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Bubberstation/code/game/objects/items/eightball.dm
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Tim 48e36ef2c7 Saycode refactor, unit tests, and fixes (#69799)
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## About The Pull Request

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Fixes #69798
Fixes #71621

When using hypnosis on a victim, the language should be accounted for
and whether the victim can properly hear it. Before the hearing code
would magically translate any message, this is no longer the case.

This also fixes the language barrier involving hearing for:
- Mind echo trauma
- Phobia trauma
- Hypnotic trigger trauma
- Split Personality brainwashing trauma
- Codeword hearing
- Hypnotize status effect
- Impure Inacusiate reagent

## Why It's Good For The Game

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especially if they are controversial and/or far reaching. If you can't
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Better consistency, improved readability, and less bugs in the future.

## Changelog

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🆑
fix: Fix hypnosis, mind echo trauma, phobia trauma, hypnotic trigger
trauma, split personality brainwashing trauma, codeword hearing, and
impure inacusiate reagent all bypassing language and hearing checks. If
you try to give commands to a victim in a language they don't
understand, they will no longer magically understand the words.
fix: Fix sign language having accent modifications
refactor: Refactored saycode to be more robust, readable, and have more
unit tests.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-09 20:28:17 +01:00

233 lines
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/obj/item/toy/eightball
name = "magic eightball"
desc = "A black ball with a stenciled number eight in white on the side. It seems full of dark liquid.\nThe instructions state that you should ask your question aloud, and then shake."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "eightball"
w_class = WEIGHT_CLASS_TINY
verb_say = "rattles"
var/shaking = FALSE
var/on_cooldown = FALSE
var/shake_time = 50
var/cooldown_time = 100
var/static/list/possible_answers = list(
"It is certain",
"It is decidedly so",
"Without a doubt",
"Yes definitely",
"You may rely on it",
"As I see it, yes",
"Most likely",
"Outlook good",
"Yes",
"Signs point to yes",
"Reply hazy try again",
"Ask again later",
"Better not tell you now",
"Cannot predict now",
"Concentrate and ask again",
"Don't count on it",
"My reply is no",
"My sources say no",
"Outlook not so good",
"Very doubtful")
/obj/item/toy/eightball/Initialize(mapload)
. = ..()
if(MakeHaunted())
return INITIALIZE_HINT_QDEL
/obj/item/toy/eightball/proc/MakeHaunted()
. = prob(1)
if(.)
new /obj/item/toy/eightball/haunted(loc)
/obj/item/toy/eightball/attack_self(mob/user)
if(shaking)
return
if(on_cooldown)
to_chat(user, span_warning("[src] was shaken recently, it needs time to settle."))
return
user.visible_message(span_notice("[user] starts shaking [src]."), span_notice("You start shaking [src]."), span_hear("You hear shaking and sloshing."))
shaking = TRUE
start_shaking(user)
if(do_after(user, shake_time))
var/answer = get_answer()
say(answer)
on_cooldown = TRUE
addtimer(CALLBACK(src, PROC_REF(clear_cooldown)), cooldown_time)
shaking = FALSE
/obj/item/toy/eightball/proc/start_shaking(user)
return
/obj/item/toy/eightball/proc/get_answer()
return pick(possible_answers)
/obj/item/toy/eightball/proc/clear_cooldown()
on_cooldown = FALSE
// A broken magic eightball, it only says "YOU SUCK" over and over again.
/obj/item/toy/eightball/broken
name = "broken magic eightball"
desc = "A black ball with a stenciled number eight in white on the side. It is cracked and seems empty."
var/fixed_answer
/obj/item/toy/eightball/broken/Initialize(mapload)
. = ..()
fixed_answer = pick(possible_answers)
/obj/item/toy/eightball/broken/get_answer()
return fixed_answer
// Haunted eightball is identical in description and function to toy,
// except it actually ASKS THE DEAD (wooooo)
/obj/item/toy/eightball/haunted
shake_time = 30 SECONDS
cooldown_time = 3 MINUTES
var/last_message
var/selected_message
//these kind of store the same thing but one is easier to work with.
var/list/votes = list()
var/list/voted = list()
var/static/list/haunted_answers = list(
"yes" = list(
"It is certain",
"It is decidedly so",
"Without a doubt",
"Yes definitely",
"You may rely on it",
"As I see it, yes",
"Most likely",
"Outlook good",
"Yes",
"Signs point to yes"
),
"maybe" = list(
"Reply hazy try again",
"Ask again later",
"Better not tell you now",
"Cannot predict now",
"Concentrate and ask again"
),
"no" = list(
"Don't count on it",
"My reply is no",
"My sources say no",
"Outlook not so good",
"Very doubtful"
)
)
/obj/item/toy/eightball/haunted/Initialize(mapload)
. = ..()
for (var/answer in haunted_answers)
votes[answer] = 0
SSpoints_of_interest.make_point_of_interest(src)
become_hearing_sensitive()
/obj/item/toy/eightball/haunted/MakeHaunted()
return FALSE
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/item/toy/eightball/haunted/attack_ghost(mob/user)
if(!shaking)
to_chat(user, span_warning("[src] is not currently being shaken."))
return
interact(user)
return ..()
/obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, list/message_mods = list(), message_range)
. = ..()
last_message = raw_message
/obj/item/toy/eightball/haunted/start_shaking(mob/user)
// notify ghosts that someone's shaking a haunted eightball
// and inform them of the message, (hopefully a yes/no question)
selected_message = last_message
notify_ghosts("[user] is shaking [src], hoping to get an answer to \"[selected_message]\"", source=src, enter_link="<a href=?src=[REF(src)];interact=1>(Click to help)</a>", action=NOTIFY_ATTACK, header = "Magic eightball")
/obj/item/toy/eightball/haunted/Topic(href, href_list)
if(href_list["interact"])
if(isobserver(usr))
interact(usr)
/obj/item/toy/eightball/haunted/get_answer()
var/top_amount = 0
var/top_vote
for(var/vote in votes)
var/amount_of_votes = length(votes[vote])
if(amount_of_votes > top_amount)
top_vote = vote
top_amount = amount_of_votes
//If one option actually has votes and there's a tie, pick between them 50/50
else if(top_amount && amount_of_votes == top_amount && prob(50))
top_vote = vote
top_amount = amount_of_votes
if(isnull(top_vote))
top_vote = pick(votes)
for(var/vote in votes)
votes[vote] = 0
voted.Cut()
return top_vote
/obj/item/toy/eightball/haunted/ui_state(mob/user)
return GLOB.observer_state
/obj/item/toy/eightball/haunted/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "EightBallVote", name)
ui.open()
/obj/item/toy/eightball/haunted/ui_data(mob/user)
var/list/data = list()
data["shaking"] = shaking
data["question"] = selected_message
data["answers"] = list()
for(var/pa in haunted_answers)
var/list/L = list()
L["answer"] = pa
L["amount"] = votes[pa]
L["selected"] = voted[user.ckey]
data["answers"] += list(L)
return data
/obj/item/toy/eightball/haunted/ui_act(action, params)
. = ..()
if(.)
return
var/mob/user = usr
switch(action)
if("vote")
var/selected_answer = params["answer"]
if(!(selected_answer in haunted_answers))
return
if(user.ckey in voted)
return
else
votes[selected_answer] += 1
voted[user.ckey] = selected_answer
. = TRUE