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* Fixes scientists & the RD not being able to reach the Ballmer peak. (#72687) 🆑 ShizCalev fix: Drunk scientists & the RDs rejoice! You can now reach the Ballmer peak! admin: Fixed a bunch of liver traits not being assignable. /🆑 * Fixes scientists & the RD not being able to reach the Ballmer peak. Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
213 lines
7.4 KiB
Plaintext
213 lines
7.4 KiB
Plaintext
// Defines for the ballmer peak.
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#define BALLMER_PEAK_LOW_END 12.9
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#define BALLMER_PEAK_HIGH_END 13.8
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#define BALLMER_PEAK_WINDOWS_ME 26
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/// The threshld which determine if someone is tipsy vs drunk
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#define TIPSY_THRESHOLD 6
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/**
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* The drunk status effect.
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* Slowly decreases in drunk_value over time, causing effects based on that value.
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*/
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/datum/status_effect/inebriated
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id = "drunk"
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tick_interval = 2 SECONDS
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status_type = STATUS_EFFECT_REPLACE
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remove_on_fullheal = TRUE
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/// The level of drunkness we are currently at.
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var/drunk_value = 0
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/datum/status_effect/inebriated/on_creation(mob/living/new_owner, drunk_value = 0)
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. = ..()
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set_drunk_value(drunk_value)
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/datum/status_effect/inebriated/get_examine_text()
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// Dead people don't look drunk
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if(owner.stat == DEAD || HAS_TRAIT(owner, TRAIT_FAKEDEATH))
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return null
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// Having your face covered conceals your drunkness
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if(iscarbon(owner))
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var/mob/living/carbon/carbon_owner = owner
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if(carbon_owner.wear_mask?.flags_inv & HIDEFACE)
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return null
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if(carbon_owner.head?.flags_inv & HIDEFACE)
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return null
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// .01s are used in case the drunk value ends up to be a small decimal.
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switch(drunk_value)
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if(11 to 21)
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return span_warning("[owner.p_they(TRUE)] [owner.p_are()] slightly flushed.")
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if(21.01 to 41)
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return span_warning("[owner.p_they(TRUE)] [owner.p_are()] flushed.")
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if(41.01 to 51)
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return span_warning("[owner.p_they(TRUE)] [owner.p_are()] quite flushed and [owner.p_their()] breath smells of alcohol.")
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if(51.01 to 61)
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return span_warning("[owner.p_they(TRUE)] [owner.p_are()] very flushed and [owner.p_their()] movements jerky, with breath reeking of alcohol.")
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if(61.01 to 91)
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return span_warning("[owner.p_they(TRUE)] look[owner.p_s()] like a drunken mess.")
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if(91.01 to INFINITY)
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return span_warning("[owner.p_they(TRUE)] [owner.p_are()] a shitfaced, slobbering wreck.")
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return null
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/// Sets the drunk value to set_to, deleting if the value drops to 0 or lower
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/datum/status_effect/inebriated/proc/set_drunk_value(set_to)
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if(!isnum(set_to))
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CRASH("[type] - invalid value passed to set_drunk_value. (Got: [set_to])")
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drunk_value = set_to
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if(drunk_value <= 0)
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qdel(src)
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/datum/status_effect/inebriated/tick()
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// Drunk value does not decrease while dead or in stasis
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if(owner.stat == DEAD || IS_IN_STASIS(owner))
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return
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// Every tick, the drunk value decrases by
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// 4% the current drunk_value + 0.01
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// (until it reaches 0 and terminates)
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set_drunk_value(drunk_value - (0.01 + drunk_value * 0.04))
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if(QDELETED(src))
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return
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on_tick_effects()
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/// Side effects done by this level of drunkness on tick.
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/datum/status_effect/inebriated/proc/on_tick_effects()
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return
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/**
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* Stage 1 of drunk, applied at drunk values between 0 and 6.
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* Basically is the "drunk but no side effects" stage.
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*/
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/datum/status_effect/inebriated/tipsy
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alert_type = null
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/datum/status_effect/inebriated/tipsy/set_drunk_value(set_to)
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. = ..()
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if(QDELETED(src))
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return
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// Become fully drunk at over than 6 drunk value
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if(drunk_value >= TIPSY_THRESHOLD)
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owner.apply_status_effect(/datum/status_effect/inebriated/drunk, drunk_value)
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/**
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* Stage 2 of being drunk, applied at drunk values between 6 and onward.
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* Has all the main side effects of being drunk, scaling up as they get more drunk.
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*/
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/datum/status_effect/inebriated/drunk
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alert_type = /atom/movable/screen/alert/status_effect/drunk
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/datum/status_effect/inebriated/drunk/on_apply()
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. = ..()
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owner.sound_environment_override = SOUND_ENVIRONMENT_PSYCHOTIC
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owner.add_mood_event(id, /datum/mood_event/drunk)
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/datum/status_effect/inebriated/drunk/on_remove()
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clear_effects()
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return ..()
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// Going from "drunk" to "tipsy" should remove effects like on_remove
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/datum/status_effect/inebriated/drunk/be_replaced()
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clear_effects()
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return ..()
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/// Clears any side effects we set due to being drunk.
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/datum/status_effect/inebriated/drunk/proc/clear_effects()
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owner.clear_mood_event(id)
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if(owner.sound_environment_override == SOUND_ENVIRONMENT_PSYCHOTIC)
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owner.sound_environment_override = SOUND_ENVIRONMENT_NONE
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/datum/status_effect/inebriated/drunk/set_drunk_value(set_to)
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. = ..()
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if(QDELETED(src))
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return
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// Return to "tipsyness" when we're below 6.
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if(drunk_value < TIPSY_THRESHOLD)
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owner.apply_status_effect(/datum/status_effect/inebriated/tipsy, drunk_value)
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/datum/status_effect/inebriated/drunk/on_tick_effects()
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// Handle the Ballmer Peak.
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// If our owner is a scientist (has the trait "TRAIT_BALLMER_SCIENTIST"), there's a 5% chance
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// that they'll say one of the special "ballmer message" lines, depending their drunk-ness level.
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var/obj/item/organ/internal/liver/liver_organ = owner.getorganslot(ORGAN_SLOT_LIVER)
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if(liver_organ && HAS_TRAIT(liver_organ, TRAIT_BALLMER_SCIENTIST) && prob(5))
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if(drunk_value >= BALLMER_PEAK_LOW_END && drunk_value <= BALLMER_PEAK_HIGH_END)
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owner.say(pick_list_replacements(VISTA_FILE, "ballmer_good_msg"), forced = "ballmer")
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if(drunk_value > BALLMER_PEAK_WINDOWS_ME) // by this point you're into windows ME territory
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owner.say(pick_list_replacements(VISTA_FILE, "ballmer_windows_me_msg"), forced = "ballmer")
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// There's always a 30% chance to gain some drunken slurring
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if(prob(30))
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owner.adjust_slurring(4 SECONDS)
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// And drunk people will always lose jitteriness
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owner.adjust_jitter(-6 SECONDS)
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// Over 11, we will constantly gain slurring up to 10 seconds of slurring.
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if(drunk_value >= 11)
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owner.adjust_slurring_up_to(2.4 SECONDS, 10 SECONDS)
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// Over 41, we have a 30% chance to gain confusion, and we will always have 20 seconds of dizziness.
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if(drunk_value >= 41)
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if(prob(30))
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owner.adjust_confusion(2 SECONDS)
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owner.set_dizzy_if_lower(20 SECONDS)
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// Over 51, we have a 3% chance to gain a lot of confusion and vomit, and we will always have 50 seconds of dizziness
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if(drunk_value >= 51)
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owner.set_dizzy_if_lower(50 SECONDS)
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if(prob(3))
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owner.adjust_confusion(15 SECONDS)
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if(iscarbon(owner))
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var/mob/living/carbon/carbon_owner = owner
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carbon_owner.vomit() // Vomiting clears toxloss - consider this a blessing
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// Over 71, we will constantly have blurry eyes
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if(drunk_value >= 71)
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owner.set_eye_blur_if_lower((drunk_value * 2 SECONDS) - 140 SECONDS)
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// Over 81, we will gain constant toxloss
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if(drunk_value >= 81)
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owner.adjustToxLoss(1)
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if(owner.stat == CONSCIOUS && prob(5))
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to_chat(owner, span_warning("Maybe you should lie down for a bit..."))
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// Over 91, we gain even more toxloss, brain damage, and have a chance of dropping into a long sleep
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if(drunk_value >= 91)
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owner.adjustToxLoss(1)
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owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.4)
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if(owner.stat == CONSCIOUS && prob(20))
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// Don't put us in a deep sleep if the shuttle's here. QoL, mainly.
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if(SSshuttle.emergency.mode == SHUTTLE_DOCKED && is_station_level(owner.z))
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to_chat(owner, span_warning("You're so tired... but you can't miss that shuttle..."))
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else
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to_chat(owner, span_warning("Just a quick nap..."))
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owner.Sleeping(90 SECONDS)
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// And finally, over 100 - let's be honest, you shouldn't be alive by now.
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if(drunk_value >= 101)
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owner.adjustToxLoss(2)
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/// Status effect for being fully drunk (not tipsy).
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/atom/movable/screen/alert/status_effect/drunk
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name = "Drunk"
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desc = "All that alcohol you've been drinking is impairing your speech, \
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motor skills, and mental cognition. Make sure to act like it."
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icon_state = "drunk"
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#undef BALLMER_PEAK_LOW_END
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#undef BALLMER_PEAK_HIGH_END
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#undef BALLMER_PEAK_WINDOWS_ME
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#undef TIPSY_THRESHOLD
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