet/space/santahat))
certified_jolly = TRUE
break
if (!certified_jolly)
return FALSE
if (COOLDOWN_FINISHED(src, message_cd) && SPT_PROB(15, seconds_per_tick))
to_chat(owner, span_warning("Santa Claus is here! I gotta get out of here!"))
COOLDOWN_START(src, message_cd, TERROR_MESSAGE_CD)
return TRUE
/// Makes the owner afraid of being alone
/datum/terror_handler/simple_source/monophobia
buildup_per_second = 2.5 // Pretty low, ~4 minutes to reach passive cap
COOLDOWN_DECLARE(message_cd)
/datum/terror_handler/simple_source/monophobia/check_condition(seconds_per_tick, terror_buildup)
. = ..()
if (!.)
return
var/check_radius = 7
if (owner.is_blind())
check_radius = 1
for (var/mob/living/friend in view(check_radius, owner))
if (friend == owner)
continue
if (istype(friend, /mob/living/basic/pet) || friend.ckey)
return FALSE
if (COOLDOWN_FINISHED(src, message_cd) && SPT_PROB(10, seconds_per_tick))
to_chat(owner, span_warning("You feel terribly lonely..."))
COOLDOWN_START(src, message_cd, TERROR_MESSAGE_CD)
return TRUE