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Bubberstation/code/datums/brain_damage/severe.dm
die 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00

372 lines
14 KiB
Plaintext

//Severe traumas, when your brain gets abused way too much.
//These range from very annoying to completely debilitating.
//They cannot be cured with chemicals, and require brain surgery to solve.
/datum/brain_trauma/severe
abstract_type = /datum/brain_trauma/severe
resilience = TRAUMA_RESILIENCE_SURGERY
/datum/brain_trauma/severe/mute
name = "Mutism"
desc = "Patient is completely unable to speak."
scan_desc = "extensive damage to the brain's speech center"
gain_text = span_warning("You forget how to speak!")
lose_text = span_notice("You suddenly remember how to speak.")
/datum/brain_trauma/severe/mute/on_gain()
ADD_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT)
. = ..()
/datum/brain_trauma/severe/mute/on_lose()
REMOVE_TRAIT(owner, TRAIT_MUTE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/aphasia
name = "Aphasia"
desc = "Patient is unable to speak or understand any language."
scan_desc = "extensive damage to the brain's language center"
gain_text = span_warning("You have trouble forming words in your head...")
lose_text = span_notice("You suddenly remember how languages work.")
/datum/brain_trauma/severe/aphasia/on_gain()
owner.add_blocked_language(subtypesof(/datum/language) - /datum/language/aphasia, source = LANGUAGE_APHASIA)
owner.grant_language(/datum/language/aphasia, source = LANGUAGE_APHASIA)
. = ..()
/datum/brain_trauma/severe/aphasia/on_lose()
if(!QDELING(owner))
owner.remove_blocked_language(subtypesof(/datum/language), source = LANGUAGE_APHASIA)
owner.remove_language(/datum/language/aphasia, source = LANGUAGE_APHASIA)
..()
/datum/brain_trauma/severe/blindness
name = "Cerebral Blindness"
desc = "Patient's brain is no longer connected to its eyes."
scan_desc = "extensive damage to the brain's occipital lobe"
gain_text = span_warning("You can't see!")
lose_text = span_notice("Your vision returns.")
/datum/brain_trauma/severe/blindness/on_gain()
owner.become_blind(TRAUMA_TRAIT)
. = ..()
/datum/brain_trauma/severe/blindness/on_lose()
owner.cure_blind(TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/paralysis
name = "Paralysis"
desc = "Patient's brain can no longer control part of its motor functions."
scan_desc = "cerebral paralysis"
gain_text = ""
lose_text = ""
var/paralysis_type
var/list/paralysis_traits = list()
//for descriptions
/datum/brain_trauma/severe/paralysis/New(specific_type)
if(specific_type)
paralysis_type = specific_type
if(!paralysis_type)
paralysis_type = pick("full","left","right","arms","legs","r_arm","l_arm","r_leg","l_leg")
var/subject
switch(paralysis_type)
if("full")
subject = "your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("left")
subject = "the left side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_L_LEG)
if("right")
subject = "the right side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_R_LEG)
if("arms")
subject = "your arms"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM)
if("legs")
subject = "your legs"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("r_arm")
subject = "your right arm"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM)
if("l_arm")
subject = "your left arm"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM)
if("r_leg")
subject = "your right leg"
paralysis_traits = list(TRAIT_PARALYSIS_R_LEG)
if("l_leg")
subject = "your left leg"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG)
gain_text = span_warning("You can't feel [subject] anymore!")
lose_text = span_notice("You can feel [subject] again!")
/datum/brain_trauma/severe/paralysis/on_gain()
. = ..()
for(var/X in paralysis_traits)
ADD_TRAIT(owner, X, TRAUMA_TRAIT)
/datum/brain_trauma/severe/paralysis/on_lose()
..()
for(var/X in paralysis_traits)
REMOVE_TRAIT(owner, X, TRAUMA_TRAIT)
/datum/brain_trauma/severe/paralysis/paraplegic
random_gain = FALSE
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/hemiplegic
random_gain = FALSE
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/hemiplegic/left
paralysis_type = "left"
/datum/brain_trauma/severe/paralysis/hemiplegic/right
paralysis_type = "right"
/datum/brain_trauma/severe/narcolepsy
name = "Narcolepsy"
desc = "Patient may involuntarily fall asleep during normal activities."
scan_desc = "traumatic narcolepsy"
gain_text = span_warning("You have a constant feeling of drowsiness...")
lose_text = span_notice("You feel awake and aware again.")
/// Odds seconds_per_tick the user falls asleep
var/sleep_chance = 1
/// Odds seconds_per_tick the user falls asleep while running
var/sleep_chance_running = 2
/// Odds seconds_per_tick the user falls asleep while drowsy
var/sleep_chance_drowsy = 3
/// Time values for how long the user will stay drowsy
var/drowsy_time_minimum = 20 SECONDS
var/drowsy_time_maximum = 30 SECONDS
/// Time values for how long the user will stay asleep
var/sleep_time_minimum = 6 SECONDS
var/sleep_time_maximum = 6 SECONDS
/datum/brain_trauma/severe/narcolepsy/on_life(seconds_per_tick, times_fired)
if(owner.IsSleeping())
return
/// If any of these are in the user's blood, return early
var/static/list/immunity_medicine = list(
/datum/reagent/medicine/modafinil,
/datum/reagent/medicine/synaptizine,
) //don't add too many, as most stimulant reagents already have a drowsy-removing effect
for(var/medicine in immunity_medicine)
if(owner.reagents.has_reagent(medicine))
return
var/drowsy = !!owner.has_status_effect(/datum/status_effect/drowsiness)
var/caffeinated = HAS_TRAIT(owner, TRAIT_STIMULATED)
var/final_sleep_chance = sleep_chance
if(owner.move_intent == MOVE_INTENT_RUN)
final_sleep_chance += sleep_chance_running
if(drowsy)
final_sleep_chance += sleep_chance_drowsy //stack drowsy ontop of base or running odds with the += operator
if(caffeinated)
final_sleep_chance *= 0.5 //make it harder to fall asleep on caffeine
if(!SPT_PROB(final_sleep_chance, seconds_per_tick))
return
//if not drowsy, don't fall asleep but make them drowsy
if(!drowsy)
to_chat(owner, span_warning("You feel tired..."))
owner.adjust_drowsiness(rand(drowsy_time_minimum, drowsy_time_maximum))
if(prob(50))
owner.emote("yawn")
else if(prob(33)) //rarest message is a custom emote
owner.visible_message("rubs [owner.p_their()] eyes.", visible_message_flags = EMOTE_MESSAGE)
//drowsy, so fall asleep. you've had your chance to remedy it
else
to_chat(owner, span_warning("You fall asleep."))
owner.Sleeping(rand(sleep_time_minimum, sleep_time_maximum))
if(prob(50) && owner.IsSleeping())
owner.emote("snore")
/datum/brain_trauma/severe/narcolepsy/permanent
scan_desc = "chronic narcolepsy" //less odds to fall asleep than parent, but sleeps for longer
sleep_chance = 0.333
sleep_chance_running = 0.333
sleep_chance_drowsy = 1
sleep_time_minimum = 20 SECONDS
sleep_time_maximum = 30 SECONDS
/datum/brain_trauma/severe/monophobia
name = "Monophobia"
desc = "Patient feels sick and distressed when not around other people, leading to potentially lethal levels of stress."
scan_desc = "monophobia"
gain_text = span_warning("You feel really lonely...")
lose_text = span_notice("You feel like you could be safe on your own.")
var/stress = 0
/datum/brain_trauma/severe/monophobia/on_gain()
. = ..()
owner.AddComponentFrom(REF(src), /datum/component/fearful, list(/datum/terror_handler/vomiting, /datum/terror_handler/simple_source/monophobia))
/datum/brain_trauma/severe/monophobia/on_lose(silent)
. = ..()
owner.RemoveComponentSource(REF(src), /datum/component/fearful)
/datum/brain_trauma/severe/discoordination
name = "Discoordination"
desc = "Patient is unable to use complex tools or machinery."
scan_desc = "extreme discoordination"
gain_text = span_warning("You can barely control your hands!")
lose_text = span_notice("You feel in control of your hands again.")
/datum/brain_trauma/severe/discoordination/on_gain()
. = ..()
owner.apply_status_effect(/datum/status_effect/discoordinated)
/datum/brain_trauma/severe/discoordination/on_lose()
owner.remove_status_effect(/datum/status_effect/discoordinated)
return ..()
/datum/brain_trauma/severe/pacifism
name = "Traumatic Non-Violence"
desc = "Patient is extremely unwilling to harm others in violent ways."
scan_desc = "pacific syndrome"
gain_text = span_notice("You feel oddly peaceful.")
lose_text = span_notice("You no longer feel compelled to not harm.")
/datum/brain_trauma/severe/pacifism/on_gain()
ADD_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
. = ..()
/datum/brain_trauma/severe/pacifism/on_lose()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/hypnotic_stupor
name = "Hypnotic Stupor"
desc = "Patient is prone to episodes of extreme stupor that leaves them extremely suggestible."
scan_desc = "oneiric feedback loop"
gain_text = span_warning("You feel somewhat dazed.")
lose_text = span_notice("You feel like a fog was lifted from your mind.")
/datum/brain_trauma/severe/hypnotic_stupor/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
..()
owner.remove_status_effect(/datum/status_effect/trance)
/datum/brain_trauma/severe/hypnotic_stupor/on_life(seconds_per_tick, times_fired)
..()
if(SPT_PROB(0.5, seconds_per_tick) && !owner.has_status_effect(/datum/status_effect/trance))
owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
/datum/brain_trauma/severe/hypnotic_trigger
name = "Hypnotic Trigger"
desc = "Patient has a trigger phrase set in their subconscious that will trigger a suggestible trance-like state."
scan_desc = "oneiric feedback loop"
gain_text = span_warning("You feel odd, like you just forgot something important.")
lose_text = span_notice("You feel like a weight was lifted from your mind.")
random_gain = FALSE
var/trigger_phrase = "Nanotrasen"
/datum/brain_trauma/severe/hypnotic_trigger/New(phrase)
..()
if(phrase)
trigger_phrase = phrase
/datum/brain_trauma/severe/hypnotic_trigger/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
..()
owner.remove_status_effect(/datum/status_effect/trance)
/datum/brain_trauma/severe/hypnotic_trigger/handle_hearing(datum/source, list/hearing_args)
if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER])
return
var/regex/reg = new("(\\b[REGEX_QUOTE(trigger_phrase)]\\b)","ig")
if(findtext(hearing_args[HEARING_RAW_MESSAGE], reg))
addtimer(CALLBACK(src, PROC_REF(hypnotrigger)), 1 SECONDS) //to react AFTER the chat message
hearing_args[HEARING_RAW_MESSAGE] = reg.Replace(hearing_args[HEARING_RAW_MESSAGE], span_hypnophrase("*********"))
/datum/brain_trauma/severe/hypnotic_trigger/proc/hypnotrigger()
to_chat(owner, span_warning("The words trigger something deep within you, and you feel your consciousness slipping away..."))
owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
/datum/brain_trauma/severe/dyslexia
name = "Dyslexia"
desc = "Patient is unable to read or write."
scan_desc = "dyslexia"
gain_text = span_warning("You have trouble reading or writing...")
lose_text = span_notice("You suddenly remember how to read and write.")
/datum/brain_trauma/severe/dyslexia/on_gain()
ADD_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT)
. = ..()
/datum/brain_trauma/severe/dyslexia/on_lose()
REMOVE_TRAIT(owner, TRAIT_ILLITERATE, TRAUMA_TRAIT)
..()
/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(!stealable.IsReachableBy(owner) || 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)