Files
Bubberstation/code/datums/mutations/touch.dm
Fghj240 6b2409065a Empaths is now a component instead of a trait (#93680)
## About The Pull Request

Empath has become a component instead of a trait, letting it store
variables or whatever components are good for. Also, it works slightly
differently for empath quirk users and moon heretics alike.

Additionally:
- You can only shiver when you see an evil person once. After that it
won't happen again.
- Empaths no longer get a mood debuff from seeing someone distressed. 
- Moon heretic empaths no longer get smited by evil people. 
- Moon heretic empaths aren't scared of evil people.

The component also supports empaths being able to tell if a fake dead
body is actually dead, and being able to use empath on yourself, but
those aren't enabled for the empath quirk or moon heretics. (Self-empath
would probably powercreep self aware)

## Why It's Good For The Game

While the empath quirk is incompatible with the evil quirk, the trait
wasn't. That means you could potentially become an evil empath and still
feel bad about other people feeling bad and get smited by other evil
people. Being an empath is different from having empathy, and there's
now a personality trait (compassionate) that has a very similar feature
so the mood debuff got axed and moon heretics can't get smited by
mending touch anymore.

I think being a heretic and looking into pierced realities probably
means you have the mental fortitude to not freak out when you see an
evil person. Evil people are (probably) a lot less scary than whatever
mind destroying thing is in those holes.

As for the only-getting-scared-once bit, freaking out when you see an
evil person is flavorful but annoying after it happens multiple times.
Especially if it happens after examining the same person multiple times.
2025-11-06 18:04:07 -06:00

432 lines
18 KiB
Plaintext

/datum/mutation/shock
name = "Shock Touch"
desc = "The affected can channel excess electricity through their hands without shocking themselves, allowing them to shock others. Mostly harmless! Mostly... "
quality = POSITIVE
locked = TRUE
difficulty = 16
text_gain_indication = span_notice("You feel power flow through your hands.")
text_lose_indication = span_notice("The energy in your hands subsides.")
power_path = /datum/action/cooldown/spell/touch/shock
instability = POSITIVE_INSTABILITY_MODERATE // bad stun baton
energy_coeff = 1
power_coeff = 1
/datum/mutation/shock/setup()
. = ..()
var/datum/action/cooldown/spell/touch/shock/to_modify =.
if(!istype(to_modify)) // null or invalid
return
if(GET_MUTATION_POWER(src) <= 1)
to_modify.stagger = initial(to_modify.stagger)
return
to_modify.stagger = TRUE
/datum/action/cooldown/spell/touch/shock
name = "Shock Touch"
desc = "Channel electricity to your hand to shock people with. Mostly harmless! Mostly... "
button_icon_state = "zap"
sound = 'sound/items/weapons/zapbang.ogg'
cooldown_time = 7 SECONDS
invocation_type = INVOCATION_NONE
spell_requirements = NONE
antimagic_flags = NONE
///This var decides if the spell should stagger, dictated by presence of power chromosome
var/stagger = FALSE
hand_path = /obj/item/melee/touch_attack/shock
draw_message = span_notice("You channel electricity into your hand.")
drop_message = span_notice("You let the electricity from your hand dissipate.")
/datum/action/cooldown/spell/touch/shock/cast_on_hand_hit(obj/item/melee/touch_attack/hand, atom/victim, mob/living/carbon/caster)
if(iscarbon(victim))
var/mob/living/carbon/carbon_victim = victim
if(carbon_victim.electrocute_act(5, caster, 1, SHOCK_NOGLOVES | SHOCK_NOSTUN))//doesn't stun. never let this stun
var/obj/item/bodypart/affecting = carbon_victim.get_bodypart(carbon_victim.get_random_valid_zone(caster.zone_selected))
var/armor_block = carbon_victim.run_armor_check(affecting, ENERGY)
carbon_victim.apply_damage(20, STAMINA, def_zone = affecting, blocked = armor_block)
carbon_victim.dropItemToGround(carbon_victim.get_active_held_item())
carbon_victim.dropItemToGround(carbon_victim.get_inactive_held_item())
carbon_victim.adjust_confusion(15 SECONDS)
carbon_victim.visible_message(
span_danger("[caster] electrocutes [victim]!"),
span_userdanger("[caster] electrocutes you!"),
)
if(stagger)
carbon_victim.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
return TRUE
else if(isliving(victim))
var/mob/living/living_victim = victim
if(living_victim.electrocute_act(15, caster, 1, SHOCK_NOSTUN)) //We do damage here because non-carbon mobs typically ignore stamina damage.
living_victim.visible_message(
span_danger("[caster] electrocutes [victim]!"),
span_userdanger("[caster] electrocutes you!"),
)
if(stagger)
living_victim.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
return TRUE
to_chat(caster, span_warning("The electricity doesn't seem to affect [victim]..."))
return TRUE
/obj/item/melee/touch_attack/shock
name = "\improper shock touch"
desc = "This is kind of like when you rub your feet on a shag rug so you can zap your friends, only a lot less safe."
icon = 'icons/obj/weapons/hand.dmi'
icon_state = "zapper"
inhand_icon_state = "zapper"
/datum/mutation/lay_on_hands
name = "Mending Touch"
desc = "The affected can lay their hands on other people to transfer a small amount of their injuries to themselves."
quality = POSITIVE
locked = FALSE
difficulty = 16
text_gain_indication = span_notice("Your hand feels blessed!")
text_lose_indication = span_notice("Your hand feels secular once more.")
power_path = /datum/action/cooldown/spell/touch/lay_on_hands
instability = POSITIVE_INSTABILITY_MAJOR
energy_coeff = 1
power_coeff = 1
synchronizer_coeff = 1
/datum/mutation/lay_on_hands/setup()
. = ..()
var/datum/action/cooldown/spell/touch/lay_on_hands/to_modify =.
if(!istype(to_modify)) // null or invalid
return
// Transfers more damage if strengthened. (1.5 with power chromosome)
to_modify.power_coefficient = GET_MUTATION_POWER(src)
// Halves transferred damage if synchronized. (0.5 with synchronizer chromosome)
to_modify.synchronizer_coefficient = GET_MUTATION_SYNCHRONIZER(src)
/datum/action/cooldown/spell/touch/lay_on_hands
name = "Mending Touch"
desc = "You can now lay your hands on other people to transfer a small amount of their physical injuries to yourself. \
For some reason, this power does not play nicely with the undead, or people with strange ideas about morality."
button_icon = 'icons/mob/actions/actions_genetic.dmi'
button_icon_state = "mending_touch"
sound = 'sound/effects/magic/staff_healing.ogg'
cooldown_time = 12 SECONDS
school = SCHOOL_RESTORATION
invocation_type = INVOCATION_NONE
spell_requirements = NONE
antimagic_flags = NONE
hand_path = /obj/item/melee/touch_attack/lay_on_hands
draw_message = span_notice("You ready your hand to transfer injuries to yourself.")
drop_message = span_notice("You lower your hand.")
/// Multiplies the amount healed.
var/heal_multiplier = 1
/// Multiplies the incoming pain from healing. (Halved with synchronizer chromosome)
var/pain_multiplier = 1
/// Icon used for beaming effect
var/beam_icon = "blood"
/// The mutation's power coefficient.
var/power_coefficient = 1
/// The mutation's synchronizer coefficient.
var/synchronizer_coefficient = 1
/datum/action/cooldown/spell/touch/lay_on_hands/create_hand(mob/living/carbon/cast_on)
. = ..()
if(!.)
return .
var/obj/item/bodypart/transfer_limb = cast_on.get_active_hand()
if(IS_ROBOTIC_LIMB(transfer_limb))
to_chat(cast_on, span_notice("You fail to channel your mending powers through your inorganic hand."))
return FALSE
return TRUE
/datum/action/cooldown/spell/touch/lay_on_hands/cast_on_hand_hit(obj/item/melee/touch_attack/hand, atom/victim, mob/living/carbon/mendicant)
var/mob/living/hurtguy = victim
heal_multiplier = initial(heal_multiplier) * power_coefficient
pain_multiplier = initial(pain_multiplier) * synchronizer_coefficient
// Message to show on a successful heal if the healer has a special pacifism interaction with the mutation.
var/peaceful_message = null
var/success
var/hurt_this_guy = determine_if_this_hurts_instead(mendicant, hurtguy)
if (hurt_this_guy && (HAS_TRAIT(mendicant, TRAIT_PACIFISM) || !mendicant.combat_mode)) //Returns if we're a pacifist and we'd hurt them, or we're not in combat mode and we'll hurt them
mendicant.balloon_alert(mendicant, "[hurtguy] would be hurt!")
return FALSE
if(hurt_this_guy)
return by_gods_light_i_smite_you(mendicant, hurtguy, heal_multiplier)
// Heal more, hurt a bit more.
// If you crunch the numbers it sounds crazy good,
// but I think that's a fair reward for combining the efforts of Genetics, Medbay, and Mining to reach a hidden mechanic.
if(HAS_TRAIT_FROM(mendicant, TRAIT_HIPPOCRATIC_OATH, HIPPOCRATIC_OATH_TRAIT))
heal_multiplier *= 2
pain_multiplier *= 0.5
peaceful_message = span_boldnotice("You can feel the magic of the Rod of Aesculapius aiding your efforts!")
beam_icon = "sendbeam"
var/obj/item/rod_of_asclepius/rod = locate() in mendicant.contents
if(rod)
rod.add_filter("cool_glow", 2, list("type" = "outline", "color" = COLOR_VERY_PALE_LIME_GREEN, "size" = 1.25))
addtimer(CALLBACK(rod, TYPE_PROC_REF(/datum, remove_filter), "cool_glow"), 6 SECONDS)
// If a normal pacifist, transfer more.
else if(HAS_TRAIT(mendicant, TRAIT_PACIFISM))
heal_multiplier *= 1.75
peaceful_message = span_boldnotice("Your peaceful nature helps you guide all the pain to yourself.")
if(iscarbon(hurtguy))
success = do_complicated_heal(mendicant, hurtguy, heal_multiplier, pain_multiplier)
else
success = do_simple_heal(mendicant, hurtguy, heal_multiplier, pain_multiplier)
// No healies in the end, cancel
if(!success)
return FALSE
if(peaceful_message)
to_chat(mendicant, peaceful_message)
// Both types can be ignited (technically at least), so we can just do this here.
if(hurtguy.fire_stacks > 0)
mendicant.set_fire_stacks(hurtguy.fire_stacks * pain_multiplier, remove_wet_stacks = TRUE)
if(hurtguy.on_fire)
mendicant.ignite_mob()
hurtguy.extinguish_mob()
mendicant.Beam(hurtguy, icon_state = beam_icon, time = 0.5 SECONDS)
beam_icon = initial(beam_icon)
hurtguy.update_damage_overlays()
mendicant.update_damage_overlays()
hurtguy.visible_message(span_notice("[mendicant] lays hands on [hurtguy]!"))
to_chat(hurtguy, span_boldnotice("[mendicant] lays hands on you, healing you!"))
new /obj/effect/temp_visual/heal(get_turf(hurtguy), COLOR_VERY_PALE_LIME_GREEN)
return success
/datum/action/cooldown/spell/touch/lay_on_hands/proc/do_simple_heal(mob/living/carbon/mendicant, mob/living/hurtguy, heal_multiplier, pain_multiplier)
// Did the transfer work?
. = FALSE
// Damage to heal
var/brute_to_heal = min(hurtguy.getBruteLoss(), 35 * heal_multiplier)
// no double dipping
var/burn_to_heal = min(hurtguy.getFireLoss(), (35 - brute_to_heal) * heal_multiplier)
// Get at least organic limb to transfer the damage to
var/list/mendicant_organic_limbs = list()
for(var/obj/item/bodypart/possible_limb in mendicant.bodyparts)
if(IS_ORGANIC_LIMB(possible_limb))
mendicant_organic_limbs += possible_limb
// None? Gtfo
if(!length(mendicant_organic_limbs))
mendicant.balloon_alert(mendicant, "no organic limbs!")
return .
// Try to use our active hand, otherwise pick at random
var/obj/item/bodypart/mendicant_transfer_limb = mendicant.get_active_hand()
if(!(mendicant_transfer_limb in mendicant_organic_limbs))
mendicant_transfer_limb = pick(mendicant_organic_limbs)
mendicant_transfer_limb.receive_damage(brute_to_heal * pain_multiplier, burn_to_heal * pain_multiplier, forced = TRUE, wound_bonus = CANT_WOUND)
if(brute_to_heal)
hurtguy.adjustBruteLoss(-brute_to_heal)
. = TRUE
if(burn_to_heal)
hurtguy.adjustFireLoss(-burn_to_heal)
. = TRUE
if(!.)
hurtguy.balloon_alert(mendicant, "unhurt!")
/datum/action/cooldown/spell/touch/lay_on_hands/proc/do_complicated_heal(mob/living/carbon/mendicant, mob/living/carbon/hurtguy, heal_multiplier, pain_multiplier)
// Did the transfer work?
. = FALSE
// Get the hurtguy's limbs and the mendicant's limbs to attempt a 1-1 transfer.
var/list/hurt_limbs = hurtguy.get_damaged_bodyparts(1, 1, BODYTYPE_ORGANIC) + hurtguy.get_wounded_bodyparts(BODYTYPE_ORGANIC)
var/list/mendicant_organic_limbs = list()
for(var/obj/item/bodypart/possible_limb in mendicant.bodyparts)
if(IS_ORGANIC_LIMB(possible_limb))
mendicant_organic_limbs += possible_limb
// If we have no organic available limbs just give up.
if(!length(mendicant_organic_limbs))
mendicant.balloon_alert(mendicant, "no organic limbs!")
return .
if(!length(hurt_limbs))
hurtguy.balloon_alert(mendicant, "no damaged organic limbs!")
return .
// Counter to make sure we don't take too much from separate limbs
var/total_damage_healed = 0
// Transfer damage from one limb to the mendicant's counterpart.
for(var/obj/item/bodypart/affected_limb as anything in hurt_limbs)
var/obj/item/bodypart/mendicant_transfer_limb = mendicant.get_bodypart(affected_limb.body_zone)
// If the compared limb isn't organic, skip it and pick a random one.
if(!(mendicant_transfer_limb in mendicant_organic_limbs))
mendicant_transfer_limb = pick(mendicant_organic_limbs)
// Transfer at most 35 damage, by default.
var/brute_damage = min(affected_limb.brute_dam, 35 * heal_multiplier)
// no double dipping
var/burn_damage = min(affected_limb.burn_dam, (35 * heal_multiplier) - brute_damage)
if((brute_damage || burn_damage) && total_damage_healed < (35 * heal_multiplier))
total_damage_healed += brute_damage + burn_damage
. = TRUE
var/brute_taken = brute_damage * pain_multiplier
var/burn_taken = burn_damage * pain_multiplier
// Heal!
affected_limb.heal_damage(brute_damage, burn_damage, required_bodytype = BODYTYPE_ORGANIC)
// Hurt!
mendicant_transfer_limb.receive_damage(brute_taken, burn_taken, forced = TRUE, wound_bonus = CANT_WOUND)
// Force light wounds onto you.
for(var/datum/wound/iter_wound as anything in affected_limb.wounds)
switch(iter_wound.severity)
if(WOUND_SEVERITY_SEVERE) // half and half
if(prob(50 * heal_multiplier))
continue
if(WOUND_SEVERITY_CRITICAL)
if(heal_multiplier < 1.5) // need buffs to transfer crit wounds
continue
. = TRUE
iter_wound.remove_wound()
iter_wound.apply_wound(mendicant_transfer_limb)
if(HAS_TRAIT(mendicant, TRAIT_NOBLOOD))
return .
// 10% base
var/max_blood_transfer = (BLOOD_VOLUME_NORMAL * 0.10) * heal_multiplier
// Too little blood
if(hurtguy.blood_volume < BLOOD_VOLUME_NORMAL)
var/max_blood_to_hurtguy = min(mendicant.blood_volume, BLOOD_VOLUME_NORMAL - hurtguy.blood_volume)
var/blood_to_hurtguy = min(max_blood_transfer, max_blood_to_hurtguy)
if(!blood_to_hurtguy)
return .
// We ignore incompatibility here.
if(!mendicant.transfer_blood_to(hurtguy, blood_to_hurtguy, forced = TRUE, ignore_incompatibility = TRUE))
return
to_chat(mendicant, span_notice("Your veins (and brain) feel a bit lighter."))
. = TRUE
// Because we do our own spin on it!
if(hurtguy.get_blood_compatibility(mendicant) == FALSE)
hurtguy.adjustToxLoss((blood_to_hurtguy * 0.1) * pain_multiplier) // 1 dmg per 10 blood
to_chat(hurtguy, span_notice("Your veins feel thicker, but they itch a bit."))
else
to_chat(hurtguy, span_notice("Your veins feel thicker!"))
return
if(hurtguy.blood_volume < BLOOD_VOLUME_MAXIMUM)
return
// Too MUCH blood
var/max_blood_to_mendicant = BLOOD_VOLUME_EXCESS - hurtguy.blood_volume
var/blood_to_mendicant = min(max_blood_transfer, max_blood_to_mendicant)
// mender always gonna have blood
// We ignore incompatibility here.
if(!hurtguy.transfer_blood_to(mendicant, hurtguy.blood_volume - BLOOD_VOLUME_EXCESS, forced = TRUE, ignore_incompatibility = TRUE))
return
to_chat(hurtguy, span_notice("Your veins don't feel quite so swollen anymore."))
. = TRUE
// Because we do our own spin on it!
if(mendicant.get_blood_compatibility(hurtguy) == FALSE)
mendicant.adjustToxLoss((blood_to_mendicant * 0.1) * pain_multiplier) // 1 dmg per 10 blood
to_chat(mendicant, span_notice("Your veins swell and itch!"))
else
to_chat(mendicant, span_notice("Your veins swell!"))
/datum/action/cooldown/spell/touch/lay_on_hands/proc/determine_if_this_hurts_instead(mob/living/carbon/mendicant, mob/living/hurtguy)
var/hurtguy_smiteable = SEND_SIGNAL(hurtguy, COMSIG_ON_LAY_ON_HANDS, mendicant)
if(hurtguy.mob_biotypes & MOB_UNDEAD && mendicant.mob_biotypes & MOB_UNDEAD)
return FALSE //always return false if we're both undead //undead solidarity
if(hurtguy.mob_biotypes & MOB_UNDEAD && !HAS_TRAIT(mendicant, TRAIT_EVIL)) //Is the mob undead and we're not evil? If so, hurt.
return TRUE
if(HAS_TRAIT(hurtguy, TRAIT_EVIL) && !HAS_TRAIT(mendicant, TRAIT_EVIL)) //Is the guy evil and we're not evil? If so, hurt.
return TRUE
if(hurtguy_smiteable) //Is some other property of the target (like the empath component) causing them to be smited? If so, hurt.
return TRUE
return (FALSE)
///If our target was undead or evil, we blast them with a firey beam rather than healing them. For, you know, 'holy' reasons. When did genes become so morally uptight?
/datum/action/cooldown/spell/touch/lay_on_hands/proc/by_gods_light_i_smite_you(mob/living/carbon/smiter, mob/living/motherfucker_to_hurt, smite_multiplier)
var/our_smite_multiplier = smite_multiplier
var/evil_smite = HAS_TRAIT(smiter, TRAIT_EVIL) ? TRUE : FALSE
var/divine_champion = smiter.mind?.holy_role >= HOLY_ROLE_PRIEST ? TRUE : FALSE
var/smite_text_to_target = "lays hands on you"
if(divine_champion || HAS_TRAIT(smiter, TRAIT_SPIRITUAL))
// Defaults for possible deity. You know, just in case.
var/possible_deity = evil_smite ? "Satan" : "God"
var/mob/living/carbon/human/human_smiter = smiter
// If we have a client, check their deity pref and use that instead of our chaps god if our smiter is a spiritualist
var/client/smiter_client = smiter.client
if(smiter_client && HAS_TRAIT(smiter, TRAIT_SPIRITUAL))
possible_deity = smiter_client.prefs?.read_preference(/datum/preference/name/deity)
else if (GLOB.deity)
possible_deity = GLOB.deity
if(ishuman(human_smiter))
human_smiter.force_say()
if(evil_smite)
human_smiter.say("in [possible_deity]'s dark name, I COMMAND YOU TO PERISH!!!", forced = "compelled by the power of their deity")
else
human_smiter.say("By [possible_deity]'s might, I SMITE YOU!!!", forced = "compelled by the power of their deity")
our_smite_multiplier *= divine_champion ? 5 : 1 //good luck surviving this if they're a chap
if(evil_smite)
motherfucker_to_hurt.visible_message(span_warning("[smiter] snaps [smiter.p_their()] fingers in front of [motherfucker_to_hurt]'s face, and [motherfucker_to_hurt]'s body twists violently from an unseen force!"))
motherfucker_to_hurt.apply_damage(10 * our_smite_multiplier, BRUTE, spread_damage = TRUE, wound_bonus = 5 * our_smite_multiplier)
motherfucker_to_hurt.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * our_smite_multiplier, 25 SECONDS)
smiter.emote("snap")
smite_text_to_target = "crushes you psychically with a snap of [smiter.p_their()] fingers"
else
motherfucker_to_hurt.visible_message(span_warning("[smiter] lays hands on [motherfucker_to_hurt], but it shears [motherfucker_to_hurt.p_them()] with a brilliant energy!"))
motherfucker_to_hurt.apply_damage(10 * our_smite_multiplier, BURN, spread_damage = TRUE, wound_bonus = 5 * our_smite_multiplier)
motherfucker_to_hurt.adjust_fire_stacks(3 * our_smite_multiplier)
motherfucker_to_hurt.ignite_mob()
motherfucker_to_hurt.update_damage_overlays()
to_chat(motherfucker_to_hurt, span_bolddanger("[smiter] [smite_text_to_target], hurting you!"))
motherfucker_to_hurt.emote("scream")
new /obj/effect/temp_visual/explosion(get_turf(motherfucker_to_hurt), evil_smite ? LIGHT_COLOR_BLOOD_MAGIC : LIGHT_COLOR_HOLY_MAGIC)
. = TRUE
/obj/item/melee/touch_attack/lay_on_hands
name = "mending touch"
desc = "Unlike in your favorite tabletop games, you sadly can't cast this on yourself, so you can't use that as a Scapegoat." // mayus is reference. if you get it you're cool
icon = 'icons/obj/weapons/hand.dmi'
icon_state = "greyscale"
color = COLOR_VERY_PALE_LIME_GREEN
inhand_icon_state = "greyscale"
item_flags = parent_type::item_flags & ~NEEDS_PERMIT