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Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00

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/**
* omen.dm: For when you want someone to have a really bad day
*
* When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
* or hitting your head really hard when you slip and fall, or you get shocked by the tram rails at an unfortunate moment.
*
* Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
*/
/datum/component/omen
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
var/obj/vessel
/// How many incidents are left. If 0 exactly, it will get deleted.
var/incidents_left = INFINITY
/// Base probability of negative events. Cursed are half as unlucky.
var/luck_mod = 1
/// Base damage from negative events. Cursed take 25% of this damage.
var/damage_mod = 1
/datum/component/omen/Initialize(obj/vessel, incidents_left, luck_mod, damage_mod)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
if(istype(vessel))
src.vessel = vessel
RegisterSignal(vessel, COMSIG_QDELETING, PROC_REF(vessel_qdeleting))
if(!isnull(incidents_left))
src.incidents_left = incidents_left
if(!isnull(luck_mod))
src.luck_mod = luck_mod
if(!isnull(damage_mod))
src.damage_mod = damage_mod
ADD_TRAIT(parent, TRAIT_CURSED, SMITE_TRAIT)
/**
* This is a omen eat omen world! The stronger omen survives.
*/
/datum/component/omen/InheritComponent(obj/vessel, incidents_left, luck_mod, damage_mod)
// If we have more incidents left the new one gets deleted.
if(src.incidents_left > incidents_left)
return // make slimes get nurtiton from plasmer
// Otherwise we set our incidents remaining to the higher, newer value.
src.incidents_left = incidents_left
// The new omen is weaker than our current omen? Let's split the difference.
if(src.luck_mod > luck_mod)
src.luck_mod += luck_mod * 0.5
if(src.damage_mod > damage_mod)
src.damage_mod += damage_mod * 0.5
// This means that if you had a strong temporary omen and it was replaced by a weaker but permanent omen, the latter is made worse.
// Feature!
/datum/component/omen/Destroy(force)
var/mob/living/person = parent
REMOVE_TRAIT(person, TRAIT_CURSED, SMITE_TRAIT)
to_chat(person, span_nicegreen("You feel a horrible omen lifted off your shoulders!"))
if(vessel)
vessel.visible_message(span_warning("[vessel] burns up in a sinister flash, taking an evil energy with it..."))
UnregisterSignal(vessel, COMSIG_QDELETING)
vessel.burn()
vessel = null
return ..()
/datum/component/omen/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_accident))
RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, PROC_REF(check_slip))
RegisterSignal(parent, COMSIG_LIVING_BLESSED, PROC_REF(check_bless))
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(check_death))
/datum/component/omen/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ON_CARBON_SLIP, COMSIG_MOVABLE_MOVED, COMSIG_LIVING_BLESSED, COMSIG_LIVING_DEATH))
/datum/component/omen/proc/consume_omen()
incidents_left--
if(incidents_left < 1)
qdel(src)
/**
* check_accident() is called each step we take
*
* While we're walking around, roll to see if there's any environmental hazards on one of the adjacent tiles we can trigger.
* We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
*/
/datum/component/omen/proc/check_accident(atom/movable/our_guy)
SIGNAL_HANDLER
if(!isliving(our_guy))
return
var/mob/living/living_guy = our_guy
if(prob(0.001) && (living_guy.stat != DEAD)) // You hit the lottery! Kinda.
living_guy.visible_message(span_danger("[living_guy] suddenly bursts into flames!"), span_danger("You suddenly burst into flames!"))
INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream")
living_guy.adjust_fire_stacks(20)
living_guy.ignite_mob(silent = TRUE)
consume_omen()
return
var/effective_luck = luck_mod
// If there's nobody to witness the misfortune, make it less likely.
// This way, we allow for people to be able to get into hilarious situations without making the game nigh unplayable most of the time.
var/has_watchers = FALSE
for(var/mob/viewer in viewers(our_guy, null))
if(viewer.client && !viewer.client.is_afk())
has_watchers = TRUE
break
if(!has_watchers)
effective_luck *= 0.5
if(!prob(8 * effective_luck))
return
var/turf/open/our_guy_pos = living_guy.loc
if(!isopenturf(our_guy_pos))
return
for(var/obj/machinery/door/airlock/darth_airlock in our_guy_pos)
if(darth_airlock.locked || !darth_airlock.hasPower())
continue
to_chat(living_guy, span_warning("A malevolent force launches your body to the floor..."))
living_guy.Paralyze(1 SECONDS, ignore_canstun = TRUE)
INVOKE_ASYNC(src, PROC_REF(slam_airlock), darth_airlock)
return
for(var/turf/the_turf as anything in get_adjacent_open_turfs(living_guy))
if(istype(the_turf, /turf/open/floor/glass/reinforced/tram)) // don't fall off the tram bridge, we want to hit you instead
return
if(living_guy.can_z_move(DOWN, the_turf, z_move_flags = ZMOVE_FALL_FLAGS))
to_chat(living_guy, span_warning("A malevolent force guides you towards the edge..."))
living_guy.throw_at(the_turf, 1, 10, force = MOVE_FORCE_EXTREMELY_STRONG)
consume_omen()
return
for(var/obj/machinery/vending/darth_vendor in the_turf)
if(!darth_vendor.tiltable || darth_vendor.tilted)
continue
to_chat(living_guy, span_warning("A malevolent force tugs at the [darth_vendor]..."))
INVOKE_ASYNC(darth_vendor, TYPE_PROC_REF(/obj/machinery/vending, tilt), living_guy)
consume_omen()
return
for(var/obj/machinery/light/evil_light in the_turf)
if((evil_light.status == LIGHT_BURNED || evil_light.status == LIGHT_BROKEN) || (HAS_TRAIT(living_guy, TRAIT_SHOCKIMMUNE))) // we can't do anything :( // Why in the world is there no get_siemens_coeff proc???
to_chat(living_guy, span_warning("[evil_light] sparks weakly for a second."))
do_sparks(2, FALSE, evil_light) // hey maybe it'll ignite them
return
to_chat(living_guy, span_warning("[evil_light] glows ominously...")) // ominously
evil_light.visible_message(span_boldwarning("[evil_light] suddenly flares brightly and sparks!"))
evil_light.break_light_tube(skip_sound_and_sparks = FALSE)
do_sparks(number = 4, cardinal_only = FALSE, source = evil_light)
evil_light.Beam(living_guy, icon_state = "lightning[rand(1,12)]", time = 0.5 SECONDS)
living_guy.electrocute_act(35 * (damage_mod * 0.5), evil_light, flags = SHOCK_NOGLOVES)
INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream")
consume_omen()
for(var/obj/structure/mirror/evil_mirror in the_turf)
to_chat(living_guy, span_warning("You pass by the mirror and glance at it..."))
if(evil_mirror.broken)
to_chat(living_guy, span_notice("You feel lucky, somehow."))
return
switch(rand(1, 5))
if(1)
to_chat(living_guy, span_warning("The mirror explodes into a million pieces! Wait, does that mean you're even more unlucky?"))
evil_mirror.take_damage(evil_mirror.max_integrity, BRUTE, MELEE, FALSE)
if(prob(50 * effective_luck)) // sometimes
luck_mod += 0.25
damage_mod += 0.25
if(2 to 3)
to_chat(living_guy, span_big(span_hypnophrase("Oh god, you can't see your reflection!!")))
if(HAS_TRAIT(living_guy, TRAIT_NO_MIRROR_REFLECTION)) // not so living i suppose
to_chat(living_guy, span_green("Well, obviously."))
return
INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream")
if(4 to 5)
if(HAS_TRAIT(living_guy, TRAIT_NO_MIRROR_REFLECTION))
to_chat(living_guy, span_warning("You don't see anything of notice. Huh."))
return
to_chat(living_guy, span_userdanger("You see your reflection, but it is grinning malevolently and staring directly at you!"))
INVOKE_ASYNC(living_guy, TYPE_PROC_REF(/mob, emote), "scream")
living_guy.set_jitter_if_lower(25 SECONDS)
if(prob(7 * effective_luck))
to_chat(living_guy, span_warning("You are completely shocked by this turn of events!"))
to_chat(living_guy, span_userdanger("You clutch at your heart!"))
var/mob/living/carbon/carbon_guy = living_guy
if(istype(carbon_guy))
carbon_guy.set_heartattack(status = TRUE)
consume_omen()
/datum/component/omen/proc/slam_airlock(obj/machinery/door/airlock/darth_airlock)
. = darth_airlock.close(force_crush = TRUE)
if(.)
consume_omen()
/// If we get knocked down, see if we have a really bad slip and bash our head hard
/datum/component/omen/proc/check_slip(mob/living/our_guy, amount)
SIGNAL_HANDLER
if(prob(30)) // AAAA
INVOKE_ASYNC(our_guy, TYPE_PROC_REF(/mob, emote), "scream")
to_chat(our_guy, span_warning("What a horrible night... To have a curse!"))
if(prob(30 * luck_mod) && our_guy.get_bodypart(BODY_ZONE_HEAD)) /// Bonk!
playsound(our_guy, 'sound/effects/tableheadsmash.ogg', 90, TRUE)
our_guy.visible_message(span_danger("[our_guy] hits [our_guy.p_their()] head really badly falling down!"), span_userdanger("You hit your head really badly falling down!"))
our_guy.apply_damage(75 * damage_mod, BRUTE, BODY_ZONE_HEAD, attacking_item = "slipping")
our_guy.apply_damage(100 * damage_mod, BRAIN)
consume_omen()
return
/// Hijack the mood system to see if we get the blessing mood event to cancel the omen
/datum/component/omen/proc/check_bless(mob/living/our_guy, mob/living/priest, obj/item/book/bible/bible, bless_result)
SIGNAL_HANDLER
if(incidents_left == INFINITY || bless_result != BLESSING_SUCCESS)
return
playsound(our_guy, 'sound/effects/pray_chaplain.ogg', 40, TRUE)
to_chat(our_guy, span_green("You feel fantastic!"))
qdel(src)
/// Severe deaths. Normally lifts the curse.
/datum/component/omen/proc/check_death(mob/living/our_guy)
SIGNAL_HANDLER
if(incidents_left == INFINITY)
return
qdel(src)
/// Creates a localized explosion that shakes the camera
/datum/component/omen/proc/death_explode(mob/living/our_guy)
explosion(our_guy, explosion_cause = src)
for(var/mob/witness in view(2, our_guy))
shake_camera(witness, 1 SECONDS, 2)
/// Vessel got deleted, set it to null
/datum/component/omen/proc/vessel_qdeleting(atom/source)
SIGNAL_HANDLER
UnregisterSignal(vessel, COMSIG_QDELETING)
vessel = null
/**
* The smite omen. Permanent.
*/
/datum/component/omen/smite
/datum/component/omen/smite/check_death(mob/living/our_guy)
if(incidents_left == INFINITY)
return ..()
death_explode(our_guy)
our_guy.gib(DROP_ALL_REMAINS)
/**
* The quirk omen. Permanent.
* Has only a 50% chance of bad things happening, and takes only 25% of normal damage.
*/
/datum/component/omen/quirk
incidents_left = INFINITY
luck_mod = 0.3 // 30% chance of bad things happening
damage_mod = 0.25 // 25% of normal damage
/datum/component/omen/quirk/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_accident))
RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, PROC_REF(check_slip))
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(check_death))
/datum/component/omen/quirk/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ON_CARBON_SLIP, COMSIG_MOVABLE_MOVED, COMSIG_LIVING_DEATH))
/datum/component/omen/quirk/check_death(mob/living/our_guy)
if(!iscarbon(our_guy))
our_guy.gib(DROP_ALL_REMAINS)
return
// Don't explode if buckled to a stasis bed
if(our_guy.buckled)
var/obj/machinery/stasis/stasis_bed = our_guy.buckled
if(istype(stasis_bed))
return
death_explode(our_guy)
var/mob/living/carbon/player = our_guy
player.spread_bodyparts()
player.spawn_gibs()
return
// Variant of the quirk omen, also permanent, but only causes the limbs to be removed on death.
/datum/component/omen/loose_limbs
incidents_left = INFINITY
luck_mod = 0 // 0% chance of bad things happening
damage_mod = 0 // 0% of normal damage
//luck and damage modifiers set to 0%, to ensure the other cursed effects are disabled.
/datum/component/omen/loose_limbs/RegisterWithParent()
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(check_death))
/datum/component/omen/loose_limbs/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_LIVING_DEATH)
/datum/component/omen/loose_limbs/check_death(mob/living/our_guy)
if(!iscarbon(our_guy))
our_guy.gib(DROP_ALL_REMAINS)
return
// Don't explode if buckled to a stasis bed
if(our_guy.buckled)
var/obj/machinery/stasis/stasis_bed = our_guy.buckled
if(istype(stasis_bed))
return
death_explode(our_guy)
var/mob/living/carbon/player = our_guy
player.spread_bodyparts()
//causes minor explosion and removes limbs, does not spawn gibs.
return
/**
* The bible omen.
* While it lasts, parent gets a cursed aura filter.
*/
/datum/component/omen/bible
incidents_left = 1
/datum/component/omen/bible/RegisterWithParent()
. = ..()
var/mob/living/living_parent = parent
living_parent.add_filter("omen", 2, list("type" = "drop_shadow", "color" = COLOR_DARK_RED, "alpha" = 0, "size" = 2))
var/filter = living_parent.get_filter("omen")
animate(filter, alpha = 255, time = 2 SECONDS, loop = -1)
animate(alpha = 0, time = 2 SECONDS)
/datum/component/omen/bible/UnregisterFromParent()
. = ..()
var/mob/living/living_parent = parent
living_parent.remove_filter("omen")