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## About The Pull Request There was a PR I wanted to make, but one of the features I wanted the addition to have was for an affected mob to only speak aphasic, but understand whatever languages they'd normally be able to understand. This, in turn, required refactoring language holders to separately block language speech and comprehension. This change, I decided, would be good to split into its own PR. ## Why It's Good For The Game Allows more fine-grained control over what languages an atom is blocked from speaking or understanding. This will be useful for future PRs or admin events. ## Changelog no player-facing changes
372 lines
14 KiB
Plaintext
372 lines
14 KiB
Plaintext
//Severe traumas, when your brain gets abused way too much.
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//These range from very annoying to completely debilitating.
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//They cannot be cured with chemicals, and require brain surgery to solve.
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/datum/brain_trauma/severe
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abstract_type = /datum/brain_trauma/severe
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resilience = TRAUMA_RESILIENCE_SURGERY
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/datum/brain_trauma/severe/mute
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name = "Mutism"
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desc = "Patient is completely unable to speak."
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scan_desc = "extensive damage to the brain's speech center"
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gain_text = span_warning("You forget how to speak!")
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lose_text = span_notice("You suddenly remember how to speak.")
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/datum/brain_trauma/severe/mute/on_gain()
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ADD_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT)
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. = ..()
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/datum/brain_trauma/severe/mute/on_lose()
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REMOVE_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/severe/aphasia
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name = "Aphasia"
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desc = "Patient is unable to speak or understand any language."
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scan_desc = "extensive damage to the brain's language center"
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gain_text = span_warning("You have trouble forming words in your head...")
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lose_text = span_notice("You suddenly remember how languages work.")
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/datum/brain_trauma/severe/aphasia/on_gain()
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owner.add_blocked_language(subtypesof(/datum/language) - /datum/language/aphasia, source = LANGUAGE_APHASIA)
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owner.grant_language(/datum/language/aphasia, source = LANGUAGE_APHASIA)
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. = ..()
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/datum/brain_trauma/severe/aphasia/on_lose()
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if(!QDELING(owner))
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owner.remove_blocked_language(subtypesof(/datum/language), source = LANGUAGE_APHASIA)
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owner.remove_language(/datum/language/aphasia, source = LANGUAGE_APHASIA)
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..()
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/datum/brain_trauma/severe/blindness
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name = "Cerebral Blindness"
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desc = "Patient's brain is no longer connected to its eyes."
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scan_desc = "extensive damage to the brain's occipital lobe"
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gain_text = span_warning("You can't see!")
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lose_text = span_notice("Your vision returns.")
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/datum/brain_trauma/severe/blindness/on_gain()
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owner.become_blind(TRAUMA_TRAIT)
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. = ..()
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/datum/brain_trauma/severe/blindness/on_lose()
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owner.cure_blind(TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/severe/paralysis
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name = "Paralysis"
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desc = "Patient's brain can no longer control part of its motor functions."
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scan_desc = "cerebral paralysis"
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gain_text = ""
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lose_text = ""
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var/paralysis_type
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var/list/paralysis_traits = list()
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//for descriptions
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/datum/brain_trauma/severe/paralysis/New(specific_type)
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if(specific_type)
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paralysis_type = specific_type
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if(!paralysis_type)
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paralysis_type = pick("full","left","right","arms","legs","r_arm","l_arm","r_leg","l_leg")
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var/subject
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switch(paralysis_type)
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if("full")
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subject = "your body"
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paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
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if("left")
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subject = "the left side of your body"
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paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_L_LEG)
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if("right")
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subject = "the right side of your body"
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paralysis_traits = list(TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_R_LEG)
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if("arms")
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subject = "your arms"
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paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM)
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if("legs")
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subject = "your legs"
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paralysis_traits = list(TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
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if("r_arm")
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subject = "your right arm"
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paralysis_traits = list(TRAIT_PARALYSIS_R_ARM)
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if("l_arm")
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subject = "your left arm"
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paralysis_traits = list(TRAIT_PARALYSIS_L_ARM)
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if("r_leg")
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subject = "your right leg"
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paralysis_traits = list(TRAIT_PARALYSIS_R_LEG)
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if("l_leg")
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subject = "your left leg"
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paralysis_traits = list(TRAIT_PARALYSIS_L_LEG)
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gain_text = span_warning("You can't feel [subject] anymore!")
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lose_text = span_notice("You can feel [subject] again!")
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/datum/brain_trauma/severe/paralysis/on_gain()
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. = ..()
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for(var/X in paralysis_traits)
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ADD_TRAIT(owner, X, TRAUMA_TRAIT)
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/datum/brain_trauma/severe/paralysis/on_lose()
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..()
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for(var/X in paralysis_traits)
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REMOVE_TRAIT(owner, X, TRAUMA_TRAIT)
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/datum/brain_trauma/severe/paralysis/paraplegic
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random_gain = FALSE
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paralysis_type = "legs"
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resilience = TRAUMA_RESILIENCE_ABSOLUTE
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/datum/brain_trauma/severe/paralysis/hemiplegic
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random_gain = FALSE
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resilience = TRAUMA_RESILIENCE_ABSOLUTE
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/datum/brain_trauma/severe/paralysis/hemiplegic/left
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paralysis_type = "left"
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/datum/brain_trauma/severe/paralysis/hemiplegic/right
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paralysis_type = "right"
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/datum/brain_trauma/severe/narcolepsy
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name = "Narcolepsy"
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desc = "Patient may involuntarily fall asleep during normal activities."
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scan_desc = "traumatic narcolepsy"
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gain_text = span_warning("You have a constant feeling of drowsiness...")
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lose_text = span_notice("You feel awake and aware again.")
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/// Odds seconds_per_tick the user falls asleep
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var/sleep_chance = 1
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/// Odds seconds_per_tick the user falls asleep while running
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var/sleep_chance_running = 2
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/// Odds seconds_per_tick the user falls asleep while drowsy
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var/sleep_chance_drowsy = 3
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/// Time values for how long the user will stay drowsy
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var/drowsy_time_minimum = 20 SECONDS
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var/drowsy_time_maximum = 30 SECONDS
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/// Time values for how long the user will stay asleep
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var/sleep_time_minimum = 6 SECONDS
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var/sleep_time_maximum = 6 SECONDS
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/datum/brain_trauma/severe/narcolepsy/on_life(seconds_per_tick, times_fired)
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if(owner.IsSleeping())
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return
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/// If any of these are in the user's blood, return early
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var/static/list/immunity_medicine = list(
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/datum/reagent/medicine/modafinil,
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/datum/reagent/medicine/synaptizine,
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) //don't add too many, as most stimulant reagents already have a drowsy-removing effect
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for(var/medicine in immunity_medicine)
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if(owner.reagents.has_reagent(medicine))
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return
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var/drowsy = !!owner.has_status_effect(/datum/status_effect/drowsiness)
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var/caffeinated = HAS_TRAIT(owner, TRAIT_STIMULATED)
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var/final_sleep_chance = sleep_chance
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if(owner.move_intent == MOVE_INTENT_RUN)
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final_sleep_chance += sleep_chance_running
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if(drowsy)
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final_sleep_chance += sleep_chance_drowsy //stack drowsy ontop of base or running odds with the += operator
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if(caffeinated)
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final_sleep_chance *= 0.5 //make it harder to fall asleep on caffeine
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if(!SPT_PROB(final_sleep_chance, seconds_per_tick))
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return
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//if not drowsy, don't fall asleep but make them drowsy
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if(!drowsy)
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to_chat(owner, span_warning("You feel tired..."))
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owner.adjust_drowsiness(rand(drowsy_time_minimum, drowsy_time_maximum))
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if(prob(50))
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owner.emote("yawn")
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else if(prob(33)) //rarest message is a custom emote
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owner.visible_message("rubs [owner.p_their()] eyes.", visible_message_flags = EMOTE_MESSAGE)
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//drowsy, so fall asleep. you've had your chance to remedy it
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else
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to_chat(owner, span_warning("You fall asleep."))
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owner.Sleeping(rand(sleep_time_minimum, sleep_time_maximum))
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if(prob(50) && owner.IsSleeping())
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owner.emote("snore")
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/datum/brain_trauma/severe/narcolepsy/permanent
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scan_desc = "chronic narcolepsy" //less odds to fall asleep than parent, but sleeps for longer
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sleep_chance = 0.333
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sleep_chance_running = 0.333
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sleep_chance_drowsy = 1
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sleep_time_minimum = 20 SECONDS
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sleep_time_maximum = 30 SECONDS
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/datum/brain_trauma/severe/monophobia
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name = "Monophobia"
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desc = "Patient feels sick and distressed when not around other people, leading to potentially lethal levels of stress."
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scan_desc = "monophobia"
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gain_text = span_warning("You feel really lonely...")
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lose_text = span_notice("You feel like you could be safe on your own.")
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var/stress = 0
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/datum/brain_trauma/severe/monophobia/on_gain()
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. = ..()
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owner.AddComponentFrom(REF(src), /datum/component/fearful, list(/datum/terror_handler/vomiting, /datum/terror_handler/simple_source/monophobia))
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/datum/brain_trauma/severe/monophobia/on_lose(silent)
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. = ..()
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owner.RemoveComponentSource(REF(src), /datum/component/fearful)
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/datum/brain_trauma/severe/discoordination
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name = "Discoordination"
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desc = "Patient is unable to use complex tools or machinery."
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scan_desc = "extreme discoordination"
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gain_text = span_warning("You can barely control your hands!")
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lose_text = span_notice("You feel in control of your hands again.")
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/datum/brain_trauma/severe/discoordination/on_gain()
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. = ..()
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owner.apply_status_effect(/datum/status_effect/discoordinated)
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/datum/brain_trauma/severe/discoordination/on_lose()
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owner.remove_status_effect(/datum/status_effect/discoordinated)
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return ..()
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/datum/brain_trauma/severe/pacifism
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name = "Traumatic Non-Violence"
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desc = "Patient is extremely unwilling to harm others in violent ways."
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scan_desc = "pacific syndrome"
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gain_text = span_notice("You feel oddly peaceful.")
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lose_text = span_notice("You no longer feel compelled to not harm.")
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/datum/brain_trauma/severe/pacifism/on_gain()
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ADD_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
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. = ..()
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/datum/brain_trauma/severe/pacifism/on_lose()
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REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/severe/hypnotic_stupor
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name = "Hypnotic Stupor"
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desc = "Patient is prone to episodes of extreme stupor that leaves them extremely suggestible."
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scan_desc = "oneiric feedback loop"
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gain_text = span_warning("You feel somewhat dazed.")
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lose_text = span_notice("You feel like a fog was lifted from your mind.")
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/datum/brain_trauma/severe/hypnotic_stupor/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
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..()
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owner.remove_status_effect(/datum/status_effect/trance)
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/datum/brain_trauma/severe/hypnotic_stupor/on_life(seconds_per_tick, times_fired)
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..()
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if(SPT_PROB(0.5, seconds_per_tick) && !owner.has_status_effect(/datum/status_effect/trance))
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owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
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/datum/brain_trauma/severe/hypnotic_trigger
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name = "Hypnotic Trigger"
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desc = "Patient has a trigger phrase set in their subconscious that will trigger a suggestible trance-like state."
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scan_desc = "oneiric feedback loop"
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gain_text = span_warning("You feel odd, like you just forgot something important.")
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lose_text = span_notice("You feel like a weight was lifted from your mind.")
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random_gain = FALSE
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var/trigger_phrase = "Nanotrasen"
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/datum/brain_trauma/severe/hypnotic_trigger/New(phrase)
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..()
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if(phrase)
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trigger_phrase = phrase
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/datum/brain_trauma/severe/hypnotic_trigger/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
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..()
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owner.remove_status_effect(/datum/status_effect/trance)
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/datum/brain_trauma/severe/hypnotic_trigger/handle_hearing(datum/source, list/hearing_args)
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if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER])
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return
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var/regex/reg = new("(\\b[REGEX_QUOTE(trigger_phrase)]\\b)","ig")
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if(findtext(hearing_args[HEARING_RAW_MESSAGE], reg))
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addtimer(CALLBACK(src, PROC_REF(hypnotrigger)), 1 SECONDS) //to react AFTER the chat message
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hearing_args[HEARING_RAW_MESSAGE] = reg.Replace(hearing_args[HEARING_RAW_MESSAGE], span_hypnophrase("*********"))
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/datum/brain_trauma/severe/hypnotic_trigger/proc/hypnotrigger()
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to_chat(owner, span_warning("The words trigger something deep within you, and you feel your consciousness slipping away..."))
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owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
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/datum/brain_trauma/severe/dyslexia
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name = "Dyslexia"
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desc = "Patient is unable to read or write."
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scan_desc = "dyslexia"
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gain_text = span_warning("You have trouble reading or writing...")
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lose_text = span_notice("You suddenly remember how to read and write.")
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/datum/brain_trauma/severe/dyslexia/on_gain()
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ADD_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT)
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. = ..()
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/datum/brain_trauma/severe/dyslexia/on_lose()
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REMOVE_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/severe/kleptomaniac
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name = "Kleptomania"
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desc = "Patient is prone to stealing things."
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scan_desc = "kleptomania"
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gain_text = span_warning("You feel a sudden urge to take that. Surely no one will notice.")
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lose_text = span_notice("You no longer feel the urge to take things.")
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/// Cooldown between allowing steal attempts
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COOLDOWN_DECLARE(steal_cd)
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/datum/brain_trauma/severe/kleptomaniac/on_gain()
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. = ..()
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RegisterSignal(owner, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(damage_taken))
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/datum/brain_trauma/severe/kleptomaniac/on_lose()
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. = ..()
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UnregisterSignal(owner, COMSIG_MOB_APPLY_DAMAGE)
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/datum/brain_trauma/severe/kleptomaniac/proc/damage_taken(datum/source, damage_amount, damage_type, ...)
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SIGNAL_HANDLER
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// While you're fighting someone (or dying horribly) your mind has more important things to focus on than pocketing stuff
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if(damage_amount >= 5 && (damage_type == BRUTE || damage_type == BURN || damage_type == STAMINA))
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COOLDOWN_START(src, steal_cd, 12 SECONDS)
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/datum/brain_trauma/severe/kleptomaniac/on_life(seconds_per_tick, times_fired)
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if(owner.usable_hands <= 0)
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return
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if(!SPT_PROB(5, seconds_per_tick))
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return
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if(!COOLDOWN_FINISHED(src, steal_cd))
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return
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if(!owner.has_active_hand() || !owner.get_empty_held_indexes())
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return
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// If our main hand is full, that means our offhand is empty, so try stealing with that
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var/steal_to_offhand = !!owner.get_active_held_item()
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var/curr_index = owner.active_hand_index
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var/pre_dir = owner.dir
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if(steal_to_offhand)
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owner.swap_hand(owner.get_inactive_hand_index())
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var/list/stealables = list()
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for(var/obj/item/potential_stealable in oview(1, owner))
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if(potential_stealable.w_class >= WEIGHT_CLASS_BULKY)
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continue
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if(potential_stealable.anchored || !(potential_stealable.interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP))
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continue
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stealables += potential_stealable
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for(var/obj/item/stealable as anything in shuffle(stealables))
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if(!owner.CanReach(stealable, view_only = TRUE) || stealable.IsObscured())
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continue
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// Try to do a raw click on the item with one of our empty hands, to pick it up (duh)
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owner.log_message("attempted to pick up (kleptomania)", LOG_ATTACK, color = "orange")
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owner.ClickOn(stealable)
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// No feedback message. Intentional, you may not even realize you picked up something
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break
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if(steal_to_offhand)
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owner.swap_hand(curr_index)
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owner.setDir(pre_dir)
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// Gives you a small buffer - not to avoid spam, but to make it more subtle / less predictable
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COOLDOWN_START(src, steal_cd, 8 SECONDS)
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