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Bubberstation/code/datums/components/omen.dm
SkyratBot 26de81a8c1 [MIRROR] Removes useless status effect path defines. [MDB IGNORE] (#11143)
* Removes useless status effect path defines.

* Removes useless status effect path defines.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-30 15:56:13 +00:00

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/**
* omen.dm: For when you want someone to have a really bad day
*
* When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
* or hitting your head really hard when you slip and fall, or... well, for now those two are all I have. More will come.
*
* Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
*/
/datum/component/omen
dupe_mode = COMPONENT_DUPE_UNIQUE
/// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
var/obj/vessel
/// Whether this is a permanent omen that cannot be removed by any non-admin means.
var/permanent = FALSE
/datum/component/omen/Initialize(silent = FALSE, _vessel, _permanent = FALSE)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
vessel = _vessel
permanent = _permanent
if(!silent)
var/warning = "You get a bad feeling..."
if(permanent)
warning += " A very bad feeling... As if you are surrounded by a twisted aura of pure malevolence..."
to_chat(parent, span_warning("[warning]"))
/datum/component/omen/Destroy(force, silent)
if(!silent)
var/mob/living/person = parent
to_chat(person, span_nicegreen("You feel a horrible omen lifted off your shoulders!"))
if(vessel)
vessel.visible_message(span_warning("[vessel] burns up in a sinister flash, taking an evil energy with it..."))
vessel = null
return ..()
/datum/component/omen/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/check_accident)
RegisterSignal(parent, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/check_slip)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/check_bless)
/datum/component/omen/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_LIVING_STATUS_KNOCKDOWN, COMSIG_MOVABLE_MOVED, COMSIG_ADD_MOOD_EVENT))
/**
* check_accident() is called each step we take
*
* While we're walking around, roll to see if there's any environmental hazards (currently only vending machines) on one of the adjacent tiles we can trigger.
* We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
*/
/datum/component/omen/proc/check_accident(atom/movable/our_guy)
SIGNAL_HANDLER
if(!isliving(our_guy))
return
var/mob/living/living_guy = our_guy
if(!prob(15))
return
var/our_guy_pos = get_turf(living_guy)
for(var/turf_content in our_guy_pos)
if(istype(turf_content, /obj/machinery/door/airlock))
to_chat(living_guy, span_warning("A malevolent force launches your body to the floor..."))
var/obj/machinery/door/airlock/darth_airlock = turf_content
living_guy.apply_status_effect(/datum/status_effect/incapacitating/paralyzed, 10)
INVOKE_ASYNC(darth_airlock, /obj/machinery/door/airlock.proc/close, TRUE)
if(!permanent)
qdel(src)
return
for(var/turf/the_turf as anything in get_adjacent_open_turfs(living_guy))
if(the_turf.zPassOut(living_guy, DOWN) && living_guy.can_z_move(DOWN, the_turf, z_move_flags = ZMOVE_FALL_FLAGS))
to_chat(living_guy, span_warning("A malevolent force guides you towards the edge..."))
living_guy.throw_at(the_turf, 1, 10, force = MOVE_FORCE_EXTREMELY_STRONG)
if(!permanent)
qdel(src)
return
for(var/obj/machinery/vending/darth_vendor in the_turf)
if(darth_vendor.tiltable)
to_chat(living_guy, span_warning("A malevolent force tugs at the [darth_vendor]..."))
INVOKE_ASYNC(darth_vendor, /obj/machinery/vending.proc/tilt, living_guy)
if(!permanent)
qdel(src)
return
/// If we get knocked down, see if we have a really bad slip and bash our head hard
/datum/component/omen/proc/check_slip(mob/living/our_guy, amount)
SIGNAL_HANDLER
if(amount <= 0 || prob(50)) // 50% chance to bonk our head
return
var/obj/item/bodypart/the_head = our_guy.get_bodypart(BODY_ZONE_HEAD)
if(!the_head)
return
playsound(get_turf(our_guy), 'sound/effects/tableheadsmash.ogg', 90, TRUE)
our_guy.visible_message(span_danger("[our_guy] hits [our_guy.p_their()] head really badly falling down!"), span_userdanger("You hit your head really badly falling down!"))
the_head.receive_damage(75)
our_guy.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100)
if(!permanent)
qdel(src)
/// Hijack the mood system to see if we get the blessing mood event to cancel the omen
/datum/component/omen/proc/check_bless(mob/living/our_guy, category)
SIGNAL_HANDLER
if(permanent)
return
if(category != "blessing")
return
qdel(src)