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Bubberstation/code/datums/status_effects/neutral.dm
necromanceranne 57624ca1e2 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-19 17:49:59 +02:00

790 lines
28 KiB
Plaintext

//entirely neutral or internal status effects go here
/datum/status_effect/crusher_damage
id = "crusher_damage"
duration = STATUS_EFFECT_PERMANENT
tick_interval = STATUS_EFFECT_NO_TICK
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
/// How much damage?
var/total_damage = 0
/datum/status_effect/crusher_damage/on_apply()
RegisterSignal(owner, COMSIG_MOB_AFTER_APPLY_DAMAGE, PROC_REF(damage_taken))
return TRUE
/datum/status_effect/crusher_damage/on_remove()
UnregisterSignal(owner, COMSIG_MOB_AFTER_APPLY_DAMAGE)
/datum/status_effect/crusher_damage/proc/damage_taken(
datum/source,
damage_dealt,
damagetype,
def_zone,
blocked,
wound_bonus,
exposed_wound_bonus,
sharpness,
attack_direction,
attacking_item,
)
SIGNAL_HANDLER
if(istype(attacking_item, /obj/item/kinetic_crusher))
total_damage += damage_dealt
/datum/status_effect/syphon_mark
id = "syphon_mark"
duration = 50
status_type = STATUS_EFFECT_MULTIPLE
alert_type = null
on_remove_on_mob_delete = TRUE
var/obj/item/borg/upgrade/modkit/bounty/reward_target
/datum/status_effect/syphon_mark/on_creation(mob/living/new_owner, obj/item/borg/upgrade/modkit/bounty/new_reward_target)
. = ..()
if(.)
reward_target = new_reward_target
/datum/status_effect/syphon_mark/on_apply()
if(owner.stat == DEAD)
return FALSE
return ..()
/datum/status_effect/syphon_mark/proc/get_kill()
if(!QDELETED(reward_target))
reward_target.get_kill(owner)
/datum/status_effect/syphon_mark/tick(seconds_between_ticks)
if(owner.stat == DEAD)
get_kill()
qdel(src)
/datum/status_effect/syphon_mark/on_remove()
get_kill()
. = ..()
/atom/movable/screen/alert/status_effect/in_love
name = "In Love"
desc = "You feel so wonderfully in love!"
icon_state = "in_love"
/datum/status_effect/in_love
id = "in_love"
duration = STATUS_EFFECT_PERMANENT
status_type = STATUS_EFFECT_UNIQUE
alert_type = /atom/movable/screen/alert/status_effect/in_love
var/hearts
/datum/status_effect/in_love/on_creation(mob/living/new_owner, mob/living/date)
. = ..()
if(!.)
return
linked_alert.desc = "You're in love with [date.real_name]! How lovely."
hearts = WEAKREF(date.add_alt_appearance(
/datum/atom_hud/alternate_appearance/basic/one_person,
"in_love",
image(icon = 'icons/effects/effects.dmi', icon_state = "love_hearts", loc = date),
null,
new_owner,
))
/datum/status_effect/in_love/on_remove()
QDEL_NULL(hearts)
/datum/status_effect/throat_soothed
id = "throat_soothed"
duration = 60 SECONDS
status_type = STATUS_EFFECT_REFRESH
alert_type = null
/datum/status_effect/throat_soothed/on_apply()
. = ..()
ADD_TRAIT(owner, TRAIT_SOOTHED_THROAT, TRAIT_STATUS_EFFECT(id))
/datum/status_effect/throat_soothed/on_remove()
. = ..()
REMOVE_TRAIT(owner, TRAIT_SOOTHED_THROAT, TRAIT_STATUS_EFFECT(id))
/datum/status_effect/bounty
id = "bounty"
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
var/mob/living/rewarded
/datum/status_effect/bounty/on_creation(mob/living/new_owner, mob/living/caster)
. = ..()
if(.)
rewarded = caster
/datum/status_effect/bounty/on_apply()
to_chat(owner, span_boldnotice("You hear something behind you talking... \"You have been marked for death by [rewarded]. If you die, they will be rewarded.\""))
playsound(owner, 'sound/items/weapons/gun/shotgun/rack.ogg', 75, FALSE)
return ..()
/datum/status_effect/bounty/tick(seconds_between_ticks)
if(owner.stat == DEAD)
rewards()
qdel(src)
/datum/status_effect/bounty/proc/rewards()
if(rewarded && rewarded.mind && rewarded.stat != DEAD)
to_chat(owner, span_boldnotice("You hear something behind you talking... \"Bounty claimed.\""))
playsound(owner, 'sound/items/weapons/gun/shotgun/shot.ogg', 75, FALSE)
to_chat(rewarded, span_greentext("You feel a surge of mana flow into you!"))
for(var/datum/action/cooldown/spell/spell in rewarded.actions)
spell.reset_spell_cooldown()
var/need_mob_update = FALSE
need_mob_update += rewarded.adjustBruteLoss(-25, updating_health = FALSE)
need_mob_update += rewarded.adjustFireLoss(-25, updating_health = FALSE)
need_mob_update += rewarded.adjustToxLoss(-25, updating_health = FALSE)
need_mob_update += rewarded.adjustOxyLoss(-25, updating_health = FALSE)
if(need_mob_update)
rewarded.updatehealth()
// heldup is for the person being aimed at
/datum/status_effect/grouped/heldup
id = "heldup"
duration = STATUS_EFFECT_PERMANENT
tick_interval = STATUS_EFFECT_NO_TICK
status_type = STATUS_EFFECT_MULTIPLE
alert_type = /atom/movable/screen/alert/status_effect/heldup
/atom/movable/screen/alert/status_effect/heldup
name = "Held Up"
desc = "Making any sudden moves would probably be a bad idea!"
icon_state = "aimed"
/datum/status_effect/grouped/heldup/on_apply()
owner.apply_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
/datum/status_effect/grouped/heldup/on_remove()
owner.remove_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
// holdup is for the person aiming
/datum/status_effect/holdup
id = "holdup"
duration = STATUS_EFFECT_PERMANENT
tick_interval = STATUS_EFFECT_NO_TICK
status_type = STATUS_EFFECT_UNIQUE
alert_type = /atom/movable/screen/alert/status_effect/holdup
/atom/movable/screen/alert/status_effect/holdup
name = "Holding Up"
desc = "You're currently pointing a gun at someone. Click to cancel."
icon_state = "aimed"
clickable_glow = TRUE
/atom/movable/screen/alert/status_effect/holdup/Click(location, control, params)
. = ..()
if(!.)
return
var/datum/component/gunpoint/gunpoint = owner.GetComponent(/datum/component/gunpoint)
gunpoint?.cancel()
// this status effect is used to negotiate the high-fiving capabilities of all concerned parties
/datum/status_effect/offering
id = "offering"
duration = STATUS_EFFECT_PERMANENT
tick_interval = STATUS_EFFECT_NO_TICK
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
/// The people who were offered this item at the start
var/list/possible_takers
/// The actual item being offered
var/obj/item/offered_item
/// The type of alert given to people when offered, in case you need to override some behavior (like for high-fives)
var/give_alert_type = /atom/movable/screen/alert/give
/datum/status_effect/offering/on_creation(mob/living/new_owner, obj/item/offer, give_alert_override, mob/living/offered)
. = ..()
if(!.)
return
offered_item = offer
if(give_alert_override)
give_alert_type = give_alert_override
if(offered && is_taker_elligible(offered))
register_candidate(offered)
else
for(var/mob/living/possible_taker in orange(1, owner))
if(!is_taker_elligible(possible_taker))
continue
register_candidate(possible_taker)
if(!possible_takers) // no one around
qdel(src)
return
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(check_owner_in_range))
RegisterSignals(offered_item, list(COMSIG_QDELETING, COMSIG_ITEM_DROPPED), PROC_REF(dropped_item))
/datum/status_effect/offering/Destroy()
for(var/mob/living/removed_taker as anything in possible_takers)
remove_candidate(removed_taker)
LAZYCLEARLIST(possible_takers)
offered_item = null
return ..()
/// Hook up the specified living mob to be offered the item in question, give them the alert and signals and all
/datum/status_effect/offering/proc/register_candidate(mob/living/possible_candidate)
var/atom/movable/screen/alert/give/G = possible_candidate.throw_alert("[owner]", give_alert_type)
if(!G)
return
LAZYADD(possible_takers, possible_candidate)
RegisterSignal(possible_candidate, COMSIG_MOVABLE_MOVED, PROC_REF(check_taker_in_range))
G.setup(possible_candidate, src)
/// Remove the alert and signals for the specified living mob. Automatically removes the status effect when we lost the last taker
/datum/status_effect/offering/proc/remove_candidate(mob/living/removed_candidate)
removed_candidate.clear_alert("[owner]")
LAZYREMOVE(possible_takers, removed_candidate)
UnregisterSignal(removed_candidate, COMSIG_MOVABLE_MOVED)
if(!possible_takers && !QDELING(src))
qdel(src)
/// One of our possible takers moved, see if they left us hanging
/datum/status_effect/offering/proc/check_taker_in_range(mob/living/taker)
SIGNAL_HANDLER
if(owner.CanReach(taker) && !IS_DEAD_OR_INCAP(taker))
return
to_chat(taker, span_warning("You moved out of range of [owner]!"))
remove_candidate(taker)
/// The offerer moved, see if anyone is out of range now
/datum/status_effect/offering/proc/check_owner_in_range(mob/living/source)
SIGNAL_HANDLER
for(var/mob/living/checking_taker as anything in possible_takers)
if(!istype(checking_taker) || !owner.CanReach(checking_taker) || IS_DEAD_OR_INCAP(checking_taker))
remove_candidate(checking_taker)
/// We lost the item, give it up
/datum/status_effect/offering/proc/dropped_item(obj/item/source)
SIGNAL_HANDLER
qdel(src)
/**
* Is our taker valid as a target for the offering? Meant to be used when registering
* takers in `on_creation()`. You should override `additional_taker_check()` instead of this.
*
* Returns `TRUE` if the taker is valid as a target for the offering.
*/
/datum/status_effect/offering/proc/is_taker_elligible(mob/living/taker)
return owner.CanReach(taker) && !IS_DEAD_OR_INCAP(taker) && additional_taker_check(taker)
/**
* Additional checks added to `CanReach()` and `IS_DEAD_OR_INCAP()` in `is_taker_elligible()`.
* Should be what you override instead of `is_taker_elligible()`. By default, checks if the
* taker can hold items.
*
* Returns `TRUE` if the taker is valid as a target for the offering based on these
* additional checks.
*/
/datum/status_effect/offering/proc/additional_taker_check(mob/living/taker)
return taker.can_hold_items()
/**
* This status effect is meant only for items that you don't actually receive
* when offered, mostly useful for `/obj/item/hand_item` subtypes.
*/
/datum/status_effect/offering/no_item_received
/datum/status_effect/offering/no_item_received/additional_taker_check(mob/living/taker)
return taker.usable_hands > 0
/**
* This status effect is meant only to be used for offerings that require the target to
* be resting (like when you're trying to give them a hand to help them up).
* Also doesn't require them to have their hands free (since you're not giving them
* anything).
*/
/datum/status_effect/offering/no_item_received/needs_resting
/datum/status_effect/offering/no_item_received/needs_resting/additional_taker_check(mob/living/taker)
return taker.body_position == LYING_DOWN
/datum/status_effect/offering/no_item_received/needs_resting/on_creation(mob/living/new_owner, obj/item/offer, give_alert_override, mob/living/offered)
. = ..()
RegisterSignal(owner, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(check_owner_standing))
/datum/status_effect/offering/no_item_received/needs_resting/register_candidate(mob/living/possible_candidate)
. = ..()
RegisterSignal(possible_candidate, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(check_candidate_resting))
/datum/status_effect/offering/no_item_received/needs_resting/remove_candidate(mob/living/removed_candidate)
UnregisterSignal(removed_candidate, COMSIG_LIVING_SET_BODY_POSITION)
return ..()
/// Simple signal handler that ensures that, if the owner stops standing, the offer no longer stands either!
/datum/status_effect/offering/no_item_received/needs_resting/proc/check_owner_standing(mob/living/owner)
if(src.owner.body_position == STANDING_UP)
return
// This doesn't work anymore if the owner is no longer standing up, sorry!
qdel(src)
/// Simple signal handler that ensures that, should a candidate now be standing up, the offer won't be standing for them anymore!
/datum/status_effect/offering/no_item_received/needs_resting/proc/check_candidate_resting(mob/living/candidate)
SIGNAL_HANDLER
if(candidate.body_position == LYING_DOWN)
return
// No longer lying down? You're no longer eligible to take the offer, sorry!
remove_candidate(candidate)
/// Subtype for high fives, so we can fake out people
/datum/status_effect/offering/no_item_received/high_five
id = "offer_high_five"
/datum/status_effect/offering/no_item_received/high_five/dropped_item(obj/item/source)
// Lets us "too slow" people, instead of qdeling we just handle the ref
offered_item = null
//this effect gives the user an alert they can use to surrender quickly
/datum/status_effect/grouped/surrender
id = "surrender"
duration = STATUS_EFFECT_PERMANENT
tick_interval = STATUS_EFFECT_NO_TICK
status_type = STATUS_EFFECT_UNIQUE
alert_type = /atom/movable/screen/alert/status_effect/surrender
/atom/movable/screen/alert/status_effect/surrender
name = "Surrender"
desc = "Looks like you're in trouble now, bud. Click here to surrender. (Warning: You will be incapacitated.)"
icon_state = "surrender"
clickable_glow = TRUE
/atom/movable/screen/alert/status_effect/surrender/Click(location, control, params)
. = ..()
if(!.)
return
owner.emote("surrender")
///For when you need to make someone be prompted for surrender, but not forever
/datum/status_effect/surrender_timed
id = "surrender_timed"
duration = 30 SECONDS
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
/datum/status_effect/surrender_timed/on_apply()
owner.apply_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
/datum/status_effect/surrender_timed/on_remove()
owner.remove_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
/*
* A status effect used for preventing caltrop message spam
*
* While a mob has this status effect, they won't receive any messages about
* stepping on caltrops. But they will be stunned and damaged regardless.
*
* The status effect itself has no effect, other than to disappear after
* a second.
*/
/datum/status_effect/caltropped
id = "caltropped"
duration = 1 SECONDS
tick_interval = STATUS_EFFECT_NO_TICK
status_type = STATUS_EFFECT_REFRESH
alert_type = null
#define EIGENSTASIUM_MAX_BUFFER -251
#define EIGENSTASIUM_STABILISATION_RATE 5
#define EIGENSTASIUM_PHASE_1_END 50
#define EIGENSTASIUM_PHASE_2_END 80
#define EIGENSTASIUM_PHASE_3_START 100
#define EIGENSTASIUM_PHASE_3_END 150
/datum/status_effect/eigenstasium
id = "eigenstasium"
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
processing_speed = STATUS_EFFECT_NORMAL_PROCESS
///So we know what cycle we're in during the status
var/current_cycle = EIGENSTASIUM_MAX_BUFFER //Consider it your stability
///The addiction looper for addiction stage 3
var/phase_3_cycle = -0 //start off delayed
///Your clone from another reality
var/mob/living/carbon/alt_clone = null
///If we display the stabilised message or not
var/stable_message = FALSE
/datum/status_effect/eigenstasium/Destroy()
if(alt_clone)
UnregisterSignal(alt_clone, COMSIG_QDELETING)
QDEL_NULL(alt_clone)
return ..()
/datum/status_effect/eigenstasium/tick(seconds_between_ticks)
. = ..()
//This stuff runs every cycle
if(prob(5))
do_sparks(5, FALSE, owner)
//If we have a reagent that blocks the effects
var/block_effects = FALSE
if(owner.has_reagent(/datum/reagent/bluespace))
current_cycle = max(EIGENSTASIUM_MAX_BUFFER, (current_cycle - (EIGENSTASIUM_STABILISATION_RATE * 1.5))) //cap to -250
block_effects = TRUE
if(owner.has_reagent(/datum/reagent/stabilizing_agent))
current_cycle = max(EIGENSTASIUM_MAX_BUFFER, (current_cycle - EIGENSTASIUM_STABILISATION_RATE))
block_effects = TRUE
var/datum/reagent/eigen = owner.has_reagent(/datum/reagent/eigenstate)
if(eigen)
if(eigen.overdosed)
block_effects = FALSE
else
current_cycle = max(EIGENSTASIUM_MAX_BUFFER, (current_cycle - (EIGENSTASIUM_STABILISATION_RATE * 2)))
block_effects = TRUE
if(!QDELETED(alt_clone)) //catch any stragglers
do_sparks(5, FALSE, alt_clone)
owner.visible_message("[owner] is snapped across to a different alternative reality!")
QDEL_NULL(alt_clone)
if(block_effects)
if(!stable_message)
owner.visible_message("You feel stable...for now.")
stable_message = TRUE
return
stable_message = FALSE
//Increment cycle
current_cycle++ //needs to be done here because phase 2 can early return
//These run on specific cycles
switch(current_cycle)
if(0)
to_chat(owner, span_userdanger("You feel like you're being pulled across to somewhere else. You feel empty inside."))
//phase 1
if(1 to EIGENSTASIUM_PHASE_1_END)
owner.set_jitter_if_lower(4 SECONDS)
owner.adjust_nutrition(-4)
//phase 2
if(EIGENSTASIUM_PHASE_1_END to EIGENSTASIUM_PHASE_2_END)
if(current_cycle == 51)
to_chat(owner, span_userdanger("You start to convlse violently as you feel your consciousness merges across realities, your possessions flying wildy off your body!"))
owner.set_jitter_if_lower(400 SECONDS)
owner.Knockdown(10)
var/list/items = list()
var/max_loop
if (length(owner.get_contents()) >= 10)
max_loop = 10
else
max_loop = length(owner.get_contents())
for (var/i in 1 to max_loop)
var/obj/item/item = owner.get_contents()[i]
if ((item.item_flags & DROPDEL) || HAS_TRAIT(item, TRAIT_NODROP)) // can't teleport these kinds of items
continue
items.Add(item)
if(!LAZYLEN(items))
return ..()
var/obj/item/item = pick(items)
owner.dropItemToGround(item, TRUE)
do_sparks(5,FALSE,item)
do_teleport(item, get_turf(item), 3, no_effects=TRUE);
do_sparks(5,FALSE,item)
//phase 3 - little break to get your items
if(EIGENSTASIUM_PHASE_3_START to EIGENSTASIUM_PHASE_3_END)
//Clone function - spawns a clone then deletes it - simulates multiple copies of the player teleporting in
switch(phase_3_cycle) //Loops 0 -> 1 -> 2 -> 1 -> 2 -> 1 ...ect.
if(0)
owner.set_jitter_if_lower(200 SECONDS)
to_chat(owner, span_userdanger("Your eigenstate starts to rip apart, drawing in alternative reality versions of yourself!"))
if(1)
var/typepath = owner.type
alt_clone = new typepath(owner.loc)
alt_clone.appearance = owner.appearance
alt_clone.real_name = owner.real_name
RegisterSignal(alt_clone, COMSIG_QDELETING, PROC_REF(remove_clone_from_var))
owner.visible_message("[owner] splits into seemingly two versions of themselves!")
do_teleport(alt_clone, get_turf(alt_clone), 2, no_effects=TRUE) //teleports clone so it's hard to find the real one!
do_sparks(5,FALSE,alt_clone)
alt_clone.emote("spin")
owner.emote("spin")
var/list/say_phrases = strings(EIGENSTASIUM_FILE, "lines")
alt_clone.say(pick(say_phrases))
if(2)
phase_3_cycle = 0 //counter
phase_3_cycle++
do_teleport(owner, get_turf(owner), 2, no_effects=TRUE) //Teleports player randomly
do_sparks(5, FALSE, owner)
//phase 4
if(EIGENSTASIUM_PHASE_3_END to INFINITY)
//clean up and remove status
SSblackbox.record_feedback("tally", "chemical_reaction", 1, "Eigenstasium wild rides ridden")
do_sparks(5, FALSE, owner)
do_teleport(owner, get_turf(owner), 2, no_effects=TRUE) //teleports clone so it's hard to find the real one!
do_sparks(5, FALSE, owner)
owner.Sleeping(100)
owner.set_jitter_if_lower(100 SECONDS)
to_chat(owner, span_userdanger("You feel your eigenstate settle, as \"you\" become an alternative version of yourself!"))
owner.emote("me",1,"flashes into reality suddenly, gasping as they gaze around in a bewildered and highly confused fashion!",TRUE)
owner.log_message("has become an alternative universe version of themselves via EIGENSTASIUM.", LOG_GAME)
//new you new stuff
SSquirks.randomise_quirks(owner)
owner.reagents.remove_all(1000)
owner.mob_mood.remove_temp_moods() //New you, new moods.
var/mob/living/carbon/human/human_mob = owner
owner.add_mood_event("Eigentrip", /datum/mood_event/eigentrip)
if(QDELETED(human_mob))
return
if(prob(1))//low chance of the alternative reality returning to monkey
var/obj/item/organ/tail/monkey/monkey_tail = new ()
monkey_tail.Insert(human_mob, movement_flags = DELETE_IF_REPLACED)
var/datum/species/human_species = human_mob.dna?.species
if(human_species)
human_species.randomize_active_features(human_mob)
human_species.randomize_active_underwear(human_mob)
owner.remove_status_effect(/datum/status_effect/eigenstasium)
/datum/status_effect/eigenstasium/proc/remove_clone_from_var()
SIGNAL_HANDLER
UnregisterSignal(alt_clone, COMSIG_QDELETING)
/datum/status_effect/eigenstasium/on_remove()
if(!QDELETED(alt_clone))//catch any stragilers
do_sparks(5, FALSE, alt_clone)
owner.visible_message("One of the [owner]s suddenly phases out of reality in front of you!")
QDEL_NULL(alt_clone)
return ..()
#undef EIGENSTASIUM_MAX_BUFFER
#undef EIGENSTASIUM_STABILISATION_RATE
#undef EIGENSTASIUM_PHASE_1_END
#undef EIGENSTASIUM_PHASE_2_END
#undef EIGENSTASIUM_PHASE_3_START
#undef EIGENSTASIUM_PHASE_3_END
///Makes the mob luminescent for the duration of the effect.
/datum/status_effect/tinlux_light
id = "tinea_luxor_light"
processing_speed = STATUS_EFFECT_NORMAL_PROCESS
remove_on_fullheal = TRUE
alert_type = null
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj
/datum/status_effect/tinlux_light/on_creation(mob/living/new_owner, duration)
if(duration)
src.duration = duration
return ..()
/datum/status_effect/tinlux_light/on_apply()
mob_light_obj = owner.mob_light(2, 1.5, "#ccff33")
return TRUE
/datum/status_effect/tinlux_light/on_remove()
QDEL_NULL(mob_light_obj)
/datum/status_effect/gutted
id = "gutted"
alert_type = null
duration = STATUS_EFFECT_PERMANENT
tick_interval = STATUS_EFFECT_NO_TICK
/datum/status_effect/gutted/on_apply()
RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(stop_gutting))
return TRUE
/datum/status_effect/gutted/on_remove()
UnregisterSignal(owner, COMSIG_MOB_STATCHANGE)
/datum/status_effect/gutted/proc/stop_gutting()
SIGNAL_HANDLER
qdel(src)
/datum/status_effect/washing_regen
id = "shower_regen"
duration = STATUS_EFFECT_PERMANENT
status_type = STATUS_EFFECT_UNIQUE
alert_type = /atom/movable/screen/alert/status_effect/washing_regen
/// How much stamina we regain from washing
var/stamina_heal_per_tick = -4
/// How much brute, tox and fie damage we heal from this
var/heal_per_tick = 0
/// The main reagent used for the shower (if no reagent is at least 70% of volume then it's null)
var/datum/reagent/shower_reagent
/datum/status_effect/washing_regen/on_creation(mob/living/new_owner, shower_reagent)
if(!src.shower_reagent)
src.shower_reagent = shower_reagent
return ..()
/datum/status_effect/washing_regen/on_apply()
. = ..()
if(istype(shower_reagent, /datum/reagent/blood))
if(HAS_TRAIT(owner, TRAIT_MORBID) || HAS_TRAIT(owner, TRAIT_EVIL) || (owner.mob_biotypes & MOB_UNDEAD))
alert_type = /atom/movable/screen/alert/status_effect/washing_regen/bloody_like
else
alert_type = /atom/movable/screen/alert/status_effect/washing_regen/bloody_dislike
else if(istype(shower_reagent, /datum/reagent/water))
if(HAS_TRAIT(owner, TRAIT_WATER_HATER) && !HAS_TRAIT(owner, TRAIT_WATER_ADAPTATION))
alert_type = /atom/movable/screen/alert/status_effect/washing_regen/hater
else
alert_type = /atom/movable/screen/alert/status_effect/washing_regen
else if(!shower_reagent) // dirty shower
alert_type = /atom/movable/screen/alert/status_effect/washing_regen/dislike
/datum/status_effect/washing_regen/tick(seconds_between_ticks)
. = ..()
var/is_disgusted = FALSE
if(istype(shower_reagent, /datum/reagent/water))
var/water_adaptation = HAS_TRAIT(owner, TRAIT_WATER_ADAPTATION)
var/water_hater = HAS_TRAIT(owner, TRAIT_WATER_HATER)
var/stam_recovery = (water_hater && !water_adaptation ? -stamina_heal_per_tick : stamina_heal_per_tick) * seconds_between_ticks
var/recovery = heal_per_tick
if(water_adaptation)
recovery -= 1
stam_recovery *= 1.5
else if(water_hater)
recovery *= 0
recovery *= seconds_between_ticks
var/healed = 0
if(recovery) //very mild healing for those with the water adaptation trait (fish infusion)
healed += owner.adjustOxyLoss(recovery * (water_adaptation ? 1.5 : 1), updating_health = FALSE, required_biotype = MOB_ORGANIC)
healed += owner.adjustFireLoss(recovery, updating_health = FALSE, required_bodytype = BODYTYPE_ORGANIC)
healed += owner.adjustToxLoss(recovery, updating_health = FALSE, required_biotype = MOB_ORGANIC)
healed += owner.adjustBruteLoss(recovery, updating_health = FALSE, required_bodytype = BODYTYPE_ORGANIC)
healed += owner.adjustStaminaLoss(stam_recovery, updating_stamina = FALSE)
if(healed)
owner.updatehealth()
else if(istype(shower_reagent, /datum/reagent/blood))
var/enjoy_bloody_showers = HAS_TRAIT(owner, TRAIT_MORBID) || HAS_TRAIT(owner, TRAIT_EVIL) || (owner.mob_biotypes & MOB_UNDEAD)
is_disgusted = !enjoy_bloody_showers
else if(!shower_reagent) // dirty shower
is_disgusted = TRUE
if(is_disgusted)
owner.adjust_disgust(2)
/atom/movable/screen/alert/status_effect/washing_regen
name = "Washing"
desc = "A good wash fills me with energy!"
icon_state = "shower_regen"
/atom/movable/screen/alert/status_effect/washing_regen/hater
desc = "Waaater... Fuck this WATER!!"
icon_state = "shower_regen_catgirl"
/atom/movable/screen/alert/status_effect/washing_regen/dislike
desc = "This water feels dirty..."
icon_state = "shower_regen_dirty"
/atom/movable/screen/alert/status_effect/washing_regen/bloody_like
desc = "Mhhhmmmm... the crimson red drops of life. How delightful."
icon_state = "shower_regen_blood_happy"
/atom/movable/screen/alert/status_effect/washing_regen/bloody_dislike
desc = "Is that... blood? What the fuck!"
icon_state = "shower_regen_blood_bad"
/datum/status_effect/washing_regen/hot_spring
alert_type = /atom/movable/screen/alert/status_effect/washing_regen/hotspring
stamina_heal_per_tick = -4.5
heal_per_tick = -0.4
shower_reagent = /datum/reagent/water
/datum/status_effect/washing_regen/hot_spring/on_apply()
. = ..()
if(HAS_TRAIT(owner, TRAIT_WATER_HATER) && !HAS_TRAIT(owner, TRAIT_WATER_ADAPTATION))
alert_type = /atom/movable/screen/alert/status_effect/washing_regen/hotspring/hater
/datum/status_effect/washing_regen/hot_spring/tick(seconds_between_ticks)
. = ..()
owner.adjust_bodytemperature(10 * seconds_between_ticks, 0, T0C + 45)
/atom/movable/screen/alert/status_effect/washing_regen/hotspring
name = "Hotspring"
desc = "Hot Springs are so relaxing..."
icon_state = "hotspring_regen"
/atom/movable/screen/alert/status_effect/washing_regen/hotspring/hater
name = "Hotspring"
desc = "Waaater... FUCK THIS HOT WATER!!"
icon_state = "hotspring_regen_catgirl"
#define BEAM_ALPHA 62
///Makes the mob luminescent for the duration of the effect, and project a large spotlight overtop them.
/datum/status_effect/spotlight_light
id = "spotlight_light"
processing_speed = STATUS_EFFECT_NORMAL_PROCESS
alert_type = null
/// Color of the light
var/spotlight_color = "#e2e2ca"
/// Dummy lighting object to simulate the spotlight highlighting the mob.
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj
/// First visual overlay, this one sits on the back of the mob.
var/obj/effect/overlay/spotlight/beam_from_above_a
/// Second visual overlay, this one sits on the front of the mob.
var/obj/effect/overlay/spotlight/beam_from_above_b
/// An additional overlay to supply with the spotlight
var/image/additional_overlay
/datum/status_effect/spotlight_light/on_creation(mob/living/new_owner, duration, additional_overlay)
if(duration)
src.duration = duration
if(additional_overlay)
src.additional_overlay = additional_overlay
return ..()
/datum/status_effect/spotlight_light/on_apply()
mob_light_obj = owner.mob_light(2, 1.5, spotlight_color)
beam_from_above_a = new /obj/effect/overlay/spotlight
beam_from_above_a.color = spotlight_color
beam_from_above_a.alpha = BEAM_ALPHA
owner.vis_contents += beam_from_above_a
beam_from_above_a.layer = BELOW_MOB_LAYER
beam_from_above_b = new /obj/effect/overlay/spotlight
beam_from_above_b.color = spotlight_color
beam_from_above_b.alpha = BEAM_ALPHA
beam_from_above_b.layer = ABOVE_MOB_LAYER
beam_from_above_b.pixel_y = -2 //Slight vertical offset for an illusion of volume
owner.vis_contents += beam_from_above_b
if(additional_overlay)
owner.add_overlay(additional_overlay)
return TRUE
/datum/status_effect/spotlight_light/on_remove()
owner.vis_contents -= beam_from_above_a
owner.vis_contents -= beam_from_above_b
QDEL_NULL(beam_from_above_a)
QDEL_NULL(beam_from_above_b)
QDEL_NULL(mob_light_obj)
if(additional_overlay)
owner.cut_overlay(additional_overlay)
/datum/status_effect/spotlight_light/divine
id = "divine_spotlight"
#undef BEAM_ALPHA