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## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
497 lines
18 KiB
Plaintext
497 lines
18 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, 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), 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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/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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var/sleep_chance = 1
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var/drowsy = !!owner.has_status_effect(/datum/status_effect/drowsiness)
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if(owner.move_intent == MOVE_INTENT_RUN)
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sleep_chance += 2
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if(drowsy)
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sleep_chance += 3
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if(SPT_PROB(0.5 * sleep_chance, seconds_per_tick))
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to_chat(owner, span_warning("You fall asleep."))
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owner.Sleeping(6 SECONDS)
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else if(!drowsy && SPT_PROB(sleep_chance, seconds_per_tick))
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to_chat(owner, span_warning("You feel tired..."))
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owner.adjust_drowsiness(20 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 = ""
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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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if(check_alone())
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to_chat(owner, span_warning("You feel really lonely..."))
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else
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to_chat(owner, span_notice("You feel safe, as long as you have people around you."))
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/datum/brain_trauma/severe/monophobia/on_life(seconds_per_tick, times_fired)
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..()
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if(check_alone())
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stress = min(stress + 0.5, 100)
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if(stress > 10 && SPT_PROB(2.5, seconds_per_tick))
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stress_reaction()
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else
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stress = max(stress - (2 * seconds_per_tick), 0)
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/datum/brain_trauma/severe/monophobia/proc/check_alone()
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var/check_radius = 7
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if(owner.is_blind())
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check_radius = 1
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for(var/mob/M in oview(owner, check_radius))
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if(!isliving(M)) //ghosts ain't people
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continue
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if(istype(M, /mob/living/basic/pet) || M.ckey)
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return FALSE
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return TRUE
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/datum/brain_trauma/severe/monophobia/proc/stress_reaction()
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if(owner.stat != CONSCIOUS)
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return
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var/high_stress = (stress > 60) //things get psychosomatic from here on
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switch(rand(1, 6))
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if(1)
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if(high_stress)
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to_chat(owner, span_warning("You feel really sick at the thought of being alone!"))
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else
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to_chat(owner, span_warning("You feel sick..."))
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addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/living/carbon, vomit), high_stress), 5 SECONDS) //blood vomit if high stress
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if(2)
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if(high_stress)
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to_chat(owner, span_warning("You feel weak and scared! If only you weren't alone..."))
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owner.adjustStaminaLoss(50)
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else
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to_chat(owner, span_warning("You can't stop shaking..."))
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owner.adjust_dizzy(40 SECONDS)
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owner.adjust_confusion(20 SECONDS)
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owner.set_jitter_if_lower(40 SECONDS)
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if(3, 4)
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if(high_stress)
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to_chat(owner, span_warning("You're going mad with loneliness!"))
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owner.adjust_hallucinations(60 SECONDS)
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else
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to_chat(owner, span_warning("You feel really lonely..."))
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if(5)
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if(high_stress)
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if(prob(15) && ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.set_heartattack(TRUE)
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to_chat(H, span_userdanger("You feel a stabbing pain in your heart!"))
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else
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to_chat(owner, span_userdanger("You feel your heart lurching in your chest..."))
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owner.adjustOxyLoss(8)
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else
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to_chat(owner, span_warning("Your heart skips a beat."))
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owner.adjustOxyLoss(8)
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else
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//No effect
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return
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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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/*
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* Brain traumas that eldritch paintings apply
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* This one is for "The Sister and He Who Wept" or /obj/structure/sign/painting/eldritch
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*/
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/datum/brain_trauma/severe/weeping
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name = "The Weeping"
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desc = "Patient hallucinates everyone as a figure called He Who Wept"
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scan_desc = "H_E##%%%WEEP6%11S!!,)()"
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gain_text = span_warning("HE WEEPS AND I WILL SEE HIM ONCE MORE")
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lose_text = span_notice("You feel the tendrils of something slip from your mind.")
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random_gain = FALSE
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/// Our cooldown declare for causing hallucinations
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COOLDOWN_DECLARE(weeping_hallucinations)
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/datum/brain_trauma/severe/weeping/on_life(seconds_per_tick, times_fired)
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if(owner.stat != CONSCIOUS || owner.IsSleeping() || owner.IsUnconscious())
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return
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// If they have examined a painting recently
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if(HAS_TRAIT(owner, TRAIT_ELDRITCH_PAINTING_EXAMINE))
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return
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if(!COOLDOWN_FINISHED(src, weeping_hallucinations))
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return
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owner.cause_hallucination(/datum/hallucination/delusion/preset/heretic, "Caused by The Weeping brain trauma")
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owner.add_mood_event("eldritch_weeping", /datum/mood_event/eldritch_painting/weeping)
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COOLDOWN_START(src, weeping_hallucinations, 10 SECONDS)
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..()
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//This one is for "The First Desire" or /obj/structure/sign/painting/eldritch/desire
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/datum/brain_trauma/severe/flesh_desire
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name = "The Desire for Flesh"
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desc = "Patient appears hungrier and only wishes to eat meats."
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scan_desc = "H_(82882)G3E:__))9R"
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gain_text = span_warning("I feel a hunger, only organs and flesh will feed it...")
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lose_text = span_notice("You no longer feel the hunger for flesh...")
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random_gain = FALSE
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/// How much faster we loose hunger
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var/hunger_rate = 15
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/datum/brain_trauma/severe/flesh_desire/on_gain()
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// Allows them to eat faster, mainly for flavor
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ADD_TRAIT(owner, TRAIT_VORACIOUS, REF(src))
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ADD_TRAIT(owner, TRAIT_FLESH_DESIRE, REF(src))
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..()
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/datum/brain_trauma/severe/flesh_desire/on_life(seconds_per_tick, times_fired)
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// Causes them to need to eat at 10x the normal rate
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owner.adjust_nutrition(-hunger_rate * HUNGER_FACTOR)
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if(SPT_PROB(10, seconds_per_tick))
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to_chat(owner, span_notice("You feel a ravenous hunger for flesh..."))
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owner.overeatduration = max(owner.overeatduration - 200 SECONDS, 0)
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/datum/brain_trauma/severe/flesh_desire/on_lose()
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REMOVE_TRAIT(owner, TRAIT_VORACIOUS, REF(src))
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REMOVE_TRAIT(owner, TRAIT_FLESH_DESIRE, REF(src))
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return ..()
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// This one is for "Lady out of gates" or /obj/item/wallframe/painting/eldritch/beauty
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/datum/brain_trauma/severe/eldritch_beauty
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name = "The Pursuit of Perfection"
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desc = "Patient seems to furiously scratch at their body, the only way to make them cease is for them to remove their jumpsuit."
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scan_desc = "I_)8(P_E##R&&F(E)C__T)"
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gain_text = span_warning("I WILL RID MY FLESH FROM IMPERFECTION!! I WILL BE PERFECT WITHOUT MY SUITS!!")
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lose_text = span_notice("You feel the influence of something slip your mind, and you feel content as you are.")
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random_gain = FALSE
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/// How much damage we deal with each scratch
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var/scratch_damage = 0.5
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/datum/brain_trauma/severe/eldritch_beauty/on_life(seconds_per_tick, times_fired)
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// Jumpsuits ruin the "perfection" of the body
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if(!owner.get_item_by_slot(ITEM_SLOT_ICLOTHING))
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return
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// Scratching code
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var/obj/item/bodypart/bodypart = owner.get_bodypart(owner.get_random_valid_zone(even_weights = TRUE))
|
|
if(!(bodypart && IS_ORGANIC_LIMB(bodypart)) && bodypart.bodypart_flags & BODYPART_PSEUDOPART)
|
|
return
|
|
if(owner.incapacitated())
|
|
return
|
|
bodypart.receive_damage(scratch_damage)
|
|
if(SPT_PROB(33, seconds_per_tick))
|
|
to_chat(owner, span_notice("You scratch furiously at [bodypart] to ruin the cloth that hides the beauty!"))
|
|
|
|
// This one is for "Climb over the rusted mountain" or /obj/structure/sign/painting/eldritch/rust
|
|
/datum/brain_trauma/severe/rusting
|
|
name = "The Rusted Climb"
|
|
desc = "Patient seems to oxidise things around them at random, and seem to believe they are aiding a creature in climbing a mountin."
|
|
scan_desc = "C_)L(#_I_##M;B"
|
|
gain_text = span_warning("The rusted climb shall finish at the peak")
|
|
lose_text = span_notice("The rusted climb? What's that? An odd dream to be sure.")
|
|
random_gain = FALSE
|
|
|
|
/datum/brain_trauma/severe/rusting/on_life(seconds_per_tick, times_fired)
|
|
var/atom/tile = get_turf(owner)
|
|
// Examining a painting should stop this effect to give counterplay
|
|
if(HAS_TRAIT(owner, TRAIT_ELDRITCH_PAINTING_EXAMINE))
|
|
return
|
|
|
|
if(SPT_PROB(50, seconds_per_tick))
|
|
to_chat(owner, span_notice("You feel eldritch energies pulse from your body!"))
|
|
tile.rust_heretic_act()
|
|
|
|
/datum/brain_trauma/severe/kleptomaniac
|
|
name = "Kleptomania"
|
|
desc = "Patient is prone to stealing things."
|
|
scan_desc = "kleptomania"
|
|
gain_text = span_warning("You feel a sudden urge to take that. Surely no one will notice.")
|
|
lose_text = span_notice("You no longer feel the urge to take things.")
|
|
/// Cooldown between allowing steal attempts
|
|
COOLDOWN_DECLARE(steal_cd)
|
|
|
|
/datum/brain_trauma/severe/kleptomaniac/on_gain()
|
|
. = ..()
|
|
RegisterSignal(owner, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(damage_taken))
|
|
|
|
/datum/brain_trauma/severe/kleptomaniac/on_lose()
|
|
. = ..()
|
|
UnregisterSignal(owner, COMSIG_MOB_APPLY_DAMAGE)
|
|
|
|
/datum/brain_trauma/severe/kleptomaniac/proc/damage_taken(datum/source, damage_amount, damage_type, ...)
|
|
SIGNAL_HANDLER
|
|
// While you're fighting someone (or dying horribly) your mind has more important things to focus on than pocketing stuff
|
|
if(damage_amount >= 5 && (damage_type == BRUTE || damage_type == BURN || damage_type == STAMINA))
|
|
COOLDOWN_START(src, steal_cd, 12 SECONDS)
|
|
|
|
/datum/brain_trauma/severe/kleptomaniac/on_life(seconds_per_tick, times_fired)
|
|
if(owner.usable_hands <= 0)
|
|
return
|
|
if(!SPT_PROB(5, seconds_per_tick))
|
|
return
|
|
if(!COOLDOWN_FINISHED(src, steal_cd))
|
|
return
|
|
if(!owner.has_active_hand() || !owner.get_empty_held_indexes())
|
|
return
|
|
|
|
// If our main hand is full, that means our offhand is empty, so try stealing with that
|
|
var/steal_to_offhand = !!owner.get_active_held_item()
|
|
var/curr_index = owner.active_hand_index
|
|
var/pre_dir = owner.dir
|
|
if(steal_to_offhand)
|
|
owner.swap_hand(owner.get_inactive_hand_index())
|
|
|
|
var/list/stealables = list()
|
|
for(var/obj/item/potential_stealable in oview(1, owner))
|
|
if(potential_stealable.w_class >= WEIGHT_CLASS_BULKY)
|
|
continue
|
|
if(potential_stealable.anchored || !(potential_stealable.interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP))
|
|
continue
|
|
stealables += potential_stealable
|
|
|
|
for(var/obj/item/stealable as anything in shuffle(stealables))
|
|
if(!owner.CanReach(stealable, view_only = TRUE) || stealable.IsObscured())
|
|
continue
|
|
// Try to do a raw click on the item with one of our empty hands, to pick it up (duh)
|
|
owner.log_message("attempted to pick up (kleptomania)", LOG_ATTACK, color = "orange")
|
|
owner.ClickOn(stealable)
|
|
// No feedback message. Intentional, you may not even realize you picked up something
|
|
break
|
|
|
|
if(steal_to_offhand)
|
|
owner.swap_hand(curr_index)
|
|
owner.setDir(pre_dir)
|
|
// Gives you a small buffer - not to avoid spam, but to make it more subtle / less predictable
|
|
COOLDOWN_START(src, steal_cd, 8 SECONDS)
|