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Bubberstation/code/datums/brain_damage/mild.dm
SkyratBot ffa5c01b30 [MIRROR] Adds three brain traumas (feat. returning to monkey) (#26981)
* 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.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

## 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>
2024-04-03 21:03:57 +02:00

322 lines
12 KiB
Plaintext

//Mild traumas are the most common; they are generally minor annoyances.
//They can be cured with mannitol and patience, although brain surgery still works.
//Most of the old brain damage effects have been transferred to the dumbness trauma.
/datum/brain_trauma/mild
abstract_type = /datum/brain_trauma/mild
/datum/brain_trauma/mild/hallucinations
name = "Hallucinations"
desc = "Patient suffers constant hallucinations."
scan_desc = "schizophrenia"
gain_text = span_warning("You feel your grip on reality slipping...")
lose_text = span_notice("You feel more grounded.")
/datum/brain_trauma/mild/hallucinations/on_life(seconds_per_tick, times_fired)
if(owner.stat != CONSCIOUS || owner.IsSleeping() || owner.IsUnconscious())
return
if(HAS_TRAIT(owner, TRAIT_RDS_SUPPRESSED))
return
owner.adjust_hallucinations_up_to(10 SECONDS * seconds_per_tick, 100 SECONDS)
/datum/brain_trauma/mild/hallucinations/on_lose()
owner.remove_status_effect(/datum/status_effect/hallucination)
return ..()
/datum/brain_trauma/mild/stuttering
name = "Stuttering"
desc = "Patient can't speak properly."
scan_desc = "reduced mouth coordination"
gain_text = span_warning("Speaking clearly is getting harder.")
lose_text = span_notice("You feel in control of your speech.")
/datum/brain_trauma/mild/stuttering/on_life(seconds_per_tick, times_fired)
owner.adjust_stutter_up_to(5 SECONDS * seconds_per_tick, 50 SECONDS)
/datum/brain_trauma/mild/stuttering/on_lose()
owner.remove_status_effect(/datum/status_effect/speech/stutter)
return ..()
/datum/brain_trauma/mild/dumbness
name = "Dumbness"
desc = "Patient has reduced brain activity, making them less intelligent."
scan_desc = "reduced brain activity"
gain_text = span_warning("You feel dumber.")
lose_text = span_notice("You feel smart again.")
/datum/brain_trauma/mild/dumbness/on_gain()
ADD_TRAIT(owner, TRAIT_DUMB, TRAUMA_TRAIT)
owner.add_mood_event("dumb", /datum/mood_event/oblivious)
return ..()
/datum/brain_trauma/mild/dumbness/on_life(seconds_per_tick, times_fired)
owner.adjust_derpspeech_up_to(5 SECONDS * seconds_per_tick, 50 SECONDS)
if(SPT_PROB(1.5, seconds_per_tick))
owner.emote("drool")
else if(owner.stat == CONSCIOUS && SPT_PROB(1.5, seconds_per_tick))
owner.say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"), forced = "brain damage", filterproof = TRUE)
/datum/brain_trauma/mild/dumbness/on_lose()
REMOVE_TRAIT(owner, TRAIT_DUMB, TRAUMA_TRAIT)
owner.remove_status_effect(/datum/status_effect/speech/stutter/derpspeech)
owner.clear_mood_event("dumb")
return ..()
/datum/brain_trauma/mild/speech_impediment
name = "Speech Impediment"
desc = "Patient is unable to form coherent sentences."
scan_desc = "communication disorder"
gain_text = span_danger("You can't seem to form any coherent thoughts!")
lose_text = span_danger("Your mind feels more clear.")
/datum/brain_trauma/mild/speech_impediment/on_gain()
ADD_TRAIT(owner, TRAIT_UNINTELLIGIBLE_SPEECH, TRAUMA_TRAIT)
..()
/datum/brain_trauma/mild/speech_impediment/on_lose()
REMOVE_TRAIT(owner, TRAIT_UNINTELLIGIBLE_SPEECH, TRAUMA_TRAIT)
..()
/datum/brain_trauma/mild/concussion
name = "Concussion"
desc = "Patient's brain is concussed."
scan_desc = "concussion"
gain_text = span_warning("Your head hurts!")
lose_text = span_notice("The pressure inside your head starts fading.")
/datum/brain_trauma/mild/concussion/on_life(seconds_per_tick, times_fired)
if(SPT_PROB(2.5, seconds_per_tick))
switch(rand(1,11))
if(1)
owner.vomit(VOMIT_CATEGORY_DEFAULT)
if(2,3)
owner.adjust_dizzy(20 SECONDS)
if(4,5)
owner.adjust_confusion(10 SECONDS)
owner.set_eye_blur_if_lower(20 SECONDS)
if(6 to 9)
owner.adjust_slurring(1 MINUTES)
if(10)
to_chat(owner, span_notice("You forget for a moment what you were doing."))
owner.Stun(20)
if(11)
to_chat(owner, span_warning("You faint."))
owner.Unconscious(80)
..()
/datum/brain_trauma/mild/healthy
name = "Anosognosia"
desc = "Patient always feels healthy, regardless of their condition."
scan_desc = "self-awareness deficit"
gain_text = span_notice("You feel great!")
lose_text = span_warning("You no longer feel perfectly healthy.")
/datum/brain_trauma/mild/healthy/on_gain()
owner.apply_status_effect(/datum/status_effect/grouped/screwy_hud/fake_healthy, type)
return ..()
/datum/brain_trauma/mild/healthy/on_life(seconds_per_tick, times_fired)
owner.adjustStaminaLoss(-2.5 * seconds_per_tick) //no pain, no fatigue
/datum/brain_trauma/mild/healthy/on_lose()
owner.remove_status_effect(/datum/status_effect/grouped/screwy_hud/fake_healthy, type)
return ..()
/datum/brain_trauma/mild/muscle_weakness
name = "Muscle Weakness"
desc = "Patient experiences occasional bouts of muscle weakness."
scan_desc = "weak motor nerve signal"
gain_text = span_warning("Your muscles feel oddly faint.")
lose_text = span_notice("You feel in control of your muscles again.")
/datum/brain_trauma/mild/muscle_weakness/on_life(seconds_per_tick, times_fired)
var/fall_chance = 1
if(owner.move_intent == MOVE_INTENT_RUN)
fall_chance += 2
if(SPT_PROB(0.5 * fall_chance, seconds_per_tick) && owner.body_position == STANDING_UP)
to_chat(owner, span_warning("Your leg gives out!"))
owner.Paralyze(35)
else if(owner.get_active_held_item())
var/drop_chance = 1
var/obj/item/I = owner.get_active_held_item()
drop_chance += I.w_class
if(SPT_PROB(0.5 * drop_chance, seconds_per_tick) && owner.dropItemToGround(I))
to_chat(owner, span_warning("You drop [I]!"))
else if(SPT_PROB(1.5, seconds_per_tick))
to_chat(owner, span_warning("You feel a sudden weakness in your muscles!"))
owner.adjustStaminaLoss(50)
..()
/datum/brain_trauma/mild/muscle_spasms
name = "Muscle Spasms"
desc = "Patient has occasional muscle spasms, causing them to move unintentionally."
scan_desc = "nervous fits"
gain_text = span_warning("Your muscles feel oddly faint.")
lose_text = span_notice("You feel in control of your muscles again.")
/datum/brain_trauma/mild/muscle_spasms/on_gain()
owner.apply_status_effect(/datum/status_effect/spasms)
..()
/datum/brain_trauma/mild/muscle_spasms/on_lose()
owner.remove_status_effect(/datum/status_effect/spasms)
..()
/datum/brain_trauma/mild/nervous_cough
name = "Nervous Cough"
desc = "Patient feels a constant need to cough."
scan_desc = "nervous cough"
gain_text = span_warning("Your throat itches incessantly...")
lose_text = span_notice("Your throat stops itching.")
/datum/brain_trauma/mild/nervous_cough/on_life(seconds_per_tick, times_fired)
if(SPT_PROB(6, seconds_per_tick) && !HAS_TRAIT(owner, TRAIT_SOOTHED_THROAT))
if(prob(5))
to_chat(owner, span_warning("[pick("You have a coughing fit!", "You can't stop coughing!")]"))
owner.Immobilize(20)
owner.emote("cough")
addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/, emote), "cough"), 6)
addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/, emote), "cough"), 12)
owner.emote("cough")
..()
/datum/brain_trauma/mild/expressive_aphasia
name = "Expressive Aphasia"
desc = "Patient is affected by partial loss of speech leading to a reduced vocabulary."
scan_desc = "inability to form complex sentences"
gain_text = span_warning("You lose your grasp on complex words.")
lose_text = span_notice("You feel your vocabulary returning to normal again.")
var/static/list/common_words = world.file2list("strings/1000_most_common.txt")
/datum/brain_trauma/mild/expressive_aphasia/handle_speech(datum/source, list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message)
var/list/message_split = splittext(message, " ")
var/list/new_message = list()
for(var/word in message_split)
var/suffix = ""
var/suffix_foundon = 0
for(var/potential_suffix in list("." , "," , ";" , "!" , ":" , "?"))
suffix_foundon = findtext(word, potential_suffix, -length(potential_suffix))
if(suffix_foundon)
suffix = potential_suffix
break
if(suffix_foundon)
word = copytext(word, 1, suffix_foundon)
word = html_decode(word)
if(lowertext(word) in common_words)
new_message += word + suffix
else
if(prob(30) && message_split.len > 2)
new_message += pick("uh","erm")
break
else
var/list/charlist = text2charlist(word)
charlist.len = round(charlist.len * 0.5, 1)
shuffle_inplace(charlist)
new_message += jointext(charlist, "") + suffix
message = jointext(new_message, " ")
speech_args[SPEECH_MESSAGE] = trim(message)
/datum/brain_trauma/mild/mind_echo
name = "Mind Echo"
desc = "Patient's language neurons do not terminate properly, causing previous speech patterns to occasionally resurface spontaneously."
scan_desc = "looping neural pattern"
gain_text = span_warning("You feel a faint echo of your thoughts...")
lose_text = span_notice("The faint echo fades away.")
var/list/hear_dejavu = list()
var/list/speak_dejavu = list()
/datum/brain_trauma/mild/mind_echo/handle_hearing(datum/source, list/hearing_args)
if(!owner.can_hear() || owner == hearing_args[HEARING_SPEAKER])
return
if(hear_dejavu.len >= 5)
if(prob(25))
var/deja_vu = pick_n_take(hear_dejavu)
var/static/regex/quoted_spoken_message = regex("\".+\"", "gi")
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
return
if(hear_dejavu.len >= 15)
if(prob(50))
popleft(hear_dejavu) //Remove the oldest
hear_dejavu += hearing_args[HEARING_RAW_MESSAGE]
else
hear_dejavu += hearing_args[HEARING_RAW_MESSAGE]
/datum/brain_trauma/mild/mind_echo/handle_speech(datum/source, list/speech_args)
if(speak_dejavu.len >= 5)
if(prob(25))
var/deja_vu = pick_n_take(speak_dejavu)
speech_args[SPEECH_MESSAGE] = deja_vu
return
if(speak_dejavu.len >= 15)
if(prob(50))
popleft(speak_dejavu) //Remove the oldest
speak_dejavu += speech_args[SPEECH_MESSAGE]
else
speak_dejavu += speech_args[SPEECH_MESSAGE]
/datum/brain_trauma/mild/color_blindness
name = "Achromatopsia"
desc = "Patient's occipital lobe is unable to recognize and interpret color, rendering the patient completely colorblind."
scan_desc = "colorblindness"
gain_text = span_warning("The world around you seems to lose its color.")
lose_text = span_notice("The world feels bright and colorful again.")
/datum/brain_trauma/mild/color_blindness/on_gain()
owner.add_client_colour(/datum/client_colour/monochrome/colorblind)
return ..()
/datum/brain_trauma/mild/color_blindness/on_lose(silent)
owner.remove_client_colour(/datum/client_colour/monochrome/colorblind)
return ..()
/datum/brain_trauma/mild/possessive
name = "Possessive"
desc = "Patient is extremely possessive of their belongings."
scan_desc = "possessiveness"
gain_text = span_warning("You start to worry about your belongings.")
lose_text = span_notice("You worry less about your belongings.")
/datum/brain_trauma/mild/possessive/on_lose(silent)
. = ..()
for(var/obj/item/thing in owner.held_items)
clear_trait(thing)
/datum/brain_trauma/mild/possessive/on_life(seconds_per_tick, times_fired)
if(!SPT_PROB(5, seconds_per_tick))
return
var/obj/item/my_thing = pick(owner.held_items) // can pick null, that's fine
if(isnull(my_thing) || HAS_TRAIT(my_thing, TRAIT_NODROP) || (my_thing.item_flags & (HAND_ITEM|ABSTRACT)))
return
ADD_TRAIT(my_thing, TRAIT_NODROP, TRAUMA_TRAIT)
RegisterSignals(my_thing, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_MOVED), PROC_REF(clear_trait))
to_chat(owner, span_warning("You feel a need to keep [my_thing] close..."))
addtimer(CALLBACK(src, PROC_REF(relax), my_thing), rand(30 SECONDS, 3 MINUTES), TIMER_DELETE_ME)
/datum/brain_trauma/mild/possessive/proc/relax(obj/item/my_thing)
if(QDELETED(my_thing))
return
if(HAS_TRAIT_FROM_ONLY(my_thing, TRAIT_NODROP, TRAUMA_TRAIT)) // in case something else adds nodrop, somehow?
to_chat(owner, span_notice("You feel more comfortable letting go of [my_thing]."))
clear_trait(my_thing)
/datum/brain_trauma/mild/possessive/proc/clear_trait(obj/item/my_thing, ...)
SIGNAL_HANDLER
REMOVE_TRAIT(my_thing, TRAIT_NODROP, TRAUMA_TRAIT)
UnregisterSignal(my_thing, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_MOVED))