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Bubberstation/code/datums/status_effects/buffs.dm
John Willard 32afa856db Makes cult leader handling work off of the Cult datum (#76556)
## About The Pull Request

Removes Cult master's datum, it's not handled by the Cultist itself,
using a helper to promote/demote people to leader.
In practice, the only way someone would be demoted is through Admins, so
this adds support for Admins to intervene in this Cult stuff if
necessary.

Moves cult objectives and cult team to their own files

Removes the cult master's status effect that constantly processes to
send a deathrattle, and instead moves it to a signal hooked to stat
change.

Also moves some things from ``get_antag_minds`` to checking the team,
which doesn't change anything in-game but it does help add the currently
non-functional support for several cult teams. Iunno.


https://github.com/tgstation/tgstation/assets/53777086/573a4f13-35e1-4f34-9952-62fed10b49c9

## Why It's Good For The Game

Having the cult leader be its own datum has actually been handled like
shit. To promote someone to cult leader, we currently make their current
cult datum silent, then remove it, and finally add the cult leader
datum. This means they lose their spells unless manually given back
post-promotion, which sucks (and also, no one has done yet, meaning they
just lose all their spells).
It also means there's a lot more snowflake things, did you know there's
a var to bypass converting mindshielded people? That's so cult masters
can be promoted by Cultists who were mindshielded, and they have to be
"ownable", that var is to bypass the check for mindshield to "convert"
them to leader cultist.

## Changelog

🆑
fix: Cultists promoted to Leader no longer lose their spells (rip
whoever tried saving up blood rites)
admin: Admins can now force promote/demote people from Cult Leader if
necessary.
/🆑
2023-07-07 06:27:31 -04:00

457 lines
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//Largely beneficial effects go here, even if they have drawbacks.
/datum/status_effect/his_grace
id = "his_grace"
duration = -1
tick_interval = 4
alert_type = /atom/movable/screen/alert/status_effect/his_grace
var/bloodlust = 0
/atom/movable/screen/alert/status_effect/his_grace
name = "His Grace"
desc = "His Grace hungers, and you must feed Him."
icon_state = "his_grace"
alerttooltipstyle = "hisgrace"
/atom/movable/screen/alert/status_effect/his_grace/MouseEntered(location,control,params)
desc = initial(desc)
var/datum/status_effect/his_grace/HG = attached_effect
desc += "<br><font size=3><b>Current Bloodthirst: [HG.bloodlust]</b></font>\
<br>Becomes undroppable at <b>[HIS_GRACE_FAMISHED]</b>\
<br>Will consume you at <b>[HIS_GRACE_CONSUME_OWNER]</b>"
return ..()
/datum/status_effect/his_grace/on_apply()
owner.add_stun_absorption(
source = id,
priority = 3,
self_message = span_boldwarning("His Grace protects you from the stun!"),
)
return ..()
/datum/status_effect/his_grace/on_remove()
owner.remove_stun_absorption(id)
/datum/status_effect/his_grace/tick()
bloodlust = 0
var/graces = 0
for(var/obj/item/his_grace/HG in owner.held_items)
if(HG.bloodthirst > bloodlust)
bloodlust = HG.bloodthirst
if(HG.awakened)
graces++
if(!graces)
owner.apply_status_effect(/datum/status_effect/his_wrath)
qdel(src)
return
var/grace_heal = bloodlust * 0.05
owner.adjustBruteLoss(-grace_heal)
owner.adjustFireLoss(-grace_heal)
owner.adjustToxLoss(-grace_heal, TRUE, TRUE)
owner.adjustOxyLoss(-(grace_heal * 2))
owner.adjustCloneLoss(-grace_heal)
/datum/status_effect/wish_granters_gift //Fully revives after ten seconds.
id = "wish_granters_gift"
duration = 50
alert_type = /atom/movable/screen/alert/status_effect/wish_granters_gift
/datum/status_effect/wish_granters_gift/on_apply()
to_chat(owner, span_notice("Death is not your end! The Wish Granter's energy suffuses you, and you begin to rise..."))
return ..()
/datum/status_effect/wish_granters_gift/on_remove()
owner.revive(ADMIN_HEAL_ALL)
owner.visible_message(span_warning("[owner] appears to wake from the dead, having healed all wounds!"), span_notice("You have regenerated."))
/atom/movable/screen/alert/status_effect/wish_granters_gift
name = "Wish Granter's Immortality"
desc = "You are being resurrected!"
icon_state = "wish_granter"
/datum/status_effect/blooddrunk
id = "blooddrunk"
duration = 10
tick_interval = 0
alert_type = /atom/movable/screen/alert/status_effect/blooddrunk
/atom/movable/screen/alert/status_effect/blooddrunk
name = "Blood-Drunk"
desc = "You are drunk on blood! Your pulse thunders in your ears! Nothing can harm you!" //not true, and the item description mentions its actual effect
icon_state = "blooddrunk"
/datum/status_effect/blooddrunk/on_apply()
ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, BLOODDRUNK_TRAIT)
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.brute_mod *= 0.1
human_owner.physiology.burn_mod *= 0.1
human_owner.physiology.tox_mod *= 0.1
human_owner.physiology.oxy_mod *= 0.1
human_owner.physiology.clone_mod *= 0.1
human_owner.physiology.stamina_mod *= 0.1
owner.add_stun_absorption(source = id, priority = 4)
owner.playsound_local(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, 1, use_reverb = FALSE)
return TRUE
/datum/status_effect/blooddrunk/on_remove()
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.brute_mod *= 10
human_owner.physiology.burn_mod *= 10
human_owner.physiology.tox_mod *= 10
human_owner.physiology.oxy_mod *= 10
human_owner.physiology.clone_mod *= 10
human_owner.physiology.stamina_mod *= 10
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, BLOODDRUNK_TRAIT)
owner.remove_stun_absorption(id)
//Used by changelings to rapidly heal
//Heals 10 brute and oxygen damage every second, and 5 fire
//Being on fire will suppress this healing
/datum/status_effect/fleshmend
id = "fleshmend"
duration = 10 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/fleshmend
/datum/status_effect/fleshmend/on_apply()
. = ..()
if(iscarbon(owner))
var/mob/living/carbon/carbon_owner = owner
QDEL_LAZYLIST(carbon_owner.all_scars)
RegisterSignal(owner, COMSIG_LIVING_IGNITED, PROC_REF(on_ignited))
RegisterSignal(owner, COMSIG_LIVING_EXTINGUISHED, PROC_REF(on_extinguished))
/datum/status_effect/fleshmend/on_creation(mob/living/new_owner, ...)
. = ..()
if(!. || !owner || !linked_alert)
return
if(owner.on_fire)
linked_alert.icon_state = "fleshmend_fire"
/datum/status_effect/fleshmend/on_remove()
UnregisterSignal(owner, list(COMSIG_LIVING_IGNITED, COMSIG_LIVING_EXTINGUISHED))
/datum/status_effect/fleshmend/tick()
if(owner.on_fire)
return
owner.adjustBruteLoss(-10, FALSE)
owner.adjustFireLoss(-5, FALSE)
owner.adjustOxyLoss(-10)
/datum/status_effect/fleshmend/proc/on_ignited(datum/source)
SIGNAL_HANDLER
linked_alert?.icon_state = "fleshmend_fire"
/datum/status_effect/fleshmend/proc/on_extinguished(datum/source)
SIGNAL_HANDLER
linked_alert?.icon_state = "fleshmend"
/atom/movable/screen/alert/status_effect/fleshmend
name = "Fleshmend"
desc = "Our wounds are rapidly healing. <i>This effect is prevented if we are on fire.</i>"
icon_state = "fleshmend"
/datum/status_effect/exercised
id = "Exercised"
duration = 1200
alert_type = null
processing_speed = STATUS_EFFECT_NORMAL_PROCESS
//Hippocratic Oath: Applied when the Rod of Asclepius is activated.
/datum/status_effect/hippocratic_oath
id = "Hippocratic Oath"
status_type = STATUS_EFFECT_UNIQUE
duration = -1
tick_interval = 25
alert_type = null
var/datum/component/aura_healing/aura_healing
var/hand
var/deathTick = 0
/datum/status_effect/hippocratic_oath/on_apply()
var/static/list/organ_healing = list(
ORGAN_SLOT_BRAIN = 1.4,
)
aura_healing = owner.AddComponent( \
/datum/component/aura_healing, \
range = 7, \
brute_heal = 1.4, \
burn_heal = 1.4, \
toxin_heal = 1.4, \
suffocation_heal = 1.4, \
stamina_heal = 1.4, \
clone_heal = 0.4, \
simple_heal = 1.4, \
organ_healing = organ_healing, \
healing_color = "#375637", \
)
//Makes the user passive, it's in their oath not to harm!
ADD_TRAIT(owner, TRAIT_PACIFISM, HIPPOCRATIC_OATH_TRAIT)
var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
med_hud.show_to(owner)
return ..()
/datum/status_effect/hippocratic_oath/on_remove()
QDEL_NULL(aura_healing)
REMOVE_TRAIT(owner, TRAIT_PACIFISM, HIPPOCRATIC_OATH_TRAIT)
var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
med_hud.hide_from(owner)
/datum/status_effect/hippocratic_oath/get_examine_text()
return span_notice("[owner.p_they(TRUE)] seem[owner.p_s()] to have an aura of healing and helpfulness about [owner.p_them()].")
/datum/status_effect/hippocratic_oath/tick()
if(owner.stat == DEAD)
if(deathTick < 4)
deathTick += 1
else
consume_owner()
else
if(iscarbon(owner))
var/mob/living/carbon/itemUser = owner
var/obj/item/heldItem = itemUser.get_item_for_held_index(hand)
if(heldItem == null || heldItem.type != /obj/item/rod_of_asclepius) //Checks to make sure the rod is still in their hand
var/obj/item/rod_of_asclepius/newRod = new(itemUser.loc)
newRod.activated()
if(!itemUser.has_hand_for_held_index(hand))
//If user does not have the corresponding hand anymore, give them one and return the rod to their hand
if(((hand % 2) == 0))
var/obj/item/bodypart/L = itemUser.newBodyPart(BODY_ZONE_R_ARM, FALSE, FALSE)
if(L.try_attach_limb(itemUser))
L.update_limb(is_creating = TRUE)
itemUser.update_body_parts()
itemUser.put_in_hand(newRod, hand, forced = TRUE)
else
qdel(L)
consume_owner() //we can't regrow, abort abort
return
else
var/obj/item/bodypart/L = itemUser.newBodyPart(BODY_ZONE_L_ARM, FALSE, FALSE)
if(L.try_attach_limb(itemUser))
L.update_limb(is_creating = TRUE)
itemUser.update_body_parts()
itemUser.put_in_hand(newRod, hand, forced = TRUE)
else
qdel(L)
consume_owner() //see above comment
return
to_chat(itemUser, span_notice("Your arm suddenly grows back with the Rod of Asclepius still attached!"))
else
//Otherwise get rid of whatever else is in their hand and return the rod to said hand
itemUser.put_in_hand(newRod, hand, forced = TRUE)
to_chat(itemUser, span_notice("The Rod of Asclepius suddenly grows back out of your arm!"))
//Because a servant of medicines stops at nothing to help others, lets keep them on their toes and give them an additional boost.
if(itemUser.health < itemUser.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(itemUser), "#375637")
itemUser.adjustBruteLoss(-1.5)
itemUser.adjustFireLoss(-1.5)
itemUser.adjustToxLoss(-1.5, forced = TRUE) //Because Slime People are people too
itemUser.adjustOxyLoss(-1.5, forced = TRUE)
itemUser.adjustStaminaLoss(-1.5)
itemUser.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1.5)
itemUser.adjustCloneLoss(-0.5) //Becasue apparently clone damage is the bastion of all health
/datum/status_effect/hippocratic_oath/proc/consume_owner()
owner.visible_message(span_notice("[owner]'s soul is absorbed into the rod, relieving the previous snake of its duty."))
var/list/chems = list(/datum/reagent/medicine/sal_acid, /datum/reagent/medicine/c2/convermol, /datum/reagent/medicine/oxandrolone)
var/mob/living/simple_animal/hostile/retaliate/snake/healSnake = new(owner.loc, pick(chems))
healSnake.name = "Asclepius's Snake"
healSnake.real_name = "Asclepius's Snake"
healSnake.desc = "A mystical snake previously trapped upon the Rod of Asclepius, now freed of its burden. Unlike the average snake, its bites contain chemicals with minor healing properties."
new /obj/effect/decal/cleanable/ash(owner.loc)
new /obj/item/rod_of_asclepius(owner.loc)
owner.investigate_log("has been consumed by the Rod of Asclepius.", INVESTIGATE_DEATHS)
qdel(owner)
/datum/status_effect/good_music
id = "Good Music"
alert_type = null
duration = 6 SECONDS
tick_interval = 1 SECONDS
status_type = STATUS_EFFECT_REFRESH
/datum/status_effect/good_music/tick()
if(owner.can_hear())
owner.adjust_dizzy(-4 SECONDS)
owner.adjust_jitter(-4 SECONDS)
owner.adjust_confusion(-1 SECONDS)
owner.add_mood_event("goodmusic", /datum/mood_event/goodmusic)
/atom/movable/screen/alert/status_effect/regenerative_core
name = "Regenerative Core Tendrils"
desc = "You can move faster than your broken body could normally handle!"
icon_state = "regenerative_core"
/datum/status_effect/regenerative_core
id = "Regenerative Core"
duration = 1 MINUTES
status_type = STATUS_EFFECT_REPLACE
alert_type = /atom/movable/screen/alert/status_effect/regenerative_core
/datum/status_effect/regenerative_core/on_apply()
ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, STATUS_EFFECT_TRAIT)
owner.adjustBruteLoss(-25)
owner.adjustFireLoss(-25)
owner.fully_heal(HEAL_CC_STATUS)
owner.bodytemperature = owner.get_body_temp_normal()
if(ishuman(owner))
var/mob/living/carbon/human/humi = owner
humi.set_coretemperature(humi.get_body_temp_normal())
return TRUE
/datum/status_effect/regenerative_core/on_remove()
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, STATUS_EFFECT_TRAIT)
/datum/status_effect/lightningorb
id = "Lightning Orb"
duration = 30 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/lightningorb
/datum/status_effect/lightningorb/on_apply()
. = ..()
owner.add_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
to_chat(owner, span_notice("You feel fast!"))
/datum/status_effect/lightningorb/on_remove()
. = ..()
owner.remove_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
to_chat(owner, span_notice("You slow down."))
/atom/movable/screen/alert/status_effect/lightningorb
name = "Lightning Orb"
desc = "The speed surges through you!"
icon_state = "lightningorb"
/datum/status_effect/mayhem
id = "Mayhem"
duration = 2 MINUTES
/// The chainsaw spawned by the status effect
var/obj/item/chainsaw/doomslayer/chainsaw
/datum/status_effect/mayhem/on_apply()
. = ..()
to_chat(owner, "<span class='reallybig redtext'>RIP AND TEAR</span>")
SEND_SOUND(owner, sound('sound/hallucinations/veryfar_noise.ogg'))
owner.cause_hallucination( \
/datum/hallucination/delusion/preset/demon, \
"[id] status effect", \
duration = duration, \
affects_us = FALSE, \
affects_others = TRUE, \
skip_nearby = FALSE, \
play_wabbajack = FALSE, \
)
owner.drop_all_held_items()
if(iscarbon(owner))
chainsaw = new(get_turf(owner))
ADD_TRAIT(chainsaw, TRAIT_NODROP, CHAINSAW_FRENZY_TRAIT)
owner.put_in_hands(chainsaw, forced = TRUE)
chainsaw.attack_self(owner)
owner.reagents.add_reagent(/datum/reagent/medicine/adminordrazine, 25)
owner.log_message("entered a blood frenzy", LOG_ATTACK)
to_chat(owner, span_warning("KILL, KILL, KILL! YOU HAVE NO ALLIES ANYMORE, KILL THEM ALL!"))
var/datum/client_colour/colour = owner.add_client_colour(/datum/client_colour/bloodlust)
QDEL_IN(colour, 1.1 SECONDS)
return TRUE
/datum/status_effect/mayhem/on_remove()
. = ..()
to_chat(owner, span_notice("Your bloodlust seeps back into the bog of your subconscious and you regain self control."))
owner.log_message("exited a blood frenzy", LOG_ATTACK)
QDEL_NULL(chainsaw)
/datum/status_effect/speed_boost
id = "speed_boost"
duration = 2 SECONDS
status_type = STATUS_EFFECT_REPLACE
/datum/status_effect/speed_boost/on_creation(mob/living/new_owner, set_duration)
if(isnum(set_duration))
duration = set_duration
. = ..()
/datum/status_effect/speed_boost/on_apply()
owner.add_movespeed_modifier(/datum/movespeed_modifier/status_speed_boost, update = TRUE)
return ..()
/datum/status_effect/speed_boost/on_remove()
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_speed_boost, update = TRUE)
/datum/movespeed_modifier/status_speed_boost
multiplicative_slowdown = -1
///this buff provides a max health buff and a heal.
/datum/status_effect/limited_buff/health_buff
id = "health_buff"
alert_type = null
///This var stores the mobs max health when the buff was first applied, and determines the size of future buffs.database.database.
var/historic_max_health
///This var determines how large the health buff will be. health_buff_modifier * historic_max_health * stacks
var/health_buff_modifier = 0.1 //translate to a 10% buff over historic health per stack
///This modifier multiplies the healing by the effect.
var/healing_modifier = 2
///If the mob has a low max health, we instead use this flat value to increase max health and calculate any heal.
var/fragile_mob_health_buff = 10
/datum/status_effect/limited_buff/health_buff/on_creation(mob/living/new_owner)
historic_max_health = new_owner.maxHealth
. = ..()
/datum/status_effect/limited_buff/health_buff/on_apply()
. = ..()
var/health_increase = round(max(fragile_mob_health_buff, historic_max_health * health_buff_modifier))
owner.maxHealth += health_increase
owner.balloon_alert_to_viewers("health buffed")
to_chat(owner, span_nicegreen("You feel healthy, like if your body is little stronger than it was a moment ago."))
if(isanimal(owner)) //dumb animals have their own proc for healing.
var/mob/living/simple_animal/healthy_animal = owner
healthy_animal.adjustHealth(-(health_increase * healing_modifier))
else
owner.adjustBruteLoss(-(health_increase * healing_modifier))
/datum/status_effect/limited_buff/health_buff/maxed_out()
. = ..()
to_chat(owner, span_warning("You don't feel any healthier."))
/datum/status_effect/nest_sustenance
id = "nest_sustenance"
duration = -1
tick_interval = 0.4 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/nest_sustenance
/datum/status_effect/nest_sustenance/tick(seconds_per_tick, times_fired)
. = ..()
if(owner.stat == DEAD) //If the victim has died due to complications in the nest
qdel(src)
return
owner.adjustBruteLoss(-2 * seconds_per_tick, updating_health = FALSE)
owner.adjustFireLoss(-2 * seconds_per_tick, updating_health = FALSE)
owner.adjustOxyLoss(-4 * seconds_per_tick, updating_health = FALSE)
owner.adjustStaminaLoss(-4 * seconds_per_tick, updating_stamina = FALSE)
owner.adjust_bodytemperature(BODYTEMP_NORMAL, 0, BODYTEMP_NORMAL) //Won't save you from the void of space, but it will stop you from freezing or suffocating in low pressure
/atom/movable/screen/alert/status_effect/nest_sustenance
name = "Nest Vitalization"
desc = "The resin seems to pulsate around you. It seems to be sustaining your vital functions. You feel ill..."
icon_state = "nest_life"