Files
Bubberstation/code/datums/components/omen.dm
carlarctg f0dc574c37 Added Omen Spontaneous Combustion and light tube and mirror effects (#77175)
## About The Pull Request

Cursed crewmembers can randomly, extremely rarely, spontaneously combust
for no reason.

Cursed crewmembers can get zapped by nearby light tubes.

Cursed crewmembers can freak out when passing by mirrors.

To make up for these, triggering a cursed effect is slightly less than
half as likely now when walking around now.

## Why It's Good For The Game

Cursed is fun as hell, but after a certain point it gets kind of
monotonous - it's airlocks, vending machines, and the rest is too rare
to count. We need more ways to comically get hurt in the game.

You might dislike the 'reduced effects' bit but trust me it is
incredibly frickin' common to have shit happen to you. Add to the
occasional vending machine and airlock crushes the near-constant light
tubes all over the station? Yeah, that needs a toning down else it will
be just a tad too miserable to be funny. Also cause the poor janitor
unneeded stress.

## Changelog

🆑
add: Cursed crewmembers can randomly, extremely rarely, spontaneously
combust for no reason.
add: Cursed crewmembers can get zapped by nearby light tubes.
add: Cursed crewmembers can freak out when passing by mirrors.
add: To make up for these, triggering a cursed effect is slightly less
than half as likely now when walking around now.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-08-05 14:04:13 +02:00

295 lines
11 KiB
Plaintext

/**
* 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
/// 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
/// If the omen is permanent, it will never go away
var/permanent = FALSE
/// 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, permanent, 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(permanent))
src.permanent = permanent
if(!isnull(luck_mod))
src.luck_mod = luck_mod
if(!isnull(damage_mod))
src.damage_mod = damage_mod
/datum/component/omen/Destroy(force)
var/mob/living/person = parent
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_CARBON_MOOD_UPDATE, 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_CARBON_MOOD_UPDATE, COMSIG_LIVING_DEATH))
/**
* 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)
if(!permanent)
qdel(src)
return
if(!prob(8 * luck_mod))
return
var/our_guy_pos = get_turf(living_guy)
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
if(istype(our_guy_pos, /turf/open/floor/noslip/tram_plate/energized))
var/turf/open/floor/noslip/tram_plate/energized/future_tram_victim = our_guy_pos
if(future_tram_victim.toast(living_guy))
if(!permanent)
qdel(src)
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(the_turf.zPassOut(living_guy, DOWN) && 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)
if(!permanent)
qdel(src)
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)
if(!permanent)
qdel(src)
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 cant 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...")) // omenously
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")
if(!permanent && prob(33.3))
qdel(src)
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?"))
if(prob(50 * luck_mod)) // 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(isvampire(living_guy)) // 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(isvampire(living_guy))
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 * luck_mod))
to_chat(living_guy, span_warning("You are completely shocked by this turn of events!"))
var/mob/living/carbon/carbon_guy = living_guy
to_chat(living_guy, span_userdanger("You clutch at your heart!"))
if(istype(carbon_guy))
carbon_guy.set_heartattack(status = TRUE)
if(!permanent && prob(33.3))
qdel(src)
/datum/component/omen/proc/slam_airlock(obj/machinery/door/airlock/darth_airlock)
. = darth_airlock.close(force_crush = TRUE)
if(. && !permanent && !prob(66.6))
qdel(src)
/// 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)) /// Bonk!
var/obj/item/bodypart/the_head = our_guy.get_bodypart(BODY_ZONE_HEAD)
if(!the_head)
return
playsound(get_turf(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!"))
the_head.receive_damage(75 * damage_mod, damage_source = "slipping")
our_guy.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100 * damage_mod)
if(!permanent)
qdel(src)
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, category)
SIGNAL_HANDLER
if(permanent)
return
if(!("blessing" in our_guy.mob_mood.mood_events))
return
qdel(src)
/// Severe deaths. Normally lifts the curse.
/datum/component/omen/proc/check_death(mob/living/our_guy)
SIGNAL_HANDLER
if(permanent)
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(!permanent)
return ..()
death_explode(our_guy)
our_guy.gib()
/**
* The quirk omen. Permanent.
* Has only a 50% chance of bad things happening, and takes only 25% of normal damage.
*/
/datum/component/omen/quirk
permanent = TRUE
luck_mod = 0.5 // 50% 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()
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(skip_head = TRUE)
player.spawn_gibs()
return
/**
* The bible omen.
* While it lasts, parent gets a cursed aura filter.
*/
/datum/component/omen/bible
/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")