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Bubberstation/code/datums/brain_damage/creepy_trauma.dm
Useroth 4d07f3a620 Missed mirror (#13460)
* Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts).  (#66340)

* Refactors dizziness into a status effect

* Refactors the dizziness setter to use the new kind

* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait

* Dizzy was a setter, not an adjuster

* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this

* Removed

* repaths, fixes some issues

* Minor fixes

* Some erroneous changes

* Fixes some dizziness errors

* Consistency thing

* Warning

* Undoes this change, I dont like its implementation

* max_duration

* Max amount

* Should be a negative

* max duration

* drunk doesn't tick on death

* Rework dizziness strength

* Erroneous dizzy change

* Fixes return type

* this should do it?

* well, one more

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-09 15:05:42 +01:00

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/datum/brain_trauma/special/obsessed
name = "Psychotic Schizophrenia"
desc = "Patient has a subtype of delusional disorder, becoming irrationally attached to someone."
scan_desc = "psychotic schizophrenic delusions"
gain_text = "If you see this message, make a github issue report. The trauma initialized wrong."
lose_text = "<span class='warning'>The voices in your head fall silent.</span>"
can_gain = TRUE
random_gain = FALSE
resilience = TRAUMA_RESILIENCE_SURGERY
var/mob/living/obsession
var/datum/objective/spendtime/attachedobsessedobj
var/datum/antagonist/obsessed/antagonist
var/viewing = FALSE //it's a lot better to store if the owner is watching the obsession than checking it twice between two procs
var/total_time_creeping = 0 //just for roundend fun
var/time_spent_away = 0
var/obsession_hug_count = 0
/datum/brain_trauma/special/obsessed/on_gain()
//setup, linking, etc//
if(!obsession)//admins didn't set one
obsession = find_obsession()
if(!obsession)//we didn't find one
lose_text = ""
qdel(src)
return
gain_text = "<span class='warning'>You hear a sickening, raspy voice in your head. It wants one small task of you...</span>"
owner.mind.add_antag_datum(/datum/antagonist/obsessed)
antagonist = owner.mind.has_antag_datum(/datum/antagonist/obsessed)
antagonist.trauma = src
RegisterSignal(obsession, COMSIG_MOB_EYECONTACT, .proc/stare)
..()
//antag stuff//
antagonist.forge_objectives(obsession.mind)
antagonist.greet()
RegisterSignal(owner, COMSIG_CARBON_HUG, .proc/on_hug)
/datum/brain_trauma/special/obsessed/on_life(delta_time, times_fired)
if(!obsession || obsession.stat == DEAD)
viewing = FALSE//important, makes sure you no longer stutter when happy if you murdered them while viewing
return
if(get_dist(get_turf(owner), get_turf(obsession)) > 7)
viewing = FALSE //they are further than our viewrange they are not viewing us
out_of_view()
return//so we're not searching everything in view every tick
if(obsession in view(7, owner))
viewing = TRUE
else
viewing = FALSE
if(viewing)
SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/creeping, obsession.name)
total_time_creeping += delta_time SECONDS
time_spent_away = 0
if(attachedobsessedobj)//if an objective needs to tick down, we can do that since traumas coexist with the antagonist datum
attachedobsessedobj.timer -= delta_time SECONDS //mob subsystem ticks every 2 seconds(?), remove 20 deciseconds from the timer. sure, that makes sense.
else
out_of_view()
/datum/brain_trauma/special/obsessed/proc/out_of_view()
time_spent_away += 20
if(time_spent_away > 1800) //3 minutes
SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreepingsevere, obsession.name)
else
SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreeping, obsession.name)
/datum/brain_trauma/special/obsessed/on_lose()
..()
owner.mind.remove_antag_datum(/datum/antagonist/obsessed)
if(obsession)
UnregisterSignal(obsession, COMSIG_MOB_EYECONTACT)
/datum/brain_trauma/special/obsessed/handle_speech(datum/source, list/speech_args)
if(!viewing)
return
if(prob(25)) // 25% chances to be nervous and stutter.
if(prob(50)) // 12.5% chance (previous check taken into account) of doing something suspicious.
addtimer(CALLBACK(src, .proc/on_failed_social_interaction), rand(1, 3) SECONDS)
else if(!owner.has_status_effect(/datum/status_effect/speech/stutter))
to_chat(owner, span_warning("Being near [obsession] makes you nervous and you begin to stutter..."))
owner.set_timed_status_effect(6 SECONDS, /datum/status_effect/speech/stutter, only_if_higher = TRUE)
/datum/brain_trauma/special/obsessed/proc/on_hug(datum/source, mob/living/hugger, mob/living/hugged)
SIGNAL_HANDLER
if(hugged != obsession)
return
obsession_hug_count++
/datum/brain_trauma/special/obsessed/proc/on_failed_social_interaction()
if(QDELETED(owner) || owner.stat >= UNCONSCIOUS)
return
switch(rand(1, 100))
if(1 to 40)
INVOKE_ASYNC(owner, /mob.proc/emote, pick("blink", "blink_r"))
owner.blur_eyes(10)
to_chat(owner, span_userdanger("You sweat profusely and have a hard time focusing..."))
if(41 to 80)
INVOKE_ASYNC(owner, /mob.proc/emote, "pale")
shake_camera(owner, 15, 1)
owner.adjustStaminaLoss(70)
to_chat(owner, span_userdanger("You feel your heart lurching in your chest..."))
if(81 to 100)
INVOKE_ASYNC(owner, /mob.proc/emote, "cough")
owner.adjust_timed_status_effect(20 SECONDS, /datum/status_effect/dizziness)
owner.adjust_disgust(5)
to_chat(owner, span_userdanger("You gag and swallow a bit of bile..."))
// if the creep examines first, then the obsession examines them, have a 50% chance to possibly blow their cover. wearing a mask avoids this risk
/datum/brain_trauma/special/obsessed/proc/stare(datum/source, mob/living/examining_mob, triggering_examiner)
SIGNAL_HANDLER
if(examining_mob != owner || !triggering_examiner || prob(50))
return
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, obsession, span_warning("You catch [examining_mob] staring at you..."), 3))
return COMSIG_BLOCK_EYECONTACT
/datum/brain_trauma/special/obsessed/proc/find_obsession()
var/list/viable_minds = list() //The first list, which excludes hijinks
var/list/possible_targets = list() //The second list, which filters out silicons and simplemobs
var/static/list/trait_obsessions = list(
JOB_MIME = TRAIT_MIME_FAN,
JOB_CLOWN = TRAIT_CLOWN_ENJOYER,
JOB_CHAPLAIN = TRAIT_SPIRITUAL,
) // Jobs and their corresponding quirks
var/list/special_pool = list() //The special list, for quirk-based
var/chosen_victim //The obsession target
for(var/mob/player as anything in GLOB.player_list)//prevents crewmembers falling in love with nuke ops they never met, and other annoying hijinks
if(!player.client || !player.mind || isnewplayer(player) || player.stat == DEAD || isbrain(player) || player == owner)
continue
if(!(player.mind.assigned_role.job_flags & JOB_CREW_MEMBER))
continue
// SKYRAT EDIT ADDITION START - Players in the interlink can't be obsession targets
if(SSticker.IsRoundInProgress() && istype(get_area(player), /area/centcom/interlink))
continue
// SKYRAT EDIT END
viable_minds += player.mind
for(var/datum/mind/possible_target as anything in viable_minds)
if(possible_target != owner && ishuman(possible_target.current))
var/job = possible_target.assigned_role.title
if (trait_obsessions[job] != null && HAS_TRAIT(owner, trait_obsessions[job]))
special_pool += possible_target.current
possible_targets += possible_target.current
//Do we have any special target?
if(length(special_pool))
chosen_victim = pick(special_pool)
return chosen_victim
//If not, pick any other ordinary target
if(possible_targets.len > 0)
chosen_victim = pick(possible_targets)
return chosen_victim