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* Adds colorblindness as a mild brain trauma (#76527) ## About The Pull Request What the title says. The brain trauma makes the whole screen monochrome until cured.  ## Why It's Good For The Game I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). ## Changelog 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds three brain traumas (feat. returning to monkey) (#82129) ## About The Pull Request - Adds "Primal Instincts" brain trama. - Special trauma - Randomly, your body will be taken over by monkey AI. - You will still be in control of the body, but you will have to fight against the monkey ai for actions. - There is a probability the monkey AI that takes control is aggressive, meaning it will attack anyone nearby. - While primal, you can understand monkey language. - Adds "Kleptomania" brain trauma - Severe trauma - When you have empty hands, you will passively try to pick up things near you. - There is no feedback message associated, so you may not even notice you did this. - This effect is temporarily disabled if you have taken damage recently. - Adds "Possessive" brain trauma - Mild trauma - Randomly, your held items will become undroppable for a short to medium length of time. ## Why It's Good For The Game I was looking through AI stuff recently and remembered we support allowing AI controllers to work in cliented mobs, but we don't use it anywhere (outside of adminbus) So I wanted to add a brain trauma themed around that. Simple enough. But I didn't want to PR just a single trauma, that's boring so I thought of some additional ones. Just to spice up the other two trauma pools. I especially wanted to add some traumas that interact with inventory and items, because while a lot of our traumas involving how a person interacts with the world, not many involve how a person interacts with themself. ## Changelog 🆑 Melbert add: Adds 3 Traumas: Primal Instincts (special), Kleptomania (severe), and Possessive (mild) /🆑 * lewd * Is this it? * Hmmm * Oh, this was unnecessary. --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
322 lines
12 KiB
Plaintext
322 lines
12 KiB
Plaintext
//Mild traumas are the most common; they are generally minor annoyances.
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//They can be cured with mannitol and patience, although brain surgery still works.
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//Most of the old brain damage effects have been transferred to the dumbness trauma.
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/datum/brain_trauma/mild
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abstract_type = /datum/brain_trauma/mild
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/datum/brain_trauma/mild/hallucinations
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name = "Hallucinations"
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desc = "Patient suffers constant hallucinations."
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scan_desc = "schizophrenia"
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gain_text = span_warning("You feel your grip on reality slipping...")
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lose_text = span_notice("You feel more grounded.")
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/datum/brain_trauma/mild/hallucinations/on_life(seconds_per_tick, times_fired)
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if(owner.stat != CONSCIOUS || owner.IsSleeping() || owner.IsUnconscious())
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return
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if(HAS_TRAIT(owner, TRAIT_RDS_SUPPRESSED))
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return
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owner.adjust_hallucinations_up_to(10 SECONDS * seconds_per_tick, 100 SECONDS)
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/datum/brain_trauma/mild/hallucinations/on_lose()
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owner.remove_status_effect(/datum/status_effect/hallucination)
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return ..()
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/datum/brain_trauma/mild/stuttering
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name = "Stuttering"
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desc = "Patient can't speak properly."
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scan_desc = "reduced mouth coordination"
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gain_text = span_warning("Speaking clearly is getting harder.")
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lose_text = span_notice("You feel in control of your speech.")
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/datum/brain_trauma/mild/stuttering/on_life(seconds_per_tick, times_fired)
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owner.adjust_stutter_up_to(5 SECONDS * seconds_per_tick, 50 SECONDS)
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/datum/brain_trauma/mild/stuttering/on_lose()
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owner.remove_status_effect(/datum/status_effect/speech/stutter)
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return ..()
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/datum/brain_trauma/mild/dumbness
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name = "Dumbness"
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desc = "Patient has reduced brain activity, making them less intelligent."
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scan_desc = "reduced brain activity"
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gain_text = span_warning("You feel dumber.")
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lose_text = span_notice("You feel smart again.")
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/datum/brain_trauma/mild/dumbness/on_gain()
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ADD_TRAIT(owner, TRAIT_DUMB, TRAUMA_TRAIT)
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owner.add_mood_event("dumb", /datum/mood_event/oblivious)
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return ..()
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/datum/brain_trauma/mild/dumbness/on_life(seconds_per_tick, times_fired)
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owner.adjust_derpspeech_up_to(5 SECONDS * seconds_per_tick, 50 SECONDS)
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if(SPT_PROB(1.5, seconds_per_tick))
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owner.emote("drool")
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else if(owner.stat == CONSCIOUS && SPT_PROB(1.5, seconds_per_tick))
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owner.say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"), forced = "brain damage", filterproof = TRUE)
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/datum/brain_trauma/mild/dumbness/on_lose()
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REMOVE_TRAIT(owner, TRAIT_DUMB, TRAUMA_TRAIT)
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owner.remove_status_effect(/datum/status_effect/speech/stutter/derpspeech)
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owner.clear_mood_event("dumb")
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return ..()
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/datum/brain_trauma/mild/speech_impediment
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name = "Speech Impediment"
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desc = "Patient is unable to form coherent sentences."
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scan_desc = "communication disorder"
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gain_text = span_danger("You can't seem to form any coherent thoughts!")
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lose_text = span_danger("Your mind feels more clear.")
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/datum/brain_trauma/mild/speech_impediment/on_gain()
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ADD_TRAIT(owner, TRAIT_UNINTELLIGIBLE_SPEECH, TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/mild/speech_impediment/on_lose()
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REMOVE_TRAIT(owner, TRAIT_UNINTELLIGIBLE_SPEECH, TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/mild/concussion
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name = "Concussion"
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desc = "Patient's brain is concussed."
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scan_desc = "concussion"
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gain_text = span_warning("Your head hurts!")
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lose_text = span_notice("The pressure inside your head starts fading.")
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/datum/brain_trauma/mild/concussion/on_life(seconds_per_tick, times_fired)
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if(SPT_PROB(2.5, seconds_per_tick))
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switch(rand(1,11))
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if(1)
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owner.vomit(VOMIT_CATEGORY_DEFAULT)
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if(2,3)
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owner.adjust_dizzy(20 SECONDS)
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if(4,5)
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owner.adjust_confusion(10 SECONDS)
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owner.set_eye_blur_if_lower(20 SECONDS)
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if(6 to 9)
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owner.adjust_slurring(1 MINUTES)
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if(10)
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to_chat(owner, span_notice("You forget for a moment what you were doing."))
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owner.Stun(20)
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if(11)
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to_chat(owner, span_warning("You faint."))
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owner.Unconscious(80)
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..()
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/datum/brain_trauma/mild/healthy
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name = "Anosognosia"
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desc = "Patient always feels healthy, regardless of their condition."
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scan_desc = "self-awareness deficit"
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gain_text = span_notice("You feel great!")
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lose_text = span_warning("You no longer feel perfectly healthy.")
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/datum/brain_trauma/mild/healthy/on_gain()
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owner.apply_status_effect(/datum/status_effect/grouped/screwy_hud/fake_healthy, type)
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return ..()
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/datum/brain_trauma/mild/healthy/on_life(seconds_per_tick, times_fired)
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owner.adjustStaminaLoss(-2.5 * seconds_per_tick) //no pain, no fatigue
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/datum/brain_trauma/mild/healthy/on_lose()
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owner.remove_status_effect(/datum/status_effect/grouped/screwy_hud/fake_healthy, type)
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return ..()
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/datum/brain_trauma/mild/muscle_weakness
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name = "Muscle Weakness"
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desc = "Patient experiences occasional bouts of muscle weakness."
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scan_desc = "weak motor nerve signal"
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gain_text = span_warning("Your muscles feel oddly faint.")
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lose_text = span_notice("You feel in control of your muscles again.")
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/datum/brain_trauma/mild/muscle_weakness/on_life(seconds_per_tick, times_fired)
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var/fall_chance = 1
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if(owner.move_intent == MOVE_INTENT_RUN)
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fall_chance += 2
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if(SPT_PROB(0.5 * fall_chance, seconds_per_tick) && owner.body_position == STANDING_UP)
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to_chat(owner, span_warning("Your leg gives out!"))
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owner.Paralyze(35)
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else if(owner.get_active_held_item())
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var/drop_chance = 1
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var/obj/item/I = owner.get_active_held_item()
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drop_chance += I.w_class
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if(SPT_PROB(0.5 * drop_chance, seconds_per_tick) && owner.dropItemToGround(I))
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to_chat(owner, span_warning("You drop [I]!"))
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else if(SPT_PROB(1.5, seconds_per_tick))
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to_chat(owner, span_warning("You feel a sudden weakness in your muscles!"))
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owner.adjustStaminaLoss(50)
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..()
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/datum/brain_trauma/mild/muscle_spasms
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name = "Muscle Spasms"
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desc = "Patient has occasional muscle spasms, causing them to move unintentionally."
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scan_desc = "nervous fits"
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gain_text = span_warning("Your muscles feel oddly faint.")
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lose_text = span_notice("You feel in control of your muscles again.")
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/datum/brain_trauma/mild/muscle_spasms/on_gain()
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owner.apply_status_effect(/datum/status_effect/spasms)
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..()
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/datum/brain_trauma/mild/muscle_spasms/on_lose()
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owner.remove_status_effect(/datum/status_effect/spasms)
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..()
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/datum/brain_trauma/mild/nervous_cough
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name = "Nervous Cough"
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desc = "Patient feels a constant need to cough."
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scan_desc = "nervous cough"
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gain_text = span_warning("Your throat itches incessantly...")
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lose_text = span_notice("Your throat stops itching.")
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/datum/brain_trauma/mild/nervous_cough/on_life(seconds_per_tick, times_fired)
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if(SPT_PROB(6, seconds_per_tick) && !HAS_TRAIT(owner, TRAIT_SOOTHED_THROAT))
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if(prob(5))
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to_chat(owner, span_warning("[pick("You have a coughing fit!", "You can't stop coughing!")]"))
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owner.Immobilize(20)
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owner.emote("cough")
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addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/, emote), "cough"), 6)
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addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/, emote), "cough"), 12)
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owner.emote("cough")
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..()
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/datum/brain_trauma/mild/expressive_aphasia
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name = "Expressive Aphasia"
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desc = "Patient is affected by partial loss of speech leading to a reduced vocabulary."
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scan_desc = "inability to form complex sentences"
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gain_text = span_warning("You lose your grasp on complex words.")
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lose_text = span_notice("You feel your vocabulary returning to normal again.")
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var/static/list/common_words = world.file2list("strings/1000_most_common.txt")
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/datum/brain_trauma/mild/expressive_aphasia/handle_speech(datum/source, list/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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if(message)
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var/list/message_split = splittext(message, " ")
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var/list/new_message = list()
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for(var/word in message_split)
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var/suffix = ""
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var/suffix_foundon = 0
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for(var/potential_suffix in list("." , "," , ";" , "!" , ":" , "?"))
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suffix_foundon = findtext(word, potential_suffix, -length(potential_suffix))
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if(suffix_foundon)
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suffix = potential_suffix
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break
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if(suffix_foundon)
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word = copytext(word, 1, suffix_foundon)
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word = html_decode(word)
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if(lowertext(word) in common_words)
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new_message += word + suffix
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else
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if(prob(30) && message_split.len > 2)
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new_message += pick("uh","erm")
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break
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else
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var/list/charlist = text2charlist(word)
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charlist.len = round(charlist.len * 0.5, 1)
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shuffle_inplace(charlist)
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new_message += jointext(charlist, "") + suffix
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message = jointext(new_message, " ")
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speech_args[SPEECH_MESSAGE] = trim(message)
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/datum/brain_trauma/mild/mind_echo
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name = "Mind Echo"
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desc = "Patient's language neurons do not terminate properly, causing previous speech patterns to occasionally resurface spontaneously."
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scan_desc = "looping neural pattern"
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gain_text = span_warning("You feel a faint echo of your thoughts...")
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lose_text = span_notice("The faint echo fades away.")
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var/list/hear_dejavu = list()
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var/list/speak_dejavu = list()
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/datum/brain_trauma/mild/mind_echo/handle_hearing(datum/source, list/hearing_args)
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if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER])
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return
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if(hear_dejavu.len >= 5)
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if(prob(25))
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var/deja_vu = pick_n_take(hear_dejavu)
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var/static/regex/quoted_spoken_message = regex("\".+\"", "gi")
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hearing_args[HEARING_RAW_MESSAGE] = quoted_spoken_message.Replace(hearing_args[HEARING_RAW_MESSAGE], "\"[deja_vu]\"") //Quotes included to avoid cases where someone says part of their name
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return
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if(hear_dejavu.len >= 15)
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if(prob(50))
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popleft(hear_dejavu) //Remove the oldest
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hear_dejavu += hearing_args[HEARING_RAW_MESSAGE]
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else
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hear_dejavu += hearing_args[HEARING_RAW_MESSAGE]
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/datum/brain_trauma/mild/mind_echo/handle_speech(datum/source, list/speech_args)
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if(speak_dejavu.len >= 5)
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if(prob(25))
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var/deja_vu = pick_n_take(speak_dejavu)
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speech_args[SPEECH_MESSAGE] = deja_vu
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return
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if(speak_dejavu.len >= 15)
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if(prob(50))
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popleft(speak_dejavu) //Remove the oldest
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speak_dejavu += speech_args[SPEECH_MESSAGE]
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else
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speak_dejavu += speech_args[SPEECH_MESSAGE]
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/datum/brain_trauma/mild/color_blindness
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name = "Achromatopsia"
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desc = "Patient's occipital lobe is unable to recognize and interpret color, rendering the patient completely colorblind."
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scan_desc = "colorblindness"
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gain_text = span_warning("The world around you seems to lose its color.")
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lose_text = span_notice("The world feels bright and colorful again.")
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/datum/brain_trauma/mild/color_blindness/on_gain()
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owner.add_client_colour(/datum/client_colour/monochrome/colorblind)
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return ..()
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/datum/brain_trauma/mild/color_blindness/on_lose(silent)
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owner.remove_client_colour(/datum/client_colour/monochrome/colorblind)
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return ..()
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/datum/brain_trauma/mild/possessive
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name = "Possessive"
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desc = "Patient is extremely possessive of their belongings."
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scan_desc = "possessiveness"
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gain_text = span_warning("You start to worry about your belongings.")
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lose_text = span_notice("You worry less about your belongings.")
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/datum/brain_trauma/mild/possessive/on_lose(silent)
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. = ..()
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for(var/obj/item/thing in owner.held_items)
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clear_trait(thing)
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/datum/brain_trauma/mild/possessive/on_life(seconds_per_tick, times_fired)
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if(!SPT_PROB(5, seconds_per_tick))
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return
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var/obj/item/my_thing = pick(owner.held_items) // can pick null, that's fine
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if(isnull(my_thing) || HAS_TRAIT(my_thing, TRAIT_NODROP) || (my_thing.item_flags & (HAND_ITEM|ABSTRACT)))
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return
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ADD_TRAIT(my_thing, TRAIT_NODROP, TRAUMA_TRAIT)
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RegisterSignals(my_thing, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_MOVED), PROC_REF(clear_trait))
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to_chat(owner, span_warning("You feel a need to keep [my_thing] close..."))
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addtimer(CALLBACK(src, PROC_REF(relax), my_thing), rand(30 SECONDS, 3 MINUTES), TIMER_DELETE_ME)
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/datum/brain_trauma/mild/possessive/proc/relax(obj/item/my_thing)
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if(QDELETED(my_thing))
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return
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if(HAS_TRAIT_FROM_ONLY(my_thing, TRAIT_NODROP, TRAUMA_TRAIT)) // in case something else adds nodrop, somehow?
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to_chat(owner, span_notice("You feel more comfortable letting go of [my_thing]."))
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clear_trait(my_thing)
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/datum/brain_trauma/mild/possessive/proc/clear_trait(obj/item/my_thing, ...)
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SIGNAL_HANDLER
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REMOVE_TRAIT(my_thing, TRAIT_NODROP, TRAUMA_TRAIT)
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UnregisterSignal(my_thing, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_MOVED))
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