[MIRROR] More redspace modifier tweaks (#12131)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-12-18 06:05:26 -05:00
committed by GitHub
co-authored by Cameron Lennox
parent 765fcd057f
commit 8fd4fe2285
13 changed files with 592 additions and 19 deletions
+396 -2
View File
@@ -36,6 +36,9 @@ var/static/list/redspace_areas = list (
/datum/modifier/redspace_drain/on_applied()
unfortunate_soul = holder
to_chat(unfortunate_soul, span_cult("You feel as if your lifeforce is slowly being rended from your body."))
if(!unfortunate_soul.HasDisease(/datum/disease/fleshy_spread))
var/datum/disease/fleshy_spread/flesh_disease = new /datum/disease/fleshy_spread()
unfortunate_soul.ForceContractDisease(flesh_disease, BP_TORSO)
return
/datum/modifier/redspace_drain/on_expire()
@@ -96,8 +99,11 @@ var/static/list/redspace_areas = list (
unfortunate_soul.stuttering = min(100, unfortunate_soul.stuttering + 10) //Stuttering is increased by 1, but never above 100. You're in a scary place.
return
/datum/modifier/redspace_drain/proc/choose_organs()
var/organs_to_replace = rand(2,3)
/datum/modifier/redspace_drain/proc/choose_organs(organs_to_replace)
if(!organs_to_replace)
organs_to_replace = rand(2,3)
if(organs_to_replace <= 0) //Sanity
return
for(var/i = 0 to organs_to_replace)
var/organ_choice = pick("eyes", "heart", "lungs", "liver", "kidneys", "appendix", "voicebox", "spleen", "stomach", "intestine")
switch(organ_choice)
@@ -252,6 +258,33 @@ var/static/list/redspace_areas = list (
var/random_name = pick("pulsating", "quivering", "throbbing", "crawling", "oozing", "melting", "gushing", "dripping", "twitching", "slimy", "gooey")
new_organ.name = "[random_name] [initial(new_organ.name)]"
///Variant redspace drain ONLY used for the virus.
/datum/modifier/redspace_drain/lesser
name = "redspace infection"
desc = "Your body is warping..."
on_created_text = null
on_expired_text = null
/datum/modifier/redspace_drain/lesser/can_apply(mob/living/L, suppress_output = TRUE)
if(ishuman(L) && !L.isSynthetic())
return TRUE
return FALSE
/datum/modifier/redspace_drain/lesser/on_applied()
unfortunate_soul = holder
return
/datum/modifier/redspace_drain/lesser/on_expire()
unfortunate_soul = null
return
/datum/modifier/redspace_drain/lesser/check_if_valid()
if(expire_at && expire_at < world.time)
src.expire()
/datum/modifier/redspace_drain/lesser/tick()
return
/*
/datum/modifier/redspace_drain/proc/replace_organ() //Old version of doing this WITHOUT the custom organs. Preserved as an alternative version / reference
var/obj/item/organ/O = pick(unfortunate_soul.internal_organs)
@@ -317,3 +350,364 @@ var/static/list/redspace_areas = list (
/datum/modifier/redsight/tick()
..()
///The PERMANENT debuff that redspace warp leaves you with.
/datum/modifier/redspace_corruption
name = "redspace corruption"
desc = "Your body has been permanently twisted."
on_created_text = null
on_expired_text = null
stacks = MODIFIER_STACK_EXTEND
///Time since we last revived
var/time_since_revival = 0
///Cooldown on how often we can revive.
var/revival_cooldown = 60 SECONDS
///When did we last do a 'heal tick' ?
var/heal_tick = 0
///How often do we do a 'heal tick' ?
var/heal_tick_cooldown = 5 SECONDS
///What chance is there per tick that we unsheath an armblade and face someone?
var/blade_chance = 1
///What is the chance that we inject a paralyze a nearby crewmember that is standing too close to us?
var/injection_chance = 3
///If we have our flesh armor deployed or not.
var/armor_deployed = FALSE
///At what time did we deploy our armor?
var/armor_deployed_time = 0
///How long can we upkeep our armor?
var/armor_duration = 5 MINUTES
///What is our hivemind name?
var/speech_name = "The Unseen Horror"
var/mob/living/carbon/human/unfortunate_soul //The human target of our modifier.
/datum/modifier/redspace_corruption/can_apply(mob/living/L, suppress_output = TRUE)
if(ishuman(L) && !L.isSynthetic())
if(L.mind?.assigned_role == JOB_CHAPLAIN)
return FALSE
return TRUE
return FALSE
/datum/modifier/redspace_corruption/on_applied()
unfortunate_soul = holder
ADD_TRAIT(unfortunate_soul, TRAIT_REDSPACE_CORRUPTED, UNHOLY_TRAIT)
ADD_TRAIT(unfortunate_soul, UNIQUE_MINDSTRUCTURE, UNHOLY_TRAIT)
speech_name = pick("Lost Soul", "Rescued One", "The Embraced", "The Chosen", "The Unseen Horror", "Obedient Servant", "Willing Follower")
//SHUNT ALL THE IMPORTANT ORGANS TO THE CHEST!
var/obj/item/organ/internal/brain/brain = unfortunate_soul.internal_organs_by_name[O_BRAIN]
var/obj/item/organ/internal/eyes/eyes = unfortunate_soul.internal_organs_by_name[O_EYES]
var/obj/item/organ/external/chest/torso = unfortunate_soul.get_organ(BP_TORSO)
if(unfortunate_soul.should_have_organ(O_BRAIN))
brain.parent_organ = BP_TORSO //Move the brain to the torso.
torso.internal_organs |= brain
if(unfortunate_soul.should_have_organ(O_EYES))
eyes.parent_organ = BP_TORSO //Move the eyes to the torso.
torso.internal_organs |= eyes
for(var/obj/item/organ/external/head/ex_organ in unfortunate_soul.organs)
ex_organ.cannot_break = TRUE
ex_organ.dislocated = -1
ex_organ.nonsolid = TRUE
ex_organ.spread_dam = TRUE
ex_organ.max_damage = 5 //VERY fragile, now.
ex_organ.vital = FALSE
ex_organ.encased = FALSE
ex_organ.cannot_gib = FALSE
if(brain)
ex_organ.internal_organs -= brain //Remove the brain from the head.
if(eyes)
ex_organ.internal_organs -= eyes
/datum/modifier/redspace_corruption/on_expire()
REMOVE_TRAIT(unfortunate_soul, TRAIT_REDSPACE_CORRUPTED, UNHOLY_TRAIT)
REMOVE_TRAIT(unfortunate_soul, UNIQUE_MINDSTRUCTURE, UNHOLY_TRAIT)
unfortunate_soul = null
/datum/modifier/redspace_corruption/tick()
//Handles resurrection and healing if dead.
var/bellied = FALSE
if(isbelly(unfortunate_soul.loc))
bellied = TRUE
var/mob/living/carbon/human/predator = unfortunate_soul.loc.loc
if(istype(predator) && !predator.HasDisease(/datum/disease/fleshy_spread))
var/datum/disease/fleshy_spread/flesh_disease = new /datum/disease/fleshy_spread()
predator.ForceContractDisease(flesh_disease, BP_TORSO)
if(unfortunate_soul.stat == DEAD)
handle_death()
return
if(!armor_deployed && (unfortunate_soul.stunned || unfortunate_soul.weakened || unfortunate_soul.paralysis || unfortunate_soul.health < unfortunate_soul.getMaxHealth() * 0.75))
if(assume_battle_stance())
unfortunate_soul.adjustHalLoss(-200) //WAKE UP SAMURI
unfortunate_soul.reagents.add_reagent(REAGENT_ID_ADRENALINE, 5)
unfortunate_soul.reagents.add_reagent(REAGENT_ID_EPINEPHRINE, 5)
unfortunate_soul.reagents.add_reagent(REAGENT_ID_NUMBENZYME, 1)
to_chat(unfortunate_soul, span_large(span_bolddanger("Your body surges with adrenaline, and every cell ignites with a primal fight or flight. Your instincts are screaming through every fiber of your body: Escape the danger. Kill the threats. Protect your body. SURVIVE.")))
return
else if(unfortunate_soul.stat == UNCONSCIOUS)
return
if(bellied)
return
if(armor_deployed && ((armor_deployed_time + armor_duration) < world.time)) //Time ran out.
//Are we still in panic mode?
if(unfortunate_soul.stunned || unfortunate_soul.weakened || unfortunate_soul.paralysis || (unfortunate_soul.health < unfortunate_soul.maxHealth * 0.75))
return
else
equip_flesh_armor(/obj/item/clothing/suit/space/changeling/armored, /obj/item/clothing/head/helmet/space/changeling/armored, /obj/item/clothing/shoes/magboots/changeling/armored, /obj/item/clothing/gloves/combat/changeling)
armor_deployed = FALSE
return
//Stuff that happens when we're ALIVE.
if(prob(blade_chance))
//If we have an open hand and we have people near us, unsheath an armblade and face them.
//This plays a BIG SCARY MESSAGE in chat and will make people panic.
if(!unfortunate_soul.hands_are_full())
if(attempt_armblade())
return
if(prob(injection_chance))
var/list_of_humans = list()
var/prick_message
for(var/mob/living/carbon/human/target in oview(1, unfortunate_soul.loc))
if(target.has_modifier_of_type(/datum/modifier/redspace_corruption)) //No cyclic injections!
if(!prick_message)
to_chat(unfortunate_soul, span_warning("Your body stealthily injects [target] but they seem unaffected."))
to_chat(target, span_bolddanger("You feel a tiny prick."))
prick_message = TRUE
continue
if(is_changeling(target))
if(!prick_message)
to_chat(unfortunate_soul, span_warning("Your body stealthily injects [target] but they seem unaffected."))
to_chat(target, span_bolddanger("You feel a tiny prick."))
prick_message = TRUE
continue
list_of_humans += target
if(LAZYLEN(list_of_humans))
var/mob/living/carbon/human/prey = pick(list_of_humans)
if(!prey)
return
to_chat(prey, span_bolddanger("You feel a tiny prick."))
prey.reagents.add_reagent(REAGENT_ID_ZOMBIEPOWDER, 5)
if(!prey.HasDisease(/datum/disease/fleshy_spread))
var/datum/disease/fleshy_spread/flesh_disease = new /datum/disease/fleshy_spread()
prey.ForceContractDisease(flesh_disease)
to_chat(unfortunate_soul, span_warning("[prey] walks too close to you, your body instinctually stinging them"))
return
/datum/modifier/redspace_corruption/proc/handle_death()
//Cooldown?
if(armor_deployed && (armor_deployed_time + (armor_duration * 2)) < world.time) //Takes longer for armor to undeploy when dead.
exit_battle_stance()
if(heal_tick + heal_tick_cooldown > world.time)
return
var/obj/item/organ/internal/brain/brain = unfortunate_soul.internal_organs_by_name[O_BRAIN]
if(unfortunate_soul.should_have_organ(O_BRAIN))
if(!brain) //Removed the brain? Can't do anything.
return
var/obj/item/organ/internal/heart/heart = unfortunate_soul.internal_organs_by_name[O_HEART]
if(!heart)
return
var/blood_volume = unfortunate_soul.vessel.get_reagent_amount(REAGENT_ID_BLOOD)
var/lethal_blood = FALSE
if(unfortunate_soul.reagents.get_reagent_amount(REAGENT_ID_MYELAMINE) < 5)
unfortunate_soul.reagents.add_reagent(REAGENT_ID_MYELAMINE, 5) //Helps stabilize them.
if(!heart || heart.is_broken())
blood_volume *= 0.3
else if(heart.is_bruised())
blood_volume *= 0.7
else if(heart.damage > 1)
blood_volume *= 0.8
if(blood_volume < unfortunate_soul.species.blood_volume*unfortunate_soul.species.blood_level_fatal)
unfortunate_soul.reagents.add_reagent(REAGENT_ID_SYNTHBLOOD, 25) //Will get processed below.
lethal_blood = TRUE
//Circulate chems.
for(var/i in 1 to 5)
unfortunate_soul.handle_chemicals_in_body()
unfortunate_soul.handle_organs()
//Slowly come back from the dead.
unfortunate_soul.heal_overall_damage(2, 2)
unfortunate_soul.adjustToxLoss(-5)
unfortunate_soul.adjustOxyLoss(-5)
unfortunate_soul.adjustBrainLoss(-0.5)
//Handle our organs. We might not heal entirely before we come back, but that's fine. If we die again, we come back again.
for(var/obj/item/organ/I in unfortunate_soul.internal_organs)
I.process()
I.germ_level = max(0, I.germ_level - 25)
I.damage = max(0, I.damage - 2.5)
if(I.status & ORGAN_DEAD && (I.damage < I.is_broken()) && (I.germ_level < INFECTION_LEVEL_ONE)) //If we have any dead organs, try to revive them.
I.status = 0
for(var/obj/item/organ/external/limb in unfortunate_soul.bad_external_organs)
limb.germ_level = max(0, limb.germ_level - 25)
if(limb.status & ORGAN_DEAD && (limb.damage < limb.is_broken()) && (limb.germ_level < INFECTION_LEVEL_ONE)) //If we have any dead organs, try to revive them.
limb.status = 0
heal_tick = world.time
//Big checks to see if there's a reason we CAN'T revive.
if(time_since_revival + revival_cooldown > world.time) //On cooldown.
return
if(lethal_blood) //Blood volume is low enough we'd immediately die upon revival.
return
if(unfortunate_soul.health <= -(unfortunate_soul.getMaxHealth() * 0.33)) //Too injured to revive. We want to be a bit JUST before hardcrit.
return
if(unfortunate_soul.check_vital_organs()) //Missing a vital organ.
return
if(unfortunate_soul.teleop) //Aghosted or the sort.
return
if(!unfortunate_soul.mind) //Mind is gone.
return
//This won't get EVERYTHING, but if we end up reviving just to die shortly afterwards to heal up further, that's fine.
//Time to revive! This FORCIBLY grabs their mind and puts it back in.
revive()
return
/datum/modifier/redspace_corruption/proc/revive()
//Force us back into the body.
unfortunate_soul.grab_ghost(TRUE)
//Defib stuff here.
GLOB.dead_mob_list.Remove(unfortunate_soul)
if((unfortunate_soul in GLOB.living_mob_list) || (unfortunate_soul in GLOB.dead_mob_list))
WARNING("Mob [unfortunate_soul] was revived but already in the living or dead list still!")
GLOB.living_mob_list += unfortunate_soul
unfortunate_soul.timeofdeath = 0
unfortunate_soul.set_stat(UNCONSCIOUS) //Life() can bring them back to consciousness if it needs to.
unfortunate_soul.failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
unfortunate_soul.reload_fullscreen()
//Awaken!
unfortunate_soul.emote("gasp")
unfortunate_soul.Weaken(rand(10,25))
unfortunate_soul.updatehealth()
time_since_revival = world.time
//Returns TRUE If we succeeded. FALSE if we failed.
/datum/modifier/redspace_corruption/proc/attempt_armblade()
var/list_of_humans = list()
for(var/mob/living/carbon/human/target in oview(4, unfortunate_soul.loc))
if(target.has_modifier_of_type(/datum/modifier/redspace_corruption)) //Flesh knows flesh.
continue
if(is_changeling(target))
continue
list_of_humans += target
if(LAZYLEN(list_of_humans))
var/mob/person_to_stare_at_with_our_special_eyes = pick(list_of_humans)
if(!person_to_stare_at_with_our_special_eyes)
return FALSE
deploy_armblade()
unfortunate_soul.face_atom(person_to_stare_at_with_our_special_eyes)
if(get_dist(unfortunate_soul, person_to_stare_at_with_our_special_eyes.loc) > 1)
step_towards(unfortunate_soul, person_to_stare_at_with_our_special_eyes)
if(get_dist(unfortunate_soul, person_to_stare_at_with_our_special_eyes.loc) > 1)
step_towards(unfortunate_soul, person_to_stare_at_with_our_special_eyes)
return TRUE
return FALSE
/datum/modifier/redspace_corruption/proc/deploy_armblade()
var/obj/item/melee/changeling/arm_blade/blade = new /obj/item/melee/changeling/arm_blade(unfortunate_soul)
if(!unfortunate_soul.put_in_hands(blade))
qdel(blade) //failed, sad.
//shamelessly stolen from changeling/armor.dm
/datum/modifier/redspace_corruption/proc/equip_flesh_armor(var/armor_type, var/helmet_type, var/boot_type, var/glove_type)
var/mob/living/carbon/human/M = unfortunate_soul
//First, check if we're already wearing the armor, and if so, take it off.
if(istype(M.wear_suit, armor_type) || istype(M.head, helmet_type) || istype(M.shoes, boot_type) || istype(M.gloves, glove_type))
M.visible_message(span_warning("[M] casts off their [M.wear_suit.name]!"),
span_warning("We cast off our [M.wear_suit.name]"),
span_warningplain("You hear the organic matter ripping and tearing!"))
if(istype(M.wear_suit, armor_type))
qdel(M.wear_suit)
if(istype(M.head, helmet_type))
qdel(M.head)
if(istype(M.shoes, boot_type))
qdel(M.shoes)
if(istype(M.gloves, glove_type))
qdel(M.gloves)
M.update_inv_wear_suit()
M.update_inv_head()
M.update_hair()
M.update_inv_shoes()
M.update_inv_gloves()
return TRUE
var/obj/item/clothing/suit/A = new armor_type(M)
if(M.wear_suit)
M.unEquip(M.wear_suit, TRUE)
M.equip_to_slot_or_del(A, slot_wear_suit)
var/obj/item/clothing/suit/H = new helmet_type(M)
if(M.head)
M.unEquip(M.head, TRUE)
M.equip_to_slot_or_del(H, slot_head)
var/obj/item/clothing/shoes/B = new boot_type(M)
if(M.shoes)
M.unEquip(M.shoes, TRUE)
M.equip_to_slot_or_del(B, slot_shoes)
var/obj/item/clothing/gloves/G = new glove_type(M)
if(M.gloves)
M.unEquip(M.gloves, TRUE)
M.equip_to_slot_or_del(G, slot_gloves)
playsound(M, 'sound/effects/blobattack.ogg', 30, 1)
M.update_inv_wear_suit()
M.update_inv_head()
M.update_hair()
M.update_inv_shoes()
M.update_inv_gloves()
return TRUE
///Equips armor and melee weapon. If we succeed, returns TRUE. FALSE if we fail.
/datum/modifier/redspace_corruption/proc/assume_battle_stance()
if(equip_flesh_armor(/obj/item/clothing/suit/space/changeling/armored,/obj/item/clothing/head/helmet/space/changeling/armored,/obj/item/clothing/shoes/magboots/changeling/armored, /obj/item/clothing/gloves/combat/changeling))
to_chat(unfortunate_soul, span_warning("Your flesh shifts and hardens into a protective armor!"))
armor_deployed = TRUE
armor_deployed_time = world.time
unfortunate_soul.drop_l_hand()
unfortunate_soul.drop_r_hand()
deploy_armblade()
deploy_armblade()
return TRUE
return FALSE
/datum/modifier/redspace_corruption/proc/exit_battle_stance()
if(armor_deployed)
equip_flesh_armor(/obj/item/clothing/suit/space/changeling/armored, /obj/item/clothing/head/helmet/space/changeling/armored, /obj/item/clothing/shoes/magboots/changeling/armored, /obj/item/clothing/gloves/combat/changeling)
armor_deployed = FALSE
unfortunate_soul.drop_l_hand()
unfortunate_soul.drop_r_hand()