[Ready] Refactors stuns and status effects. (#17579)

* Fixes reviver runtime

* Confusion status effect

* Dizzy status effect

* Drowsiness status effect

* decaying -> transient

* Drunkenness status effect

* why use timer when SSfastprocessing work good

* stuns (mostly)

* weaken and immobalise

* stun/weaken times

* update_flags redundancies.

* Slowed()

* Silence + fixes transient decay

* Jittery

* sleeping

* Paralyze -> weaken

* Cult sluring

* paralyse

* Stammer

* slurring + projectile cleanups

* losebreath

* Hallucination

* forgor this

* eyeblurry

* eye blind

* Druggy

* affected didn't like my spacing

* review pass

* second review pass

* some cleanups

* documentation and signal framework

* confusion fix

* Fixes spec_stun

* rejuv fix

* removes a TODO

* conflicted myself

* fixes

* self review

* review

* removes TODOs

* adminfreeze

* TM fixes

* hallucination fix + others

* tones down alchol and runtime fixes

* confusion overlay suggestion

* more fixes

* runtime fix

* losebreath fix

* clamp => directional bounded sum

* steel review

* oops

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* reduces the dizziness cycle rate

* borg hotfix

* sanctified decursening

Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
This commit is contained in:
Charlie
2022-05-24 16:35:26 +01:00
committed by GitHub
co-authored by SteelSlayer mochi
parent b32fb92770
commit 0f7a8707ef
311 changed files with 2268 additions and 2155 deletions
@@ -159,7 +159,7 @@
///How much the bullets damage should be multiplied by when it is added to the internal variables
var/bullet_energy = 2
///How much hallucination should we produce per unit of power?
var/hallucination_power = 0.1
var/hallucination_power = 1
///Our internal radio
var/obj/item/radio/radio
@@ -328,7 +328,8 @@
if(ishuman(mob))
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1))))
var/hallucination_amount = (max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1))))) SECONDS
H.AdjustHallucinate(hallucination_amount)
var/rads = DETONATION_RADS * sqrt(1 / (get_dist(L, src) + 1))
L.rad_act(rads)
@@ -539,8 +540,8 @@
for(var/mob/living/carbon/human/l in view(src, HALLUCINATION_RANGE(power))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson) && !HAS_TRAIT(l, TRAIT_MESON_VISION))
var/D = sqrt(1 / max(1, get_dist(l, src)))
l.hallucination += power * hallucination_power * D
l.hallucination = clamp(l.hallucination, 0, 200)
var/hallucination_amount = power * hallucination_power * D
l.AdjustHallucinate(hallucination_amount, 0, 200 SECONDS)
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / max(get_dist(l, src), 1) )
l.rad_act(rads)