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## About The Pull Request https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216 `status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I feel like I should address it For a majority of status effects, they process on fast processing but do not tick every fastprocessing tick This means that using `seconds_per_tick` here is not giving you the seconds between status effect ticks, it's giving you seconds between processing ticks (`0.2`) This is how it's misleading - If you have a tick interval of `1 SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's actually one-fifth. So all of your effects are now 80% weaker. I have replaced the use of `seconds_per_tick` in tick with `seconds_between_ticks`. This number is, quite simply, the initial tick interval of the status effect divided by ten. An effect with the tick interval of `1 SECONDS` has a `seconds_between_ticks` of 1. As a consequence, some things which were inadvertently made weaker, such as fire and some heretic things (at a glance), are now a little stronger. ## Why It's Good For The Game See above. Makes it more clear what you're doing when working with effects. ## Changelog 🆑 Melbert code: Updated some status effect tick code to be more clear of how long is elapsing between ticks. Some effects that were inadvertently weakened are now stronger as a result (fire and some heretic effects). /🆑
118 lines
4.2 KiB
Plaintext
118 lines
4.2 KiB
Plaintext
/// Hallucination status effect. How most hallucinations end up happening.
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/// Hallucinations are drawn from the global weighted list, random_hallucination_weighted_list
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/datum/status_effect/hallucination
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id = "hallucination"
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alert_type = null
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tick_interval = 2 SECONDS
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remove_on_fullheal = TRUE
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/// Biotypes which cannot hallucinate.
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var/barred_biotypes = NO_HALLUCINATION_BIOTYPES
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/// The lower range of when the next hallucination will trigger after one occurs.
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var/lower_tick_interval = 10 SECONDS
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/// The upper range of when the next hallucination will trigger after one occurs.
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var/upper_tick_interval = 60 SECONDS
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/// The cooldown for when the next hallucination can occur
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COOLDOWN_DECLARE(hallucination_cooldown)
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/datum/status_effect/hallucination/on_creation(mob/living/new_owner, duration)
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if(isnum(duration))
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src.duration = duration
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return ..()
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/datum/status_effect/hallucination/on_apply()
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if(owner.mob_biotypes & barred_biotypes)
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return FALSE
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RegisterSignal(owner, COMSIG_LIVING_HEALTHSCAN, PROC_REF(on_health_scan))
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if(iscarbon(owner))
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RegisterSignal(owner, COMSIG_CARBON_CHECKING_BODYPART, PROC_REF(on_check_bodypart))
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RegisterSignal(owner, COMSIG_CARBON_BUMPED_AIRLOCK_OPEN, PROC_REF(on_bump_airlock))
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return TRUE
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/datum/status_effect/hallucination/on_remove()
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UnregisterSignal(owner, list(
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COMSIG_LIVING_HEALTHSCAN,
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COMSIG_CARBON_CHECKING_BODYPART,
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COMSIG_CARBON_BUMPED_AIRLOCK_OPEN,
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))
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/// Signal proc for [COMSIG_LIVING_HEALTHSCAN]. Show we're hallucinating to (advanced) scanners.
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/datum/status_effect/hallucination/proc/on_health_scan(datum/source, list/render_list, advanced, mob/user, mode)
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SIGNAL_HANDLER
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if(!advanced)
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return
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render_list += "<span class='info ml-1'>Subject is hallucinating.</span>\n"
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/// Signal proc for [COMSIG_CARBON_CHECKING_BODYPART],
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/// checking bodyparts while hallucinating can cause them to appear more damaged than they are
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/datum/status_effect/hallucination/proc/on_check_bodypart(mob/living/carbon/source, obj/item/bodypart/examined, list/check_list, list/limb_damage)
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SIGNAL_HANDLER
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if(prob(30))
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limb_damage[BRUTE] += rand(30, 40)
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if(prob(30))
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limb_damage[BURN] += rand(30, 40)
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/// Signal proc for [COMSIG_CARBON_BUMPED_AIRLOCK_OPEN], bumping an airlock can cause a fake zap.
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/// This only happens on airlock bump, future TODO - make this chance roll for attack_hand opening airlocks too
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/datum/status_effect/hallucination/proc/on_bump_airlock(mob/living/carbon/source, obj/machinery/door/airlock/bumped)
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SIGNAL_HANDLER
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// 1% chance to fake a shock.
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if(prob(99) || !source.should_electrocute() || bumped.operating)
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return
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source.cause_hallucination(/datum/hallucination/shock, "hallucinated shock from [bumped]",)
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return STOP_BUMP
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/datum/status_effect/hallucination/tick(seconds_between_ticks)
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if(owner.stat == DEAD)
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return
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if(!COOLDOWN_FINISHED(src, hallucination_cooldown))
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return
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var/datum/hallucination/picked_hallucination = pick_weight(GLOB.random_hallucination_weighted_list)
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owner.cause_hallucination(picked_hallucination, "[id] status effect")
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COOLDOWN_START(src, hallucination_cooldown, rand(lower_tick_interval, upper_tick_interval))
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// Sanity related hallucinations
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/datum/status_effect/hallucination/sanity
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id = "low sanity"
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status_type = STATUS_EFFECT_REFRESH
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duration = -1 // This lasts "forever", only goes away with sanity gain
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/datum/status_effect/hallucination/sanity/on_apply()
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if(!owner.mob_mood)
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return FALSE
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update_intervals()
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return ..()
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/datum/status_effect/hallucination/sanity/refresh(...)
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update_intervals()
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/datum/status_effect/hallucination/sanity/tick(seconds_between_ticks)
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// Using psicodine / happiness / whatever to become fearless will stop sanity based hallucinations
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if(HAS_TRAIT(owner, TRAIT_FEARLESS))
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return
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return ..()
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/// Updates our upper and lower intervals based on our owner's current sanity level.
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/datum/status_effect/hallucination/sanity/proc/update_intervals()
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switch(owner.mob_mood.sanity_level)
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if(SANITY_LEVEL_CRAZY)
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upper_tick_interval = 8 MINUTES
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lower_tick_interval = 4 MINUTES
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if(SANITY_LEVEL_INSANE)
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upper_tick_interval = 4 MINUTES
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lower_tick_interval = 2 MINUTES
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else
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stack_trace("[type] was assigned a mob which was not crazy or insane. (was: [owner.mob_mood.sanity_level])")
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qdel(src)
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