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Bubberstation/code/datums/brain_damage/creepy_trauma.dm
2019-02-26 09:03:36 -08:00

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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)
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
..()
//antag stuff//
antagonist.forge_objectives(obsession.mind)
antagonist.greet()
/datum/brain_trauma/special/obsessed/on_life()
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 += 20
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 -= 20 //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)
/datum/brain_trauma/special/obsessed/on_say(message)
if(!viewing)
return message
var/choked_up
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
if(mood.sanity >= SANITY_GREAT)
choked_up = social_interaction()
if(choked_up)
return ""
return message
/datum/brain_trauma/special/obsessed/on_hug(mob/living/hugger, mob/living/hugged)
if(hugged == obsession)
obsession_hug_count++
/datum/brain_trauma/special/obsessed/proc/social_interaction()
var/fail = FALSE //whether you can finish a sentence while doing it
owner.stuttering = max(3, owner.stuttering)
owner.blur_eyes(10)
switch(rand(1,4))
if(1)
shake_camera(owner, 15, 1)
owner.vomit()
fail = TRUE
if(2)
owner.emote("cough")
owner.dizziness += 10
fail = TRUE
if(3)
to_chat(owner, "<span class='userdanger'>You feel your heart lurching in your chest...</span>")
owner.Stun(20)
shake_camera(owner, 15, 1)
if(4)
to_chat(owner, "<span class='warning'>You faint.</span>")
owner.Unconscious(80)
fail = TRUE
return fail
/datum/brain_trauma/special/obsessed/proc/find_obsession()
var/chosen_victim
var/list/possible_targets = list()
var/list/viable_minds = list()
for(var/mob/Player in GLOB.player_list)//prevents crewmembers falling in love with nuke ops they never met, and other annoying hijinks
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client && Player != owner && SSjob.GetJob(Player.mind.assigned_role))
viable_minds += Player.mind
for(var/datum/mind/possible_target in viable_minds)
if(possible_target != owner && ishuman(possible_target.current))
possible_targets += possible_target.current
if(possible_targets.len > 0)
chosen_victim = pick(possible_targets)
return chosen_victim