/datum/brain_trauma/special/obsessed name = "Psychotic Schizophrenia" desc = "Patient has a subtype of delusional disorder, becoming irrationally attached to someone." scan_desc = "psychotic schizophrenic delusions" gain_text = "If you see this message, make a github issue report. The trauma initialized wrong." lose_text = span_warning("The voices in your head fall silent.") can_gain = TRUE random_gain = FALSE resilience = TRAUMA_RESILIENCE_SURGERY var/mob/living/obsession var/datum/mind/obsessedmind var/datum/objective/spendtime/attachedobsessedobj var/datum/antagonist/obsessed/antagonist var/viewing = FALSE //it's a lot better to store if the owner is watching the obsession than checking it twice between two procs var/total_time_creeping = 0 //just for roundend fun var/time_spent_away = 0 var/obsession_hug_count = 0 /datum/brain_trauma/special/obsessed/on_gain() //setup, linking, etc// if(!obsession)//admins didn't set one obsession = find_obsession() if(!obsession)//we didn't find one lose_text = "" qdel(src) return obsessedmind = obsession.mind gain_text = span_warning("You hear a sickening, raspy voice in your head. It wants one small task of you...") owner.mind.add_antag_datum(/datum/antagonist/obsessed) antagonist = owner.mind.has_antag_datum(/datum/antagonist/obsessed) antagonist.trauma = src RegisterSignal(obsession, COMSIG_MOB_EYECONTACT, PROC_REF(stare)) ..() //antag stuff// antagonist.forge_objectives(obsession.mind) antagonist.greet() /datum/brain_trauma/special/obsessed/on_life() if(obsessedmind.current != obsession) //ensure we keep our target body up to date obsession = obsessedmind.current if(!obsession || obsession.stat == DEAD) viewing = FALSE//important, makes sure you no longer stutter when happy if you murdered them while viewing return if(get_dist(get_turf(owner), get_turf(obsession)) > 7) viewing = FALSE //they are further than our viewrange they are not viewing us out_of_view() return//so we're not searching everything in view every tick if(obsession in view(7, owner)) viewing = TRUE else viewing = FALSE if(viewing) SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/creeping, obsession.name) total_time_creeping += 20 time_spent_away = 0 if(attachedobsessedobj)//if an objective needs to tick down, we can do that since traumas coexist with the antagonist datum attachedobsessedobj.timer -= 20 //mob subsystem ticks every 2 seconds(?), remove 20 deciseconds from the timer. sure, that makes sense. else out_of_view() /datum/brain_trauma/special/obsessed/proc/out_of_view() time_spent_away += 20 if(time_spent_away > 1800) //3 minutes SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreepingsevere, obsession.name) else SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreeping, obsession.name) /datum/brain_trauma/special/obsessed/on_lose() ..() owner.mind.remove_antag_datum(/datum/antagonist/obsessed) UnregisterSignal(obsession, COMSIG_MOB_EYECONTACT) /datum/brain_trauma/special/obsessed/handle_speech(datum/source, list/speech_args) if(!viewing) return if(prob(25)) // 25% chances to be nervous and stutter. if(prob(50)) // 12.5% chance (previous check taken into account) of doing something suspicious. addtimer(CALLBACK(src, PROC_REF(on_failed_social_interaction)), rand(1, 3) SECONDS) if(owner.set_stutter_if_lower(3 SECONDS)) to_chat(owner, span_warning("Being near [obsession] makes you nervous and you begin to stutter...")) /datum/brain_trauma/special/obsessed/on_hug(mob/living/hugger, mob/living/hugged) if(hugged == obsession) obsession_hug_count++ /datum/brain_trauma/special/obsessed/proc/on_failed_social_interaction() if(QDELETED(owner) || owner.stat >= UNCONSCIOUS) return switch(rand(1, 100)) if(1 to 40) INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), pick("blink", "blink_r")) owner.blur_eyes(10) to_chat(owner, span_userdanger("You sweat profusely and have a hard time focusing...")) if(41 to 80) INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "pale") shake_camera(owner, 15, 1) owner.adjustStaminaLoss(70) to_chat(owner, span_userdanger("You feel your heart lurching in your chest...")) if(81 to 100) INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "cough") owner.adjust_dizzy(20) owner.adjust_disgust(5) to_chat(owner, span_userdanger("You gag and swallow a bit of bile...")) /datum/brain_trauma/special/obsessed/proc/stare(datum/source, mob/living/examining_mob, triggering_examiner) if(examining_mob != owner || !triggering_examiner || prob(50)) return addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), obsession, span_warning("You catch [examining_mob] staring at you...")), 3) return COMSIG_BLOCK_EYECONTACT /datum/brain_trauma/special/obsessed/proc/find_obsession() var/chosen_victim var/list/possible_targets = list() var/list/viable_minds = list() for(var/mob/Player in GLOB.player_list)//prevents crewmembers falling in love with nuke ops they never met, and other annoying hijinks if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client && Player != owner && SSjob.GetJob(Player.mind.assigned_role)) viable_minds += Player.mind for(var/datum/mind/possible_target in viable_minds) if(possible_target != owner && ishuman(possible_target.current)) possible_targets += possible_target.current if(possible_targets.len > 0) chosen_victim = pick(possible_targets) return chosen_victim