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Bubberstation/code/datums/brain_damage/mild.dm
XDTM 5a08a3aad0 Extends the disability refactor to include more traits, removing some snowflake code (#34664)
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk

Notable changes:

    Fakedeath now updates instantly, instead of waiting for the next life tick.
    Fakedeath now sets time of death when acquired.
    Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
    Hulk no longer overrides status_flag changes, in case there are any.
2018-01-25 09:12:44 +13:00

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//Mild traumas are the most common; they are generally minor annoyances.
//They can be cured with mannitol and patience, although brain surgery still works.
//Most of the old brain damage effects have been transferred to the dumbness trauma.
/datum/brain_trauma/mild
/datum/brain_trauma/mild/hallucinations
name = "Hallucinations"
desc = "Patient suffers constant hallucinations."
scan_desc = "schizophrenia"
gain_text = "<span class='warning'>You feel your grip on reality slipping...</span>"
lose_text = "<span class='notice'>You feel more grounded.</span>"
/datum/brain_trauma/mild/hallucinations/on_life()
owner.hallucination = min(owner.hallucination + 10, 50)
..()
/datum/brain_trauma/mild/hallucinations/on_lose()
owner.hallucination = 0
..()
/datum/brain_trauma/mild/stuttering
name = "Stuttering"
desc = "Patient can't speak properly."
scan_desc = "reduced mouth coordination"
gain_text = "<span class='warning'>Speaking clearly is getting harder.</span>"
lose_text = "<span class='notice'>You feel in control of your speech.</span>"
/datum/brain_trauma/mild/stuttering/on_life()
owner.stuttering = min(owner.stuttering + 5, 25)
..()
/datum/brain_trauma/mild/stuttering/on_lose()
owner.stuttering = 0
..()
/datum/brain_trauma/mild/dumbness
name = "Dumbness"
desc = "Patient has reduced brain activity, making them less intelligent."
scan_desc = "reduced brain activity"
gain_text = "<span class='warning'>You feel dumber.</span>"
lose_text = "<span class='notice'>You feel smart again.</span>"
/datum/brain_trauma/mild/dumbness/on_gain()
owner.add_trait(TRAIT_DUMB, TRAUMA_TRAIT)
..()
/datum/brain_trauma/mild/dumbness/on_life()
owner.derpspeech = min(owner.derpspeech + 5, 25)
if(prob(3))
owner.emote("drool")
else if(owner.stat == CONSCIOUS && prob(3))
owner.say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"))
..()
/datum/brain_trauma/mild/dumbness/on_lose()
owner.remove_trait(TRAIT_DUMB, TRAUMA_TRAIT)
owner.derpspeech = 0
..()
/datum/brain_trauma/mild/speech_impediment
name = "Speech Impediment"
desc = "Patient is unable to form coherent sentences."
scan_desc = "communication disorder"
gain_text = "" //mutation will handle the text
lose_text = ""
/datum/brain_trauma/mild/speech_impediment/on_gain()
owner.dna.add_mutation(UNINTELLIGIBLE)
..()
//no fiddling with genetics to get out of this one
/datum/brain_trauma/mild/speech_impediment/on_life()
if(!(GLOB.mutations_list[UNINTELLIGIBLE] in owner.dna.mutations))
on_gain()
..()
/datum/brain_trauma/mild/speech_impediment/on_lose()
owner.dna.remove_mutation(UNINTELLIGIBLE)
..()
/datum/brain_trauma/mild/concussion
name = "Concussion"
desc = "Patient's brain is concussed."
scan_desc = "a concussion"
gain_text = "<span class='warning'>Your head hurts!</span>"
lose_text = "<span class='notice'>The pressure inside your head starts fading.</span>"
/datum/brain_trauma/mild/concussion/on_life()
if(prob(5))
switch(rand(1,11))
if(1)
owner.vomit()
if(2,3)
owner.dizziness += 10
if(4,5)
owner.confused += 10
owner.blur_eyes(10)
if(6 to 9)
owner.slurring += 30
if(10)
to_chat(owner, "<span class='notice'>You forget for a moment what you were doing.</span>")
owner.Stun(20)
if(11)
to_chat(owner, "<span class='warning'>You faint.</span>")
owner.Unconscious(80)
..()
/datum/brain_trauma/mild/healthy
name = "Anosognosia"
desc = "Patient always feels healthy, regardless of their condition."
scan_desc = "self-awareness deficit"
gain_text = "<span class='notice'>You feel great!</span>"
lose_text = "<span class='warning'>You no longer feel perfectly healthy.</span>"
/datum/brain_trauma/mild/healthy/on_gain()
owner.set_screwyhud(SCREWYHUD_HEALTHY)
..()
/datum/brain_trauma/mild/healthy/on_life()
owner.set_screwyhud(SCREWYHUD_HEALTHY) //just in case of hallucinations
owner.adjustStaminaLoss(-5) //no pain, no fatigue
..()
/datum/brain_trauma/mild/healthy/on_lose()
owner.set_screwyhud(SCREWYHUD_NONE)
..()
/datum/brain_trauma/mild/muscle_weakness
name = "Muscle Weakness"
desc = "Patient experiences occasional bouts of muscle weakness."
scan_desc = "weak motor nerve signal"
gain_text = "<span class='warning'>Your muscles feel oddly faint.</span>"
lose_text = "<span class='notice'>You feel in control of your muscles again.</span>"
/datum/brain_trauma/mild/muscle_weakness/on_life()
var/fall_chance = 1
if(owner.m_intent == MOVE_INTENT_RUN)
fall_chance += 2
if(prob(fall_chance) && !owner.lying && !owner.buckled)
to_chat(owner, "<span class='warning'>Your leg gives out!</span>")
owner.Knockdown(35)
else if(owner.get_active_held_item())
var/drop_chance = 1
var/obj/item/I = owner.get_active_held_item()
drop_chance += I.w_class
if(prob(drop_chance) && owner.dropItemToGround(I))
to_chat(owner, "<span class='warning'>You drop [I]!</span>")
else if(prob(3))
to_chat(owner, "<span class='warning'>You feel a sudden weakness in your muscles!</span>")
owner.adjustStaminaLoss(50)
..()
/datum/brain_trauma/mild/muscle_spasms
name = "Muscle Spasms"
desc = "Patient has occasional muscle spasms, causing them to move unintentionally."
scan_desc = "nervous fits"
gain_text = "<span class='warning'>Your muscles feel oddly faint.</span>"
lose_text = "<span class='notice'>You feel in control of your muscles again.</span>"
/datum/brain_trauma/mild/muscle_spasms/on_life()
if(prob(7))
switch(rand(1,5))
if(1)
if(owner.canmove && !isspaceturf(owner.loc))
to_chat(owner, "<span class='warning'>Your leg spasms!</span>")
step(owner, pick(GLOB.cardinals))
if(2)
if(owner.incapacitated())
return
var/obj/item/I = owner.get_active_held_item()
if(I)
to_chat(owner, "<span class='warning'>Your fingers spasm!</span>")
log_attack("[key_name(owner)] used [I] due to a Muscle Spasm.")
I.attack_self(owner)
if(3)
var/prev_intent = owner.a_intent
owner.a_intent = INTENT_HARM
var/range = 1
if(istype(owner.get_active_held_item(), /obj/item/gun)) //get targets to shoot at
range = 7
var/list/mob/living/targets = list()
for(var/mob/M in oview(owner, range))
if(isliving(M))
targets += M
if(LAZYLEN(targets))
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
log_attack("[key_name(owner)] attacked someone due to a Muscle Spasm.") //the following attack will log itself
owner.ClickOn(pick(targets))
owner.a_intent = prev_intent
if(4)
var/prev_intent = owner.a_intent
owner.a_intent = INTENT_HARM
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
log_attack("[key_name(owner)] attacked himself to a Muscle Spasm.")
owner.ClickOn(owner)
owner.a_intent = prev_intent
if(5)
if(owner.incapacitated())
return
var/obj/item/I = owner.get_active_held_item()
var/list/turf/targets = list()
for(var/turf/T in oview(owner, 3))
targets += T
if(LAZYLEN(targets) && I)
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
log_attack("[key_name(owner)] threw [I] due to a Muscle Spasm.")
owner.throw_item(pick(targets))
..()