Files
CHOMPStation2/code/modules/flufftext/Hallucination.dm
Zuhayr ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30

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/*
Ideas for the subtle effects of hallucination:
Light up oxygen/phoron indicators (done)
Cause health to look critical/dead, even when standing (done)
Characters silently watching you
Brief flashes of fire/space/bombs/c4/dangerous shit (done)
Items that are rare/traitorous/don't exist appearing in your inventory slots (done)
Strange audio (should be rare) (done)
Gunshots/explosions/opening doors/less rare audio (done)
*/
mob/living/carbon/var
image/halimage
image/halbody
obj/halitem
hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator
handling_hal = 0
hal_crit = 0
mob/living/carbon/proc/handle_hallucinations()
if(handling_hal) return
handling_hal = 1
while(client && hallucination > 20)
sleep(rand(200,500)/(hallucination/25))
var/halpick = rand(1,100)
switch(halpick)
if(0 to 15)
//Screwy HUD
//src << "Screwy HUD"
hal_screwyhud = pick(1,2,3,3,4,4)
spawn(rand(100,250))
hal_screwyhud = 0
if(16 to 25)
//Strange items
//src << "Traitor Items"
if(!halitem)
halitem = new
var/list/slots_free = list(ui_lhand,ui_rhand)
if(l_hand) slots_free -= ui_lhand
if(r_hand) slots_free -= ui_rhand
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
if(!H.belt) slots_free += ui_belt
if(!H.l_store) slots_free += ui_storage1
if(!H.r_store) slots_free += ui_storage2
if(slots_free.len)
halitem.screen_loc = pick(slots_free)
halitem.layer = 50
switch(rand(1,6))
if(1) //revolver
halitem.icon = 'icons/obj/gun.dmi'
halitem.icon_state = "revolver"
halitem.name = "Revolver"
if(2) //c4
halitem.icon = 'icons/obj/assemblies.dmi'
halitem.icon_state = "plastic-explosive0"
halitem.name = "Mysterious Package"
if(prob(25))
halitem.icon_state = "c4small_1"
if(3) //sword
halitem.icon = 'icons/obj/weapons.dmi'
halitem.icon_state = "sword1"
halitem.name = "Sword"
if(4) //stun baton
halitem.icon = 'icons/obj/weapons.dmi'
halitem.icon_state = "stunbaton"
halitem.name = "Stun Baton"
if(5) //emag
halitem.icon = 'icons/obj/card.dmi'
halitem.icon_state = "emag"
halitem.name = "Cryptographic Sequencer"
if(6) //flashbang
halitem.icon = 'icons/obj/grenade.dmi'
halitem.icon_state = "flashbang1"
halitem.name = "Flashbang"
if(client) client.screen += halitem
spawn(rand(100,250))
if(client)
client.screen -= halitem
halitem = null
if(26 to 40)
//Flashes of danger
//src << "Danger Flash"
if(!halimage)
var/list/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
possible_points += F
if(possible_points.len)
var/turf/simulated/floor/target = pick(possible_points)
switch(rand(1,3))
if(1)
//src << "Space"
halimage = image('icons/turf/space.dmi',target,"[rand(1,25)]",TURF_LAYER)
if(2)
//src << "Fire"
halimage = image('icons/effects/fire.dmi',target,"1",TURF_LAYER)
if(3)
//src << "C4"
halimage = image('icons/obj/assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
if(client) client.images += halimage
spawn(rand(10,50)) //Only seen for a brief moment.
if(client) client.images -= halimage
halimage = null
if(41 to 65)
//Strange audio
//src << "Strange Audio"
switch(rand(1,12))
if(1) src << 'sound/machines/airlock.ogg'
if(2)
if(prob(50))src << 'sound/effects/Explosion1.ogg'
else src << 'sound/effects/Explosion2.ogg'
if(3) src << 'sound/effects/explosionfar.ogg'
if(4) src << 'sound/effects/Glassbr1.ogg'
if(5) src << 'sound/effects/Glassbr2.ogg'
if(6) src << 'sound/effects/Glassbr3.ogg'
if(7) src << 'sound/machines/twobeep.ogg'
if(8) src << 'sound/machines/windowdoor.ogg'
if(9)
//To make it more realistic, I added two gunshots (enough to kill)
src << 'sound/weapons/Gunshot.ogg'
spawn(rand(10,30))
src << 'sound/weapons/Gunshot.ogg'
if(10) src << 'sound/weapons/smash.ogg'
if(11)
//Same as above, but with tasers.
src << 'sound/weapons/Taser.ogg'
spawn(rand(10,30))
src << 'sound/weapons/Taser.ogg'
//Rare audio
if(12)
//These sounds are (mostly) taken from Hidden: Source
var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/Heart Beat.ogg', 'sound/effects/screech.ogg',\
'sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', 'sound/hallucinations/far_noise.ogg', 'sound/hallucinations/growl1.ogg', 'sound/hallucinations/growl2.ogg',\
'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
src << pick(creepyasssounds)
if(66 to 70)
//Flashes of danger
//src << "Danger Flash"
if(!halbody)
var/list/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
possible_points += F
if(possible_points.len)
var/turf/simulated/floor/target = pick(possible_points)
switch(rand(1,4))
if(1)
halbody = image('icons/mob/human.dmi',target,"husk_l",TURF_LAYER)
if(2,3)
halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
if(4)
halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
// if(5)
// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
if(client) client.images += halbody
spawn(rand(50,80)) //Only seen for a brief moment.
if(client) client.images -= halbody
halbody = null
if(71 to 72)
//Fake death
// src.sleeping_willingly = 1
src.sleeping = 20
hal_crit = 1
hal_screwyhud = 1
spawn(rand(50,100))
// src.sleeping_willingly = 0
src.sleeping = 0
hal_crit = 0
hal_screwyhud = 0
handling_hal = 0
/*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts)
if(!mocktxt)
mocktxt = ""
var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\
"Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\
"OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Captain IQ","Retrieve Arms",\
"Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry")
if(mid_txts)
while(mid_txts.len)
var/mid_txt = pick(mid_txts)
mocktxt += mid_txt
mid_txts -= mid_txt
while(buttons.len)
var/button = pick(buttons)
var/button_txt = pick(possible_txt)
mocktxt += "<a href='?src=\ref[src];[button]'>[button_txt]</a><br>"
buttons -= button
possible_txt -= button_txt
return start_txt + mocktxt + end_txt + "</TT></BODY></HTML>"
proc/check_panel(mob/M)
if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
if(M.hallucination < 15)
return 1
return 0*/
/obj/effect/fake_attacker
icon = null
icon_state = null
name = ""
desc = ""
density = 0
anchored = 1
opacity = 0
var/mob/living/carbon/human/my_target = null
var/weapon_name = null
var/obj/item/weap = null
var/image/stand_icon = null
var/image/currentimage = null
var/icon/base = null
var/s_tone
var/mob/living/clone = null
var/image/left
var/image/right
var/image/up
var/collapse
var/image/down
var/health = 100
attackby(var/obj/item/weapon/P as obj, mob/user as mob)
step_away(src,my_target,2)
for(var/mob/M in oviewers(world.view,my_target))
M << "\red <B>[my_target] flails around wildly.</B>"
my_target.show_message("\red <B>[src] has been attacked by [my_target] </B>", 1) //Lazy.
src.health -= P.force
return
Crossed(var/mob/M, somenumber)
if(M == my_target)
step_away(src,my_target,2)
if(prob(30))
for(var/mob/O in oviewers(world.view , my_target))
O << "\red <B>[my_target] stumbles around.</B>"
New()
..()
spawn(300)
if(my_target)
my_target.hallucinations -= src
del(src)
step_away(src,my_target,2)
spawn attack_loop()
proc/updateimage()
// del src.currentimage
if(src.dir == NORTH)
del src.currentimage
src.currentimage = new /image(up,src)
else if(src.dir == SOUTH)
del src.currentimage
src.currentimage = new /image(down,src)
else if(src.dir == EAST)
del src.currentimage
src.currentimage = new /image(right,src)
else if(src.dir == WEST)
del src.currentimage
src.currentimage = new /image(left,src)
my_target << currentimage
proc/attack_loop()
while(1)
sleep(rand(5,10))
if(src.health < 0)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.dir = get_dir(src,my_target)
step_towards(src,my_target)
updateimage()
else
if(prob(15))
if(weapon_name)
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
if(prob(15))
step_away(src,my_target,2)
proc/collapse()
collapse = 1
updateimage()
/proc/fake_blood(var/mob/target)
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
O.name = "blood"
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
target << I
spawn(300)
del(O)
return
var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/item/ammo_magazine/a357,\
/obj/item/weapon/gun/energy/crossbow, /obj/item/weapon/melee/energy/sword,\
/obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/box/emps,\
/obj/item/weapon/cartridge/syndicate, /obj/item/clothing/under/chameleon,\
/obj/item/clothing/shoes/syndigaloshes, /obj/item/weapon/card/id/syndicate,\
/obj/item/clothing/mask/gas/voice, /obj/item/clothing/glasses/thermal,\
/obj/item/device/chameleon, /obj/item/weapon/card/emag,\
/obj/item/weapon/storage/toolbox/syndicate, /obj/item/weapon/aiModule,\
/obj/item/device/radio/headset/syndicate, /obj/item/weapon/plastique,\
/obj/item/device/powersink, /obj/item/weapon/storage/box/syndie_kit,\
/obj/item/toy/syndicateballoon, /obj/item/weapon/gun/energy/laser/captain,\
/obj/item/weapon/hand_tele, /obj/item/weapon/rcd, /obj/item/weapon/tank/jetpack,\
/obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\
/obj/item/clothing/shoes/magboots, /obj/item/blueprints, /obj/item/weapon/disk/nuclear,\
/obj/item/clothing/suit/space/void, /obj/item/weapon/tank)
/proc/fake_attack(var/mob/living/target)
// var/list/possible_clones = new/list()
var/mob/living/carbon/human/clone = null
var/clone_weapon = null
for(var/mob/living/carbon/human/H in living_mob_list)
if(H.stat || H.lying) continue
// possible_clones += H
clone = H
break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
// if(!possible_clones.len) return
// clone = pick(possible_clones)
if(!clone) return
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
if(clone.l_hand)
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
clone_weapon = clone.l_hand.name
F.weap = clone.l_hand
else if (clone.r_hand)
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
clone_weapon = clone.r_hand.name
F.weap = clone.r_hand
F.name = clone.name
F.my_target = target
F.weapon_name = clone_weapon
target.hallucinations += F
F.left = image(clone,dir = WEST)
F.right = image(clone,dir = EAST)
F.up = image(clone,dir = NORTH)
F.down = image(clone,dir = SOUTH)
// F.base = new /icon(clone.stand_icon)
// F.currentimage = new /image(clone)
/*
F.left = new /icon(clone.stand_icon,dir=WEST)
for(var/icon/i in clone.overlays)
F.left.Blend(i)
F.up = new /icon(clone.stand_icon,dir=NORTH)
for(var/icon/i in clone.overlays)
F.up.Blend(i)
F.down = new /icon(clone.stand_icon,dir=SOUTH)
for(var/icon/i in clone.overlays)
F.down.Blend(i)
F.right = new /icon(clone.stand_icon,dir=EAST)
for(var/icon/i in clone.overlays)
F.right.Blend(i)
target << F.up
*/
F.updateimage()