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## About The Pull Request Quite simple - this changes every direct mention of a mob in a `notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]` ## Why It's Good For The Game makes things less confusing - ghosts can see easily their actual identity anyways, so it's not like there's much of a reason _not_ to do this. ## Changelog 🆑 qol: Ghost notifications will now use the real names of mobs when something happens (i.e no more "Unknown has completed an ascension ritual!") /🆑
337 lines
13 KiB
Plaintext
337 lines
13 KiB
Plaintext
#define OWNER 0
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#define STRANGER 1
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/datum/brain_trauma/severe/split_personality
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name = "Split Personality"
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desc = "Patient's brain is split into two personalities, which randomly switch control of the body."
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scan_desc = "complete lobe separation"
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gain_text = span_warning("You feel like your mind was split in two.")
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lose_text = span_notice("You feel alone again.")
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var/current_controller = OWNER
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var/initialized = FALSE //to prevent personalities deleting themselves while we wait for ghosts
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var/mob/living/split_personality/stranger_backseat //there's two so they can swap without overwriting
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var/mob/living/split_personality/owner_backseat
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///The role to display when polling ghost
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var/poll_role = "split personality"
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/datum/brain_trauma/severe/split_personality/on_gain()
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var/mob/living/brain_owner = owner
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if(brain_owner.stat == DEAD || !GET_CLIENT(brain_owner)) //No use assigning people to a corpse or braindead
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return FALSE
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. = ..()
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make_backseats()
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#ifdef UNIT_TESTS
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return // There's no ghosts in the unit test
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#endif
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get_ghost()
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/datum/brain_trauma/severe/split_personality/proc/make_backseats()
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stranger_backseat = new(owner, src)
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var/datum/action/personality_commune/stranger_spell = new(src)
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stranger_spell.Grant(stranger_backseat)
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owner_backseat = new(owner, src)
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var/datum/action/personality_commune/owner_spell = new(src)
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owner_spell.Grant(owner_backseat)
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/// Attempts to get a ghost to play the personality
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/datum/brain_trauma/severe/split_personality/proc/get_ghost()
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var/mob/chosen_one = SSpolling.poll_ghosts_for_target(
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question = "Do you want to play as [span_danger("[owner.real_name]'s")] [span_notice(poll_role)]?",
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check_jobban = ROLE_PAI,
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poll_time = 20 SECONDS,
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checked_target = owner,
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ignore_category = POLL_IGNORE_SPLITPERSONALITY,
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alert_pic = owner,
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role_name_text = poll_role,
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)
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schism(chosen_one)
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/// Ghost poll has concluded
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/datum/brain_trauma/severe/split_personality/proc/schism(mob/dead/observer/ghost)
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if(isnull(ghost))
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qdel(src)
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return
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stranger_backseat.PossessByPlayer(ghost.ckey)
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stranger_backseat.log_message("became [key_name(owner)]'s split personality.", LOG_GAME)
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message_admins("[ADMIN_LOOKUPFLW(stranger_backseat)] became [ADMIN_LOOKUPFLW(owner)]'s split personality.")
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/datum/brain_trauma/severe/split_personality/on_life(seconds_per_tick, times_fired)
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if(owner.stat == DEAD)
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if(current_controller != OWNER)
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switch_personalities(TRUE)
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qdel(src)
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else if(SPT_PROB(1.5, seconds_per_tick))
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switch_personalities()
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..()
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/datum/brain_trauma/severe/split_personality/on_lose()
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if(current_controller != OWNER) //it would be funny to cure a guy only to be left with the other personality, but it seems too cruel
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switch_personalities(TRUE)
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QDEL_NULL(stranger_backseat)
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QDEL_NULL(owner_backseat)
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..()
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/datum/brain_trauma/severe/split_personality/proc/switch_personalities(reset_to_owner = FALSE)
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if(QDELETED(owner) || QDELETED(stranger_backseat) || QDELETED(owner_backseat))
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return
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var/mob/living/split_personality/current_backseat
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var/mob/living/split_personality/new_backseat
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if(current_controller == STRANGER || reset_to_owner)
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current_backseat = owner_backseat
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new_backseat = stranger_backseat
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else
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current_backseat = stranger_backseat
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new_backseat = owner_backseat
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if(!current_backseat.client) //Make sure we never switch to a logged off mob.
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return
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current_backseat.log_message("assumed control of [key_name(owner)] due to [src]. (Original owner: [current_controller == OWNER ? owner.key : current_backseat.key])", LOG_GAME)
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to_chat(owner, span_userdanger("You feel your control being taken away... your other personality is in charge now!"))
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to_chat(current_backseat, span_userdanger("You manage to take control of your body!"))
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//Body to backseat
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var/h2b_id = owner.computer_id
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var/h2b_ip= owner.lastKnownIP
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owner.computer_id = null
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owner.lastKnownIP = null
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new_backseat.ckey = owner.ckey
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new_backseat.name = owner.name
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if(owner.mind)
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new_backseat.mind = owner.mind
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if(!new_backseat.computer_id)
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new_backseat.computer_id = h2b_id
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if(!new_backseat.lastKnownIP)
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new_backseat.lastKnownIP = h2b_ip
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if(reset_to_owner && new_backseat.mind)
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new_backseat.ghostize(FALSE)
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//Backseat to body
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var/s2h_id = current_backseat.computer_id
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var/s2h_ip= current_backseat.lastKnownIP
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current_backseat.computer_id = null
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current_backseat.lastKnownIP = null
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owner.ckey = current_backseat.ckey
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owner.mind = current_backseat.mind
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if(!owner.computer_id)
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owner.computer_id = s2h_id
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if(!owner.lastKnownIP)
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owner.lastKnownIP = s2h_ip
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current_controller = !current_controller
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/mob/living/split_personality
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name = "split personality"
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real_name = "unknown conscience"
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var/mob/living/carbon/body
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var/datum/brain_trauma/severe/split_personality/trauma
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/mob/living/split_personality/Initialize(mapload, _trauma)
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if(iscarbon(loc))
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body = loc
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name = body.real_name
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real_name = body.real_name
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trauma = _trauma
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return ..()
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/mob/living/split_personality/Life(seconds_per_tick = SSMOBS_DT, times_fired)
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if(QDELETED(body))
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qdel(src) //in case trauma deletion doesn't already do it
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if((body.stat == DEAD && trauma.owner_backseat == src))
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trauma.switch_personalities()
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qdel(trauma)
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//if one of the two ghosts, the other one stays permanently
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if(!body.client && trauma.initialized)
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trauma.switch_personalities()
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qdel(trauma)
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..()
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/mob/living/split_personality/Login()
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. = ..()
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if(!. || !client)
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return FALSE
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to_chat(src, span_notice("As a split personality, you cannot do anything but observe. However, you will eventually gain control of your body, switching places with the current personality."))
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to_chat(src, span_warning("<b>Do not commit suicide or put the body in a deadly position. Behave like you care about it as much as the owner.</b>"))
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/mob/living/split_personality/try_speak(message, ignore_spam, forced, filterproof)
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SHOULD_CALL_PARENT(FALSE)
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to_chat(src, span_warning("You cannot speak, your other self is controlling your body!"))
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return FALSE
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/mob/living/split_personality/emote(act, m_type = null, message = null, intentional = FALSE, force_silence = FALSE)
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return FALSE
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///////////////BRAINWASHING////////////////////
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/datum/brain_trauma/severe/split_personality/brainwashing
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name = "Split Personality"
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desc = "Patient's brain is split into two personalities, which randomly switch control of the body."
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scan_desc = "complete lobe separation"
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gain_text = ""
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lose_text = span_notice("You are free of your brainwashing.")
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can_gain = FALSE
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var/codeword
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var/objective
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/datum/brain_trauma/severe/split_personality/brainwashing/New(obj/item/organ/brain/B, _permanent, _codeword, _objective)
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..()
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if(_codeword)
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codeword = _codeword
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else
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codeword = pick(strings("ion_laws.json", "ionabstract")\
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| strings("ion_laws.json", "ionobjects")\
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| strings("ion_laws.json", "ionadjectives")\
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| strings("ion_laws.json", "ionthreats")\
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| strings("ion_laws.json", "ionfood")\
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| strings("ion_laws.json", "iondrinks"))
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/datum/brain_trauma/severe/split_personality/brainwashing/on_gain()
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. = ..()
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var/mob/living/split_personality/traitor/traitor_backseat = stranger_backseat
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traitor_backseat.codeword = codeword
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traitor_backseat.objective = objective
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/datum/brain_trauma/severe/split_personality/brainwashing/make_backseats()
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stranger_backseat = new /mob/living/split_personality/traitor(owner, src, codeword, objective)
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owner_backseat = new(owner, src)
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/datum/brain_trauma/severe/split_personality/brainwashing/get_ghost()
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set waitfor = FALSE
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var/mob/chosen_one = SSpolling.poll_ghosts_for_target("Do you want to play as [span_danger("[owner.real_name]'s")] brainwashed mind?", poll_time = 7.5 SECONDS, checked_target = stranger_backseat, alert_pic = owner, role_name_text = "brainwashed mind")
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if(chosen_one)
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stranger_backseat.PossessByPlayer(chosen_one.ckey)
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else
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qdel(src)
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/datum/brain_trauma/severe/split_personality/brainwashing/on_life(seconds_per_tick, times_fired)
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return //no random switching
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/datum/brain_trauma/severe/split_personality/brainwashing/handle_hearing(datum/source, list/hearing_args)
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if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER] || !owner.has_language(hearing_args[HEARING_LANGUAGE]))
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return
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var/message = hearing_args[HEARING_RAW_MESSAGE]
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if(findtext(message, codeword))
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hearing_args[HEARING_RAW_MESSAGE] = replacetext(message, codeword, span_warning("[codeword]"))
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addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/brain_trauma/severe/split_personality, switch_personalities)), 1 SECONDS)
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/datum/brain_trauma/severe/split_personality/brainwashing/handle_speech(datum/source, list/speech_args)
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if(findtext(speech_args[SPEECH_MESSAGE], codeword))
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speech_args[SPEECH_MESSAGE] = "" //oh hey did you want to tell people about the secret word to bring you back?
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/mob/living/split_personality/traitor
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name = "split personality"
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real_name = "unknown conscience"
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var/objective
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var/codeword
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/mob/living/split_personality/traitor/Login()
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. = ..()
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if(!. || !client)
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return FALSE
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to_chat(src, span_notice("As a brainwashed personality, you cannot do anything yet but observe. However, you may gain control of your body if you hear the special codeword, switching places with the current personality."))
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to_chat(src, span_notice("Your activation codeword is: <b>[codeword]</b>"))
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if(objective)
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to_chat(src, span_notice("Your master left you an objective: <b>[objective]</b>. Follow it at all costs when in control."))
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/datum/brain_trauma/severe/split_personality/blackout
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name = "Alcohol-Induced CNS Impairment"
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desc = "Patient's CNS has been temporarily impaired by imbibed alcohol, blocking memory formation, and causing reduced cognition and stupefaction."
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scan_desc = "alcohol-induced CNS impairment"
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gain_text = span_warning("Crap, that was one drink too many. You black out...")
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lose_text = "You wake up very, very confused and hungover. All you can remember is drinking a lot of alcohol... what happened?"
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poll_role = "blacked out drunkard"
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random_gain = FALSE
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/// Duration of effect, tracked in seconds, not deciseconds. qdels when reaching 0.
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var/duration_in_seconds = 180
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/datum/brain_trauma/severe/split_personality/blackout/on_gain()
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. = ..()
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if(QDELETED(src))
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return
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RegisterSignal(owner, COMSIG_ATOM_SPLASHED, PROC_REF(on_splashed))
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notify_ghosts(
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"[owner.real_name] is blacking out!",
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source = owner,
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header = "Bro I'm not even drunk right now",
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notify_flags = NOTIFY_CATEGORY_NOFLASH,
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)
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/datum/brain_trauma/severe/split_personality/blackout/on_lose()
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. = ..()
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owner.add_mood_event("hang_over", /datum/mood_event/hang_over)
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UnregisterSignal(owner, COMSIG_ATOM_SPLASHED)
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/datum/brain_trauma/severe/split_personality/blackout/proc/on_splashed()
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SIGNAL_HANDLER
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if(prob(20))//we don't want every single splash to wake them up now do we
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qdel(src)
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/datum/brain_trauma/severe/split_personality/blackout/on_life(seconds_per_tick, times_fired)
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if(current_controller == OWNER && stranger_backseat)//we should only start transitioning after the other personality has entered
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owner.overlay_fullscreen("fade_to_black", /atom/movable/screen/fullscreen/blind)
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owner.clear_fullscreen("fade_to_black", animated = 4 SECONDS)
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switch_personalities()
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if(owner.stat == DEAD)
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if(current_controller != OWNER)
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switch_personalities(TRUE)
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qdel(src)
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return
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if(duration_in_seconds <= 0)
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qdel(src)
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return
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else if(duration_in_seconds <= 60 && !(duration_in_seconds % 20))
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to_chat(owner, span_warning("You have [duration_in_seconds] seconds left before sobering up!"))
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if(prob(10) && !HAS_TRAIT(owner, TRAIT_DISCOORDINATED_TOOL_USER))
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ADD_TRAIT(owner, TRAIT_DISCOORDINATED_TOOL_USER, TRAUMA_TRAIT)
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owner.balloon_alert(owner, "dexterity reduced temporarily!")
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//We then send a callback to automatically re-add the trait
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addtimer(TRAIT_CALLBACK_REMOVE(owner, TRAIT_DISCOORDINATED_TOOL_USER, TRAUMA_TRAIT), 10 SECONDS)
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addtimer(CALLBACK(owner, TYPE_PROC_REF(/atom, balloon_alert), owner, "dexterity regained!"), 10 SECONDS)
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if(prob(15))
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playsound(owner,'sound/mobs/humanoids/human/hiccup/sf_hiccup_male_01.ogg', 50)
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owner.emote("hiccup")
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//too drunk to feel anything
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//if they're to this point, they're likely dying of liver damage
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//and not accounting for that, the split personality is temporary
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owner.adjustStaminaLoss(-25)
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duration_in_seconds -= seconds_per_tick
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/mob/living/split_personality/blackout
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name = "blacked-out drunkard"
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real_name = "drunken consciousness"
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/mob/living/split_personality/blackout/Login()
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. = ..()
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if(!. || !client)
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return FALSE
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to_chat(src, span_notice("You're the incredibly inebriated leftovers of your host's consciousness! Make sure to act the part and leave a trail of confusion and chaos in your wake."))
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to_chat(src, span_boldwarning("While you're drunk, you're not suicidal. Do not commit suicide or put the body in danger. You have a minor license to grief just like a clown, but do not kill anyone or create a situation leading to the body being put in danger or at risk of being harmed."))
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#undef OWNER
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#undef STRANGER
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