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LordMEandGitHub 4e433a463c Blindness_rework (#6479)
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## About The Pull Request
changes how blindness is handled in game
temporary sources of blindness add a status effect to the affected mob
while permanent sources (such as missing eyes/vision organs) add the
traits
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## Why It's Good For The Game
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
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## Changelog

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🆑
refactor: refactored blinding code
/🆑

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2024-06-13 11:09:03 -06:00

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/*
* Modifiers originating from cult runes, spells, or pylons are kept here.
*/
////////// Self-Enhancing
/datum/modifier/fortify
name = "fortified body"
desc = "You are taking less damage from outside sources."
on_created_text = "<span class='critical'>Your body becomes a mountain to your enemies' storm.</span>"
on_expired_text = "<span class='notice'>Your body softens, returning to its regular durability.</span>"
stacks = MODIFIER_STACK_EXTEND
disable_duration_percent = 0.25 // Disables only last 25% as long.
incoming_damage_percent = 0.5 // 50% incoming damage.
icon_scale_x_percent = 1.2 // Become a bigger target.
icon_scale_y_percent = 1.2
pain_immunity = TRUE
slowdown = 2
evasion = -20
/datum/modifier/ambush
name = "phased"
desc = "You are partially shifted from the material plane."
on_created_text = "<span class='critical'>Your body pulses, before partially dematerializing.</span>"
on_expired_text = "<span class='notice'>Your body rematerializes fully.</span>"
stacks = MODIFIER_STACK_FORBID
incoming_damage_percent = 0.1 // 10% incoming damage. You're not all there.
outgoing_melee_damage_percent = 0 // 0% outgoing damage. Be prepared.
pain_immunity = TRUE
evasion = 50 //Luckily, not being all there means you're actually hard to hit with a gun.
/datum/modifier/ambush/on_applied()
holder.alpha = 30
return
// Override this for special effects when it gets removed.
/datum/modifier/ambush/on_expire()
holder.alpha = 255
return
////////// On-hit
/datum/modifier/deep_wounds
name = "deep wounds"
desc = "Your wounds are mysteriously harder to mend."
on_created_text = "<span class='cult'>Your wounds pain you greatly.</span>"
on_expired_text = "<span class='notice'>Your wounds numb for a moment.</span>"
stacks = MODIFIER_STACK_EXTEND
incoming_healing_percent = 0.66 // 34% less healing.
disable_duration_percent = 1.22 // 22% longer disables.
////////// Auras
/datum/modifier/repair_aura //This aura does not apply modifiers to individuals in the area.
name = "aura of repair (cult)"
desc = "You are emitting a field of strange energy, capable of repairing occult constructs."
on_created_text = "<span class='cult'>You begin emitting an occult repair aura.</span>"
on_expired_text = "<span class='notice'>The occult repair aura fades.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "cult_aura"
/datum/modifier/repair_aura/tick()
spawn()
for(var/mob/living/simple_mob/construct/T in view(4,holder))
T.adjustBruteLoss(rand(-10,-15))
T.adjustFireLoss(rand(-10,-15))
/datum/modifier/agonize //This modifier is used in an aura spell.
name = "agonize"
desc = "Your body is wracked with pain."
on_created_text = "<span class='cult'>A red lightning quickly covers your body. The pain is horrendous.</span>"
on_expired_text = "<span class='notice'>The lightning fades, and so too does the ongoing pain.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "red_electricity_constant"
/datum/modifier/agonize/tick()
spawn()
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
H.apply_effect(20, AGONY)
if(prob(10))
to_chat(H, "<span class='warning'>Just make it stop!</span>")
////////// Target Modifier
/datum/modifier/mend_occult
name = "occult mending"
desc = "Your body is mending, though at what cost?"
on_created_text = "<span class='cult'>Something haunting envelops your body as it begins to mend.</span>"
on_expired_text = "<span class='notice'>The cloak of unease dissipates.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "red_electricity_constant"
/datum/modifier/mend_occult/tick()
spawn()
if(isliving(holder))
var/mob/living/L = holder
if(istype(L, /mob/living/simple_mob/construct))
L.adjustBruteLoss(rand(-5,-10))
L.adjustFireLoss(rand(-5,-10))
else
L.adjustBruteLoss(-2)
L.adjustFireLoss(-2)
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
for(var/obj/item/organ/O in H.internal_organs)
if(O.damage > 0) // Fix internal damage
O.damage = max(O.damage - 2, 0)
if(O.damage <= 5 && O.organ_tag == O_EYES) // Fix eyes
H.remove_blindness_source(TRAIT_BLINDNESS_EYE_DMG)
for(var/obj/item/organ/external/O in H.organs) // Fix limbs, no matter if they are Man or Machine.
O.heal_damage(rand(1,3), rand(1,3), internal = 1, robo_repair = 1)
// check limbs
for(var/obj/item/organ/E in H.bad_external_organs)
// Fix bones
var/obj/item/organ/external/affected = E
if((affected.damage < affected.min_broken_damage) && (affected.status & ORGAN_BROKEN))
affected.status &= ~ORGAN_BROKEN
// fix IB
affected.cure_specific_wound(/datum/wound/internal_bleeding, all = TRUE)
H.restore_blood()
if(!iscultist(H))
H.apply_effect(2, AGONY)
if(prob(10))
to_chat(H, "<span class='danger'>It feels as though your body is being torn apart!</span>")
L.update_health()
/datum/modifier/gluttonyregeneration
name = "gluttonous regeneration"
desc = "You are filled with an overwhelming hunger."
mob_overlay_state = "electricity"
on_created_text = "<span class='critical'>You feel an intense and overwhelming hunger overtake you as your body regenerates!</span>"
on_expired_text = "<span class='notice'>The blaze of hunger inside you has been snuffed.</span>"
stacks = MODIFIER_STACK_EXTEND
/datum/modifier/gluttonyregeneration/can_apply(var/mob/living/L)
if(L.stat == DEAD)
to_chat(L, "<span class='warning'>You can't be dead to consume.</span>")
return FALSE
if(!L.is_sentient())
return FALSE // Drones don't feel anything, not even hunger.
if(L.has_modifier_of_type(/datum/modifier/berserk_exhaustion))
to_chat(L, "<span class='warning'>You recently berserked, so you are too tired to consume.</span>")
return FALSE
if(!ishuman(L)) // Only humanoids feel hunger. Totally.
return FALSE
else
var/mob/living/carbon/human/H = L
if(H.species.get_species_id() == SPECIES_ID_DIONA)
to_chat(L, "<span class='warning'>You feel strange for a moment, but it passes.</span>")
return FALSE // Happy trees aren't affected by incredible hunger.
return ..()
/datum/modifier/gluttonyregeneration/tick()
spawn()
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
var/starting_nutrition = H.nutrition
H.nutrition = max(0, H.nutrition - 10)
var/healing_amount = starting_nutrition - H.nutrition
if(healing_amount < 0) // If you are eating enough to somehow outpace this, congratulations, you are gluttonous enough to gain a boon.
healing_amount *= -2
H.adjustBruteLoss(-healing_amount * 0.25)
H.adjustFireLoss(-healing_amount * 0.25)
H.adjustOxyLoss(-healing_amount * 0.25)
H.adjustToxLoss(-healing_amount * 0.25)
..()