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On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded
102 lines
3.9 KiB
Plaintext
102 lines
3.9 KiB
Plaintext
/datum/status_effect/woozy
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id = "woozy"
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tick_interval = -1
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = /atom/movable/screen/alert/status_effect/woozy
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/datum/status_effect/woozy/nextmove_modifier()
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return 1.5
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/atom/movable/screen/alert/status_effect/woozy
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name = "Woozy"
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desc = "You feel a bit slower than usual, it seems doing things with your hands takes longer than it usually does."
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icon_state = "woozy"
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/datum/status_effect/high_blood_pressure
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id = "high_blood_pressure"
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tick_interval = -1
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = /atom/movable/screen/alert/status_effect/high_blood_pressure
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/datum/status_effect/high_blood_pressure/on_apply()
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if(!ishuman(owner))
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return FALSE
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var/mob/living/carbon/human/human_owner = owner
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human_owner.physiology.bleed_mod *= 1.25
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return TRUE
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/datum/status_effect/high_blood_pressure/on_remove()
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if(!ishuman(owner))
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return
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var/mob/living/carbon/human/human_owner = owner
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human_owner.physiology.bleed_mod /= 1.25
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/atom/movable/screen/alert/status_effect/high_blood_pressure
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name = "High blood pressure"
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desc = "Your blood pressure is real high right now ... You'd probably bleed like a stuck pig."
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icon_state = "highbloodpressure"
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/datum/status_effect/seizure
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id = "seizure"
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tick_interval = -1
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = /atom/movable/screen/alert/status_effect/seizure
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/datum/status_effect/seizure/on_apply()
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if(!iscarbon(owner))
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return FALSE
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var/amplitude = rand(1 SECONDS, 3 SECONDS)
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duration = amplitude
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owner.set_jitter_if_lower(100 SECONDS)
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owner.Paralyze(duration)
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owner.visible_message(span_warning("[owner] drops to the ground as [owner.p_they()] start seizing up."), \
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span_warning("[pick("You can't collect your thoughts...", "You suddenly feel extremely dizzy...", "You cant think straight...","You can't move your face properly anymore...")]"))
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return TRUE
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/atom/movable/screen/alert/status_effect/seizure
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name = "Seizure"
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desc = "FJOIWEHUWQEFGYUWDGHUIWHUIDWEHUIFDUWGYSXQHUIODSDBNJKVBNKDML <--- this is you right now"
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icon_state = "paralysis"
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/datum/status_effect/stoned
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id = "stoned"
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duration = 10 SECONDS
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alert_type = /atom/movable/screen/alert/status_effect/stoned
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status_type = STATUS_EFFECT_REFRESH
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var/original_eye_color_left
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var/original_eye_color_right
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/datum/status_effect/stoned/on_apply()
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if(!ishuman(owner))
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CRASH("[type] status effect added to non-human owner: [owner ? owner.type : "null owner"]")
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var/mob/living/carbon/human/human_owner = owner
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original_eye_color_left = human_owner.eye_color_left
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original_eye_color_right = human_owner.eye_color_right
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human_owner.add_movespeed_modifier(/datum/movespeed_modifier/reagent/cannabis) //slows you down
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human_owner.eye_color_left = BLOODCULT_EYE //makes cult eyes less obvious
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human_owner.eye_color_right = BLOODCULT_EYE //makes cult eyes less obvious
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human_owner.update_body() //updates eye color
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human_owner.add_traits(list(TRAIT_CLUMSY, TRAIT_BLOODSHOT_EYES), type) // impairs motor coordination and dilates blood vessels in eyes
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human_owner.add_mood_event("stoned", /datum/mood_event/stoned) //improves mood
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human_owner.sound_environment_override = SOUND_ENVIRONMENT_DRUGGED //not realistic but very immersive
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return TRUE
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/datum/status_effect/stoned/on_remove()
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if(!ishuman(owner))
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stack_trace("[type] status effect being removed from non-human owner: [owner ? owner.type : "null owner"]")
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var/mob/living/carbon/human/human_owner = owner
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human_owner.remove_movespeed_modifier(/datum/movespeed_modifier/reagent/cannabis)
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human_owner.eye_color_left = original_eye_color_left
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human_owner.eye_color_right = original_eye_color_right
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human_owner.update_body()
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human_owner.remove_traits(list(TRAIT_CLUMSY, TRAIT_BLOODSHOT_EYES), type)
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human_owner.clear_mood_event("stoned")
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human_owner.sound_environment_override = SOUND_ENVIRONMENT_NONE
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/atom/movable/screen/alert/status_effect/stoned
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name = "Stoned"
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desc = "Cannabis is impairing your speed, motor skills, and mental cognition."
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icon_state = "stoned"
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