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* more span macro changes in brain traumas and disease files (#73273) ## About The Pull Request i was fucking around with brain traumas on a downstream and noticed they had similar issues to quirks so i decided to continue work from #73116  (search in VSC for span class = 'notice') its going to be a bit of a thing to get all of these but this is a decent chunk i think there was only one annoying/tough file. imaginary_friend.dm had class = 'game say' and class = 'emote' both of which after some testing did not seem like they did anything. ill try to keep that in mind in other files if i continue to do this but i either omitted them because they didnt have any formatting or, in the case of emote, turned it into name, which i think is what you'd want those messages to look like. there were also a few small spelling errors that i fixed ## Why It's Good For The Game more consistent and stops people from copying brain trauma formatting wrong ## Changelog they should all work the same --------- Co-authored-by: san7890 <the@ san7890.com> * more span macro changes in brain traumas and disease files --------- Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com>
59 lines
2.1 KiB
Plaintext
59 lines
2.1 KiB
Plaintext
//Brain Traumas are the new actual brain damage. Brain damage itself acts as a way to acquire traumas: every time brain damage is dealt, there's a chance of receiving a trauma.
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//This chance gets higher the higher the mob's brainloss is. Removing traumas is a separate thing from removing brain damage: you can get restored to full brain operativity,
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// but keep the quirks, until repaired by neurine, surgery, lobotomy or magic; depending on the resilience
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// of the trauma.
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/datum/brain_trauma
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var/name = "Brain Trauma"
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var/desc = "A trauma caused by brain damage, which causes issues to the patient."
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var/scan_desc = "generic brain trauma" //description when detected by a health scanner
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var/mob/living/carbon/owner //the poor bastard
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var/obj/item/organ/internal/brain/brain //the poor bastard's brain
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var/gain_text = span_notice("You feel traumatized.")
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var/lose_text = span_notice("You no longer feel traumatized.")
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var/can_gain = TRUE
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var/random_gain = TRUE //can this be gained through random traumas?
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var/resilience = TRAUMA_RESILIENCE_BASIC //how hard is this to cure?
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/datum/brain_trauma/Destroy()
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// Handles our references with our brain
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brain?.remove_trauma_from_traumas(src)
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if(owner)
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on_lose()
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owner = null
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return ..()
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//Called on life ticks
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/datum/brain_trauma/proc/on_life(delta_time, times_fired)
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return
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//Called on death
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/datum/brain_trauma/proc/on_death()
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return
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//Called when given to a mob
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/datum/brain_trauma/proc/on_gain()
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if(gain_text)
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to_chat(owner, gain_text)
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RegisterSignal(owner, COMSIG_MOB_SAY, PROC_REF(handle_speech))
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RegisterSignal(owner, COMSIG_MOVABLE_HEAR, PROC_REF(handle_hearing))
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//Called when removed from a mob
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/datum/brain_trauma/proc/on_lose(silent)
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if(!silent && lose_text)
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to_chat(owner, lose_text)
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UnregisterSignal(owner, COMSIG_MOB_SAY)
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UnregisterSignal(owner, COMSIG_MOVABLE_HEAR)
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//Called when hearing a spoken message
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/datum/brain_trauma/proc/handle_hearing(datum/source, list/hearing_args)
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SIGNAL_HANDLER
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UnregisterSignal(owner, COMSIG_MOVABLE_HEAR)
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//Called when speaking
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/datum/brain_trauma/proc/handle_speech(datum/source, list/speech_args)
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SIGNAL_HANDLER
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UnregisterSignal(owner, COMSIG_MOB_SAY)
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