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* storytellers * Update _base_event.dm * Update _base_event.dm * storytellers and midround events * work * antags * last * Update vote.dm * fixes * Update backrooms.dm * so long gay dynamic * Update vote.dm * dynamic unit test * cleanup * delete minimum pop * fix * storyteller tweaks * traitor awakening * Update traitor.dm * Update _basemap.dm * Update ghost.dm * oh god so much stuff * Update _logging.dm * buh bye events * Update nuclearbomb.dm * Update collections.ts * Revert "Update collections.ts" This reverts commitff93cf170a. * maybe * fix * fix * Update game_mode.dm * fixes * fixes and more logging * oh good gravy * Update portal_storm.dm * bring them back * Update gamemode_subsystem.dm * Update admin_verbs.dm * Update force_event.dm * damnit * Update _base_event.dm * fixes * more * it compiles :) * more * passes linter * Update radiation_leak.dm * Update dolphin_migration.dm * Update brother.dm * Update gamemode_subsystem.dm * Update _base_event.dm * Update _base_event.dm * updates * fixup * add vampire remove prompt * Update vampire.dm * Update vampire.dm * Update vampire.dm * Update _base_event.dm * Update gamemode_subsystem.dm * Update gamemode_subsystem.dm * Update dolphin_migration.dm * fix migration * title icon * fixes * formatting * Update gamemode_subsystem.dm * Update tzimisce.dm * Update tzimisce.dm * Update gamemode_subsystem.dm * Update storytellers.dm * tweak for our pop * Update darkspawn.dm * Update gamemode_subsystem.dm * tweaks and fixes * more and less roundstart * Update ghost.dm * lol lets just port the voting system * Update scrubber_overflow.dm * fix scrubber * bye gamemode * cleanup * Update clown_operative.dm * Update clown_operative.dm * Update _base_event.dm * probably fixed * Update supermatter_surge.dm * buh bye * Update brain_trauma.dm * more * new pseudogamemode vote * tweaks * Update gamemode_subsystem.dm * Update high_priority_bounty.dm * Update gamemode_subsystem.dm * Update storytellers.dm * Update high_priority_bounty.dm * tweaks * Update high_priority_bounty.dm * Update high_priority_bounty.dm * fixes * fixes * tweak * Update obsessed.dm * so long pal * Update battleroyale.dm * deletions * Update implant_dusting.dm * bye * uplinks fix * Update uplink_items.dm * Update uplink_items.dm * delete more gamemodes * more * lol one ctrl f change * hm what * Update antagonists.dm * Revert "Update antagonists.dm" This reverts commitc3c2ee192e. * Revert "hm what" This reverts commit43dbbcebcf. * Revert "lol one ctrl f change" This reverts commit95e28f5221. * cleanup * more stuff * more deletion * this one gone too * you and only you i shall save * Update revolution.dm * hold this please * it's done * bye admin stuff * Update uplink.dm * Update alert.dm * should be fine * fixes * tweaks * fixes * fixes * Update ticker.dm * this is important * Update heretic.dm * Update clown_operative.dm * rewrite * fixes * Update clockwork_cult.dm * fixes * Update uplink_items.dm * reorganize * Update objective.dm * rewrite nightmare * Update storytellers.dm * tweak * tweaks * Update stray_cargo.dm * Update stray_cargo.dm * Update stray_cargo.dm * delete unneeded tgui * Update ticker.dm * Update roundend.dm * Update anomaly_grav.dm * Update gamemode_subsystem.dm * Update statpanel.dm * Update statpanel.dm * no additional delay * clean up * Update _base_event.dm * Update _event.dm * antag token and brothers * no token picked * Update _base_event.dm --------- Co-authored-by: Byemoh <baiomurang@gmail.com>
143 lines
5.6 KiB
Plaintext
143 lines
5.6 KiB
Plaintext
/datum/brain_trauma/special/obsessed
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name = "Psychotic Schizophrenia"
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desc = "Patient has a subtype of delusional disorder, becoming irrationally attached to someone."
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scan_desc = "psychotic schizophrenic delusions"
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gain_text = "If you see this message, make a github issue report. The trauma initialized wrong."
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lose_text = span_warning("The voices in your head fall silent.")
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can_gain = TRUE
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random_gain = FALSE
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resilience = TRAUMA_RESILIENCE_SURGERY
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var/mob/living/obsession
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var/datum/mind/obsessedmind
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var/datum/objective/spendtime/attachedobsessedobj
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var/datum/antagonist/obsessed/antagonist
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var/viewing = FALSE //it's a lot better to store if the owner is watching the obsession than checking it twice between two procs
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var/total_time_creeping = 0 //just for roundend fun
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var/time_spent_away = 0
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var/obsession_hug_count = 0
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/datum/brain_trauma/special/obsessed/on_gain()
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//setup, linking, etc//
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if(!obsession)//admins didn't set one
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obsession = find_obsession()
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if(!obsession)//we didn't find one
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lose_text = ""
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qdel(src)
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return
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obsessedmind = obsession.mind
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gain_text = span_warning("You hear a sickening, raspy voice in your head. It wants one small task of you...")
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owner.mind.add_antag_datum(/datum/antagonist/obsessed)
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antagonist = owner.mind.has_antag_datum(/datum/antagonist/obsessed)
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antagonist.trauma = src
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RegisterSignal(obsession, COMSIG_MOB_EYECONTACT, PROC_REF(stare))
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..()
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//antag stuff//
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antagonist.forge_objectives(obsession.mind)
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antagonist.greet()
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/datum/brain_trauma/special/obsessed/on_life()
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if(obsessedmind.current != obsession) //ensure we keep our target body up to date
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obsession = obsessedmind.current
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if(!obsession || obsession.stat == DEAD)
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viewing = FALSE//important, makes sure you no longer stutter when happy if you murdered them while viewing
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return
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if(get_dist(get_turf(owner), get_turf(obsession)) > 7)
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viewing = FALSE //they are further than our viewrange they are not viewing us
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out_of_view()
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return//so we're not searching everything in view every tick
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if(obsession in view(7, owner))
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viewing = TRUE
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else
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viewing = FALSE
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if(viewing)
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SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/creeping, obsession.name)
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total_time_creeping += 20
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time_spent_away = 0
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if(attachedobsessedobj)//if an objective needs to tick down, we can do that since traumas coexist with the antagonist datum
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attachedobsessedobj.timer -= 20 //mob subsystem ticks every 2 seconds(?), remove 20 deciseconds from the timer. sure, that makes sense.
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else
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out_of_view()
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/datum/brain_trauma/special/obsessed/proc/out_of_view()
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time_spent_away += 20
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if(time_spent_away > 1800) //3 minutes
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SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreepingsevere, obsession.name)
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else
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SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "creeping", /datum/mood_event/notcreeping, obsession.name)
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/datum/brain_trauma/special/obsessed/on_lose()
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..()
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owner.mind.remove_antag_datum(/datum/antagonist/obsessed)
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UnregisterSignal(obsession, COMSIG_MOB_EYECONTACT)
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/datum/brain_trauma/special/obsessed/handle_speech(datum/source, list/speech_args)
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if(!viewing)
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return
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if(prob(25)) // 25% chances to be nervous and stutter.
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if(prob(50)) // 12.5% chance (previous check taken into account) of doing something suspicious.
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addtimer(CALLBACK(src, PROC_REF(on_failed_social_interaction)), rand(1, 3) SECONDS)
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if(owner.set_stutter_if_lower(3 SECONDS))
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to_chat(owner, span_warning("Being near [obsession] makes you nervous and you begin to stutter..."))
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/datum/brain_trauma/special/obsessed/on_hug(mob/living/hugger, mob/living/hugged)
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if(hugged == obsession)
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obsession_hug_count++
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/datum/brain_trauma/special/obsessed/proc/on_failed_social_interaction()
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if(QDELETED(owner) || owner.stat >= UNCONSCIOUS)
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return
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switch(rand(1, 100))
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if(1 to 40)
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INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), pick("blink", "blink_r"))
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owner.adjust_eye_blur(10)
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to_chat(owner, span_userdanger("You sweat profusely and have a hard time focusing..."))
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if(41 to 80)
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INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "pale")
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shake_camera(owner, 15, 1)
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owner.adjustStaminaLoss(70)
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to_chat(owner, span_userdanger("You feel your heart lurching in your chest..."))
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if(81 to 100)
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INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob, emote), "cough")
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owner.adjust_dizzy(20)
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owner.adjust_disgust(5)
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to_chat(owner, span_userdanger("You gag and swallow a bit of bile..."))
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/datum/brain_trauma/special/obsessed/proc/stare(datum/source, mob/living/examining_mob, triggering_examiner)
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if(examining_mob != owner || !triggering_examiner || prob(50))
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return
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), obsession, span_warning("You catch [examining_mob] staring at you...")), 3)
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return COMSIG_BLOCK_EYECONTACT
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/datum/brain_trauma/special/obsessed/proc/find_obsession()
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var/chosen_victim
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var/list/possible_targets = list()
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var/list/viable_minds = list()
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for(var/mob/player in GLOB.player_list)//prevents crewmembers falling in love with nuke ops they never met, and other annoying hijinks
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if(!player.mind)
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continue
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if(player.stat == DEAD)
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continue
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if(isnewplayer(player))
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continue
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if(isbrain(player))
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continue
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if(!player.client)
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continue
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if(player == owner)
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continue
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if(!SSjob.GetJob(player.mind.assigned_role))
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continue
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if(player.mind.quiet_round)
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continue
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viable_minds += player.mind
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for(var/datum/mind/possible_target in viable_minds)
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if(possible_target != owner && ishuman(possible_target.current))
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possible_targets += possible_target.current
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if(possible_targets.len > 0)
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chosen_victim = pick(possible_targets)
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return chosen_victim
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