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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
279 lines
8.6 KiB
Plaintext
279 lines
8.6 KiB
Plaintext
//Mild traumas are the most common; they are generally minor annoyances.
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//They can be cured with mannitol and patience, although brain surgery still works.
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//Most of the old brain damage effects have been transferred to the dumbness trauma.
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/datum/brain_trauma/mild
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random_cure_chance = 10
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/datum/brain_trauma/mild/hallucinations
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name = "Hallucinations"
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desc = "Patient suffers constant hallucinations."
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scan_desc = "schizophrenia"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/hallucinations/on_life()
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if(owner.stat != CONSCIOUS || owner.IsSleeping() || owner.IsUnconscious())
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return
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// if(HAS_TRAIT(owner, TRAIT_RDS_SUPPRESSED))
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// return
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owner.adjust_hallucinations_up_to(10 SECONDS, 100 SECONDS)
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..()
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/datum/brain_trauma/mild/hallucinations/on_lose()
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owner.remove_status_effect(/datum/status_effect/hallucination)
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..()
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/datum/brain_trauma/mild/reality_dissociation
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name = "Reality Dissociation Syndrome"
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desc = "Patient suffers from acute reality dissociation syndrome and experiences vivid hallucinations"
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scan_desc = "reality dissociation syndrome"
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gain_text = span_userdanger("...")
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lose_text = span_notice("You feel in tune with the world again.")
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random_gain = FALSE
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resilience = TRAUMA_RESILIENCE_ABSOLUTE
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/datum/brain_trauma/mild/reality_dissociation/on_life()
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if(owner.reagents.has_reagent(/datum/reagent/toxin/mindbreaker, needs_metabolizing = TRUE))
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owner.remove_status_effect(/datum/status_effect/hallucination)
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else if(prob(2))
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owner.adjust_hallucinations(rand(30, 90))
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..()
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/datum/brain_trauma/mild/reality_dissociation/on_lose()
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owner.remove_status_effect(/datum/status_effect/hallucination)
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..()
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/datum/brain_trauma/mild/stuttering
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name = "Stuttering"
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desc = "Patient can't speak properly."
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scan_desc = "reduced mouth coordination"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/stuttering/on_life()
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owner.adjust_stutter_up_to(5 SECONDS, 50 SECONDS)
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..()
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/datum/brain_trauma/mild/stuttering/on_lose()
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owner.remove_status_effect(/datum/status_effect/speech/stutter)
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..()
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/datum/brain_trauma/mild/dumbness
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name = "Dumbness"
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desc = "Patient has reduced brain activity, making them less intelligent."
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scan_desc = "reduced brain activity"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/dumbness/on_gain()
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ADD_TRAIT(owner, TRAIT_DUMB, TRAUMA_TRAIT)
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SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "dumb", /datum/mood_event/oblivious)
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..()
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/datum/brain_trauma/mild/dumbness/on_life()
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owner.adjust_derpspeech_up_to(5 SECONDS, 50 SECONDS)
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if(prob(3))
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owner.emote("drool")
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else if(owner.stat == CONSCIOUS && prob(3))
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owner.say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"), forced = "brain damage")
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..()
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/datum/brain_trauma/mild/dumbness/on_lose()
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REMOVE_TRAIT(owner, TRAIT_DUMB, TRAUMA_TRAIT)
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owner.remove_status_effect(/datum/status_effect/speech/stutter/derpspeech)
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SEND_SIGNAL(owner, COMSIG_CLEAR_MOOD_EVENT, "dumb")
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..()
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/datum/brain_trauma/mild/speech_impediment
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name = "Speech Impediment"
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desc = "Patient is unable to form coherent sentences."
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scan_desc = "communication disorder"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/speech_impediment/on_gain()
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ADD_TRAIT(owner, TRAIT_UNINTELLIGIBLE_SPEECH, TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/mild/speech_impediment/on_lose()
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REMOVE_TRAIT(owner, TRAIT_UNINTELLIGIBLE_SPEECH, TRAUMA_TRAIT)
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..()
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/datum/brain_trauma/mild/concussion
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name = "Concussion"
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desc = "Patient's brain is concussed."
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scan_desc = "concussion"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/concussion/on_life()
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if(prob(5))
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switch(rand(1,11))
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if(1)
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owner.vomit()
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if(2,3)
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owner.adjust_dizzy(20 SECONDS)
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if(4,5)
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owner.adjust_confusion(10 SECONDS)
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owner.adjust_eye_blur(10)
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if(6 to 9)
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owner.adjust_slurring(1 MINUTES)
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if(10)
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to_chat(owner, span_notice("You forget for a moment what you were doing."))
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owner.Stun(20)
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if(11)
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to_chat(owner, span_warning("You faint."))
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owner.Unconscious(80)
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..()
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/datum/brain_trauma/mild/healthy
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name = "Anosognosia"
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desc = "Patient always feels healthy, regardless of their condition."
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scan_desc = "self-awareness deficit"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/healthy/on_gain()
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owner.set_screwyhud(SCREWYHUD_HEALTHY)
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..()
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/datum/brain_trauma/mild/healthy/on_life()
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owner.set_screwyhud(SCREWYHUD_HEALTHY) //just in case of hallucinations
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owner.adjustStaminaLoss(-5) //no pain, no fatigue
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..()
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/datum/brain_trauma/mild/healthy/on_lose()
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owner.set_screwyhud(SCREWYHUD_NONE)
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..()
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/datum/brain_trauma/mild/muscle_weakness
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name = "Muscle Weakness"
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desc = "Patient experiences occasional bouts of muscle weakness."
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scan_desc = "weak motor nerve signal"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/muscle_weakness/on_life()
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var/fall_chance = 1
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if(owner.m_intent == MOVE_INTENT_RUN)
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fall_chance += 2
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if(prob(fall_chance) && (owner.mobility_flags & MOBILITY_STAND))
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to_chat(owner, span_warning("Your leg gives out!"))
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owner.Paralyze(35)
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else if(owner.get_active_held_item())
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var/drop_chance = 1
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var/obj/item/I = owner.get_active_held_item()
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drop_chance += I.w_class
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if(prob(drop_chance) && owner.dropItemToGround(I))
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to_chat(owner, span_warning("You drop [I]!"))
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else if(prob(3))
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to_chat(owner, span_warning("You feel a sudden weakness in your muscles!"))
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owner.adjustStaminaLoss(50)
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..()
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/datum/brain_trauma/mild/muscle_spasms
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name = "Muscle Spasms"
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desc = "Patient has occasional muscle spasms, causing them to move unintentionally."
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scan_desc = "nervous fits"
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gain_text = ""
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lose_text = ""
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/datum/brain_trauma/mild/muscle_spasms/on_gain()
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owner.apply_status_effect(STATUS_EFFECT_SPASMS)
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..()
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/datum/brain_trauma/mild/muscle_spasms/on_lose()
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owner.remove_status_effect(STATUS_EFFECT_SPASMS)
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..()
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/datum/brain_trauma/mild/nervous_cough
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name = "Nervous Cough"
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desc = "Patient feels a constant need to cough."
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scan_desc = "nervous cough"
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gain_text = span_warning("Your throat itches incessantly...")
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lose_text = span_notice("Your throat stops itching.")
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/datum/brain_trauma/mild/nervous_cough/on_life()
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if(prob(12) && !HAS_TRAIT(owner, TRAIT_SOOTHED_THROAT))
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if(prob(5))
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to_chat(owner, "<span notice='warning'>[pick("You have a coughing fit!", "You can't stop coughing!")]</span>")
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owner.Immobilize(20)
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owner.emote("cough")
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addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob, emote), "cough"), 6)
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addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob, emote), "cough"), 12)
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owner.emote("cough")
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..()
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/datum/brain_trauma/mild/expressive_aphasia
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name = "Expressive Aphasia"
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desc = "Patient is affected by partial loss of speech leading to a reduced vocabulary."
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scan_desc = "inability to form complex sentences"
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gain_text = ""
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lose_text = ""
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var/static/list/common_words = world.file2list("strings/1000_most_common.txt")
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// Returns false if word has more than 4 distinct letters
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/datum/brain_trauma/mild/expressive_aphasia/proc/is_simple(word)
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var/list/distinct = list()
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for(var/i=1, i<=length(word), i++)
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var/c = lowertext(word[i])
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if(!(c in distinct) && !(c in list(".", ",", ";", "!", ":", "?")))
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distinct += c
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if(distinct.len > 4)
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return 0
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return 1
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/datum/brain_trauma/mild/expressive_aphasia/proc/stutter(word)
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var/new_word = copytext(word, 1, rand(2, 5))
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if(prob(40))
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new_word += pick("- uh", "- erm")
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return new_word + ".. "
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// Shuffle letters from index randNum to last letter
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/datum/brain_trauma/mild/expressive_aphasia/proc/partial_shuffle(word)
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var/randNum = rand(2, 5)
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var/new_word = copytext(word, 1, randNum)
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var/list/shuffled = shuffle(text2charlist(copytext(word, randNum, length(word))))
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return new_word + jointext(shuffled, "") + word[length(word)]
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/datum/brain_trauma/mild/expressive_aphasia/handle_speech(datum/source, list/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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if(message)
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var/list/message_split = splittext(message, " ")
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var/list/new_message = list()
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for(var/word in message_split)
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var/suffix = ""
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var/suffix_foundon = 0
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for(var/potential_suffix in list("." , "," , ";" , "!" , ":" , "?"))
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suffix_foundon = findtext(word, potential_suffix, -length(potential_suffix))
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if(suffix_foundon)
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suffix = potential_suffix
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break
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if(suffix_foundon)
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word = copytext(word, 1, suffix_foundon)
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word = html_decode(word)
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if(lowertext(word) in common_words)
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new_message += word + suffix
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else
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if(prob(30) && message_split.len > 2)
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new_message += pick("uh","erm")
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break
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else
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var/list/charlist = text2charlist(word)
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charlist.len = round(charlist.len * 0.5, 1)
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shuffle_inplace(charlist)
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new_message += jointext(charlist, "") + suffix
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message = jointext(new_message, " ")
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speech_args[SPEECH_MESSAGE] = trim(message)
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