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Bubberstation/code/datums/components/dejavu.dm
SkyratBot 946f4c55d7 [MIRROR] Wizard's Deja Vu tweaks (#29359)
* Wizard's Deja Vu tweaks (#85742)

## About The Pull Request
Deja Vu perk now blacklists all centcom areas, not just the ship itself.
It also now teleports you to where you were before the teleport, instead
of teleporting you to the same spot every time.

Closes #85737

## Why It's Good For The Game

In its current implementation it makes you borderline immortal as it
stores your health, but also makes it impossible to escape the station
as you will be teleported to where you first arrived on the station,
stealing your greentext. This way its gives the player a more balanced,
but riskier experience

## Changelog
🆑
balance: Deja Vu perk now teleports you to where you were before the
last teleport, instead of where you arrived on the station
fix: Deja Vu can no longer be used to return to the wizard ship
/🆑

* Wizard's Deja Vu tweaks

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-08-15 17:47:26 +07:00

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/**
* A component to reset the parent to its previous state after some time passes
*/
/datum/component/dejavu
dupe_mode = COMPONENT_DUPE_ALLOWED
///message sent when dejavu rewinds
var/rewind_message = "You remember a time not so long ago..."
///message sent when dejavu is out of rewinds
var/no_rewinds_message = "But the memory falls out of your reach."
/// The turf the parent was on when this components was applied, they get moved back here after the duration
var/turf/starting_turf
/// Determined by the type of the parent so different behaviours can happen per type
var/rewind_type
/// How many rewinds will happen before the effect ends
var/rewinds_remaining
/// How long to wait between each rewind
var/rewind_interval
/// Do we add a new component before teleporting the target to they teleport to the place where *we* teleported them from?
var/repeating_component
/// The starting value of toxin loss at the beginning of the effect
var/tox_loss = 0
/// The starting value of oxygen loss at the beginning of the effect
var/oxy_loss = 0
/// The starting value of stamina loss at the beginning of the effect
var/stamina_loss = 0
/// The starting value of brain loss at the beginning of the effect
var/brain_loss = 0
/// The starting value of brute loss at the beginning of the effect
/// This only applies to simple animals
var/brute_loss
/// The starting value of integrity at the beginning of the effect
/// This only applies to objects
var/integrity
/// A list of body parts saved at the beginning of the effect
var/list/datum/saved_bodypart/saved_bodyparts
/datum/component/dejavu/Initialize(rewinds = 1, interval = 10 SECONDS, add_component = FALSE)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
starting_turf = get_turf(parent)
rewinds_remaining = rewinds
rewind_interval = interval
repeating_component = add_component
if(isliving(parent))
var/mob/living/L = parent
tox_loss = L.getToxLoss()
oxy_loss = L.getOxyLoss()
stamina_loss = L.getStaminaLoss()
brain_loss = L.get_organ_loss(ORGAN_SLOT_BRAIN)
rewind_type = PROC_REF(rewind_living)
if(iscarbon(parent))
var/mob/living/carbon/C = parent
saved_bodyparts = C.save_bodyparts()
rewind_type = PROC_REF(rewind_carbon)
else if(isanimal_or_basicmob(parent))
var/mob/living/animal = parent
brute_loss = animal.bruteloss
rewind_type = PROC_REF(rewind_animal)
else if(isobj(parent))
var/obj/O = parent
integrity = O.get_integrity()
rewind_type = PROC_REF(rewind_obj)
addtimer(CALLBACK(src, rewind_type), rewind_interval)
/datum/component/dejavu/Destroy()
starting_turf = null
saved_bodyparts = null
return ..()
/datum/component/dejavu/proc/rewind()
to_chat(parent, span_notice(rewind_message))
//comes after healing so new limbs comically drop to the floor
if(starting_turf)
var/area/destination_area = starting_turf.loc
if(destination_area.area_flags & NOTELEPORT)
to_chat(parent, span_warning("For some reason, your head aches and fills with mental fog when you try to think of where you were... It feels like you're now going against some dull, unstoppable universal force."))
else
var/atom/movable/master = parent
master.forceMove(starting_turf)
rewinds_remaining --
if(rewinds_remaining || rewinds_remaining < 0)
addtimer(CALLBACK(src, rewind_type), rewind_interval)
else
to_chat(parent, span_notice(no_rewinds_message))
qdel(src)
/datum/component/dejavu/proc/rewind_living()
if (rewinds_remaining == 1 && repeating_component && !iscarbon(parent) && !isanimal_or_basicmob(parent))
parent.AddComponent(type, 1, rewind_interval, TRUE)
var/mob/living/master = parent
master.setToxLoss(tox_loss)
master.setOxyLoss(oxy_loss)
master.setStaminaLoss(stamina_loss)
master.setOrganLoss(ORGAN_SLOT_BRAIN, brain_loss)
rewind()
/datum/component/dejavu/proc/rewind_carbon()
if (rewinds_remaining == 1 && repeating_component)
parent.AddComponent(type, 1, rewind_interval, TRUE)
if(saved_bodyparts)
var/mob/living/carbon/master = parent
master.apply_saved_bodyparts(saved_bodyparts)
rewind_living()
/datum/component/dejavu/proc/rewind_animal()
if (rewinds_remaining == 1 && repeating_component)
parent.AddComponent(type, 1, rewind_interval, TRUE)
var/mob/living/master = parent
master.bruteloss = brute_loss
master.updatehealth()
rewind_living()
/datum/component/dejavu/proc/rewind_obj()
if (rewinds_remaining == 1 && repeating_component)
parent.AddComponent(type, 1, rewind_interval, TRUE)
var/obj/master = parent
master.update_integrity(integrity)
rewind()
///differently themed dejavu for modsuits.
/datum/component/dejavu/timeline
rewind_message = "Your suit rewinds, pulling you through spacetime!"
no_rewinds_message = "\"Rewind complete. You have arrived at: 10 seconds ago.\""
/datum/component/dejavu/timeline/rewind()
playsound(get_turf(parent), 'sound/items/modsuit/rewinder.ogg')
. = ..()
/datum/component/dejavu/wizard
rewind_message = "Your temporal ward activated, pulling you through spacetime!"
/datum/component/dejavu/wizard/rewind()
playsound(get_turf(parent), 'sound/items/modsuit/rewinder.ogg')
. = ..()