mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
* Remove reagent ids and use typepaths where applicable * Remove reagent ids and use typepaths where applicable * Resolves some easier conflicts * Resolves medical_tools.dm * Resolves robots.dm * Handles cinnamon Wow, I cannot do this manually. Fuckin' regex time. * Removes 27 merge conflicts (!!!!!) * Makes it actually half-attempt to compile * I just -- I give up, it's over * mk * mk * mk * hm * ok * what a bloody chain reaction jesus * ok * and done * went threw and changed the ones I missed * ok * dangit altoids hurry the fek up * Fixes whatever I found find thru this regex: reagents[\s\w]*=[\s\w]*list\([^\/]+\)
539 lines
24 KiB
Plaintext
539 lines
24 KiB
Plaintext
//predominantly negative traits
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/datum/quirk/badback
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name = "Bad Back"
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desc = "Thanks to your poor posture, backpacks and other bags never sit right on your back. More evently weighted objects are fine, though."
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value = -2
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mood_quirk = TRUE
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gain_text = "<span class='danger'>Your back REALLY hurts!</span>"
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lose_text = "<span class='notice'>Your back feels better.</span>"
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medical_record_text = "Patient scans indicate severe and chronic back pain."
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/datum/quirk/badback/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if(H.back && istype(H.back, /obj/item/storage/backpack))
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "back_pain", /datum/mood_event/back_pain)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "back_pain")
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/datum/quirk/blooddeficiency
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name = "Blood Deficiency"
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desc = "Your body can't produce enough blood to sustain itself."
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value = -2
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gain_text = "<span class='danger'>You feel your vigor slowly fading away.</span>"
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lose_text = "<span class='notice'>You feel vigorous again.</span>"
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medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood."
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/datum/quirk/blooddeficiency/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
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return
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else
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if (H.blood_volume > (BLOOD_VOLUME_SAFE - 25)) // just barely survivable without treatment
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H.blood_volume -= 0.275
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/datum/quirk/blindness
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name = "Blind"
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desc = "You are completely blind, nothing can counteract this."
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value = -4
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gain_text = "<span class='danger'>You can't see anything.</span>"
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lose_text = "<span class='notice'>You miraculously gain back your vision.</span>"
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medical_record_text = "Patient has permanent blindness."
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/datum/quirk/blindness/add()
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quirk_holder.become_blind(ROUNDSTART_TRAIT)
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/datum/quirk/blindness/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/glasses/blindfold/white/B = new(get_turf(H))
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if(!H.equip_to_slot_if_possible(B, SLOT_GLASSES, bypass_equip_delay_self = TRUE)) //if you can't put it on the user's eyes, put it in their hands, otherwise put it on their eyes
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H.put_in_hands(B)
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H.regenerate_icons()
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/datum/quirk/brainproblems
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name = "Brain Tumor"
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desc = "You have a little friend in your brain that is slowly destroying it. Better bring some mannitol!"
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value = -3
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gain_text = "<span class='danger'>You feel smooth.</span>"
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lose_text = "<span class='notice'>You feel wrinkled again.</span>"
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medical_record_text = "Patient has a tumor in their brain that is slowly driving them to brain death."
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/datum/quirk/brainproblems/on_process()
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quirk_holder.adjustBrainLoss(0.2)
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/datum/quirk/deafness
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name = "Deaf"
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desc = "You are incurably deaf."
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value = -2
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mob_trait = TRAIT_DEAF
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gain_text = "<span class='danger'>You can't hear anything.</span>"
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lose_text = "<span class='notice'>You're able to hear again!</span>"
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medical_record_text = "Patient's cochlear nerve is incurably damaged."
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/datum/quirk/depression
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name = "Depression"
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desc = "You sometimes just hate life."
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mob_trait = TRAIT_DEPRESSION
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value = -1
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gain_text = "<span class='danger'>You start feeling depressed.</span>"
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lose_text = "<span class='notice'>You no longer feel depressed.</span>" //if only it were that easy!
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medical_record_text = "Patient has a severe mood disorder, causing them to experience acute episodes of depression."
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mood_quirk = TRUE
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/datum/quirk/family_heirloom
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name = "Family Heirloom"
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desc = "You are the current owner of an heirloom, passed down for generations. You have to keep it safe!"
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value = -1
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mood_quirk = TRUE
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var/obj/item/heirloom
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var/where
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medical_record_text = "Patient demonstrates an unnatural attachment to a family heirloom."
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/datum/quirk/family_heirloom/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/heirloom_type
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if(is_species(H, /datum/species/moth) && prob(50))
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heirloom_type = /obj/item/flashlight/lantern/heirloom_moth
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else
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switch(quirk_holder.mind.assigned_role)
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//Service jobs
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if("Clown")
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heirloom_type = /obj/item/bikehorn/golden
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if("Mime")
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heirloom_type = /obj/item/reagent_containers/food/snacks/baguette
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if("Janitor")
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heirloom_type = pick(/obj/item/mop, /obj/item/clothing/suit/caution, /obj/item/reagent_containers/glass/bucket)
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if("Cook")
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heirloom_type = pick(/obj/item/reagent_containers/food/condiment/saltshaker, /obj/item/kitchen/rollingpin, /obj/item/clothing/head/chefhat)
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if("Botanist")
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heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie)
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if("Bartender")
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heirloom_type = pick(/obj/item/reagent_containers/glass/rag, /obj/item/clothing/head/that, /obj/item/reagent_containers/food/drinks/shaker)
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if("Curator")
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heirloom_type = pick(/obj/item/pen/fountain, /obj/item/storage/pill_bottle/dice)
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if("Assistant")
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heirloom_type = /obj/item/storage/toolbox/mechanical/old/heirloom
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//Security/Command
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if("Captain")
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heirloom_type = /obj/item/reagent_containers/food/drinks/flask/gold
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if("Head of Security")
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heirloom_type = /obj/item/book/manual/wiki/security_space_law
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if("Warden")
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heirloom_type = /obj/item/book/manual/wiki/security_space_law
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if("Security Officer")
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heirloom_type = pick(/obj/item/book/manual/wiki/security_space_law, /obj/item/clothing/head/beret/sec)
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if("Detective")
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heirloom_type = /obj/item/reagent_containers/food/drinks/bottle/whiskey
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if("Lawyer")
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heirloom_type = pick(/obj/item/gavelhammer, /obj/item/book/manual/wiki/security_space_law)
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//RnD
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if("Research Director")
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heirloom_type = /obj/item/toy/plush/slimeplushie
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if("Scientist")
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heirloom_type = /obj/item/toy/plush/slimeplushie
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if("Roboticist")
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heirloom_type = pick(subtypesof(/obj/item/toy/prize)) //look at this nerd
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//Medical
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if("Chief Medical Officer")
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heirloom_type = pick(/obj/item/clothing/neck/stethoscope, /obj/item/bodybag)
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if("Medical Doctor")
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heirloom_type = pick(/obj/item/clothing/neck/stethoscope, /obj/item/bodybag)
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if("Chemist")
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heirloom_type = /obj/item/book/manual/wiki/chemistry
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if("Virologist")
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heirloom_type = /obj/item/reagent_containers/syringe
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//Engineering
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if("Chief Engineer")
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heirloom_type = pick(/obj/item/clothing/head/hardhat/white, /obj/item/screwdriver, /obj/item/wrench, /obj/item/weldingtool, /obj/item/crowbar, /obj/item/wirecutters)
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if("Station Engineer")
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heirloom_type = pick(/obj/item/clothing/head/hardhat, /obj/item/screwdriver, /obj/item/wrench, /obj/item/weldingtool, /obj/item/crowbar, /obj/item/wirecutters)
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if("Atmospheric Technician")
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heirloom_type = pick(/obj/item/lighter, /obj/item/lighter/greyscale, /obj/item/storage/box/matches)
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//Supply
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if("Quartermaster")
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heirloom_type = pick(/obj/item/stamp, /obj/item/stamp/denied)
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if("Cargo Technician")
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heirloom_type = /obj/item/clipboard
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if("Shaft Miner")
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heirloom_type = pick(/obj/item/pickaxe/mini, /obj/item/shovel)
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if(!heirloom_type)
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heirloom_type = pick(
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/obj/item/toy/cards/deck,
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/obj/item/lighter,
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/obj/item/dice/d20)
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heirloom = new heirloom_type(get_turf(quirk_holder))
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var/list/slots = list(
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"in your left pocket" = SLOT_L_STORE,
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"in your right pocket" = SLOT_R_STORE,
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"in your backpack" = SLOT_IN_BACKPACK
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)
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where = H.equip_in_one_of_slots(heirloom, slots, FALSE) || "at your feet"
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/datum/quirk/family_heirloom/post_add()
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if(where == "in your backpack")
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var/mob/living/carbon/human/H = quirk_holder
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SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
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to_chat(quirk_holder, "<span class='boldnotice'>There is a precious family [heirloom.name] [where], passed down from generation to generation. Keep it safe!</span>")
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var/list/names = splittext(quirk_holder.real_name, " ")
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var/family_name = names[names.len]
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heirloom.AddComponent(/datum/component/heirloom, quirk_holder.mind, family_name)
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/datum/quirk/family_heirloom/on_process()
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if(heirloom in quirk_holder.GetAllContents())
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom_missing")
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom", /datum/mood_event/family_heirloom)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom")
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom_missing", /datum/mood_event/family_heirloom_missing)
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/datum/quirk/family_heirloom/clone_data()
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return heirloom
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/datum/quirk/family_heirloom/on_clone(data)
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heirloom = data
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/datum/quirk/heavy_sleeper
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name = "Heavy Sleeper"
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desc = "You sleep like a rock! Whenever you're put to sleep or knocked unconscious, you take a little bit longer to wake up."
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value = -1
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mob_trait = TRAIT_HEAVY_SLEEPER
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gain_text = "<span class='danger'>You feel sleepy.</span>"
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lose_text = "<span class='notice'>You feel awake again.</span>"
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medical_record_text = "Patient has abnormal sleep study results and is difficult to wake up."
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/datum/quirk/hypersensitive
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name = "Hypersensitive"
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desc = "For better or worse, everything seems to affect your mood more than it should."
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value = -1
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gain_text = "<span class='danger'>You seem to make a big deal out of everything.</span>"
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lose_text = "<span class='notice'>You don't seem to make a big deal out of everything anymore.</span>"
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mood_quirk = TRUE //yogs
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medical_record_text = "Patient demonstrates a high level of emotional volatility."
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/datum/quirk/hypersensitive/add()
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GET_COMPONENT_FROM(mood, /datum/component/mood, quirk_holder)
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if(mood)
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mood.mood_modifier += 0.5
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/datum/quirk/hypersensitive/remove()
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if(quirk_holder)
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GET_COMPONENT_FROM(mood, /datum/component/mood, quirk_holder)
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if(mood)
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mood.mood_modifier -= 0.5
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/datum/quirk/light_drinker
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name = "Light Drinker"
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desc = "You just can't handle your drinks and get drunk very quickly."
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value = -1
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mob_trait = TRAIT_LIGHT_DRINKER
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gain_text = "<span class='notice'>Just the thought of drinking alcohol makes your head spin.</span>"
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lose_text = "<span class='danger'>You're no longer severely affected by alcohol.</span>"
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medical_record_text = "Patient demonstrates a low tolerance for alcohol. (Wimp)"
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/datum/quirk/nearsighted //t. errorage
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name = "Nearsighted"
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desc = "You are nearsighted without prescription glasses, but spawn with a pair."
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value = -1
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gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
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lose_text = "<span class='notice'>You start seeing faraway things normally again.</span>"
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medical_record_text = "Patient requires prescription glasses in order to counteract nearsightedness."
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/datum/quirk/nearsighted/add()
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quirk_holder.become_nearsighted(ROUNDSTART_TRAIT)
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/datum/quirk/nearsighted/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
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H.put_in_hands(glasses)
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H.equip_to_slot(glasses, SLOT_GLASSES)
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H.regenerate_icons() //this is to remove the inhand icon, which persists even if it's not in their hands
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/datum/quirk/nyctophobia
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name = "Nyctophobia"
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desc = "As far as you can remember, you've always been afraid of the dark. While in the dark without a light source, you instinctually act careful, and constantly feel a sense of dread."
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value = -1
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medical_record_text = "Patient demonstrates a fear of the dark. (Seriously?)"
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/datum/quirk/nyctophobia/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if((H.dna.species.id in list("shadow", "nightmare")) || (H.mind && (H.mind.has_antag_datum(ANTAG_DATUM_THRALL) || H.mind.has_antag_datum(ANTAG_DATUM_SLING)))) //yogs - thrall & sling check
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return //we're tied with the dark, so we don't get scared of it; don't cleanse outright to avoid cheese
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var/turf/T = get_turf(quirk_holder)
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var/lums = T.get_lumcount()
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if(lums <= 0.2)
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if(quirk_holder.m_intent == MOVE_INTENT_RUN)
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to_chat(quirk_holder, "<span class='warning'>Easy, easy, take it slow... you're in the dark...</span>")
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quirk_holder.toggle_move_intent()
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "nyctophobia", /datum/mood_event/nyctophobia)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "nyctophobia")
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/datum/quirk/nonviolent
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name = "Pacifist"
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desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone."
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value = -2
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mob_trait = TRAIT_PACIFISM
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gain_text = "<span class='danger'>You feel repulsed by the thought of violence!</span>"
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lose_text = "<span class='notice'>You think you can defend yourself again.</span>"
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medical_record_text = "Patient is unusually pacifistic and cannot bring themselves to cause physical harm."
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/datum/quirk/paraplegic
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name = "Paraplegic"
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desc = "Your legs do not function. Nothing will ever fix this. But hey, free wheelchair!"
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value = -3
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human_only = TRUE
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gain_text = null // Handled by trauma.
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lose_text = null
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medical_record_text = "Patient has an untreatable impairment in motor function in the lower extremities."
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/datum/quirk/paraplegic/add()
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var/datum/brain_trauma/severe/paralysis/paraplegic/T = new()
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var/mob/living/carbon/human/H = quirk_holder
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H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
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/datum/quirk/paraplegic/on_spawn()
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if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
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quirk_holder.buckled.unbuckle_mob(quirk_holder)
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var/turf/T = get_turf(quirk_holder)
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var/obj/structure/chair/spawn_chair = locate() in T
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var/obj/vehicle/ridden/wheelchair/wheels = new(T)
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if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
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wheels.setDir(spawn_chair.dir)
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wheels.buckle_mob(quirk_holder)
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// During the spawning process, they may have dropped what they were holding, due to the paralysis
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// So put the things back in their hands.
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for(var/obj/item/I in T)
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if(I.fingerprintslast == quirk_holder.ckey)
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quirk_holder.put_in_hands(I)
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/datum/quirk/poor_aim
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name = "Poor Aim"
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desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out."
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value = -1
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mob_trait = TRAIT_POOR_AIM
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medical_record_text = "Patient possesses a strong tremor in both hands."
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/datum/quirk/prosopagnosia
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name = "Prosopagnosia"
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desc = "You have a mental disorder that prevents you from being able to recognize faces at all."
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value = -1
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mob_trait = TRAIT_PROSOPAGNOSIA
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medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces."
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/datum/quirk/prosthetic_limb
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name = "Prosthetic Limb"
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desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
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value = -1
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var/slot_string = "limb"
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medical_record_text = "During physical examination, patient was found to have a prosthetic limb."
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/datum/quirk/prosthetic_limb/on_spawn()
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var/limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
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var/obj/item/bodypart/prosthetic
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switch(limb_slot)
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if(BODY_ZONE_L_ARM)
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prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder)
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slot_string = "left arm"
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if(BODY_ZONE_R_ARM)
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prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder)
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slot_string = "right arm"
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if(BODY_ZONE_L_LEG)
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prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(quirk_holder)
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slot_string = "left leg"
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if(BODY_ZONE_R_LEG)
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prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(quirk_holder)
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slot_string = "right leg"
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prosthetic.replace_limb(H)
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qdel(old_part)
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H.regenerate_icons()
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/datum/quirk/prosthetic_limb/post_add()
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to_chat(quirk_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
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you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
|
|
|
|
/datum/quirk/insanity
|
|
name = "Reality Dissociation Syndrome"
|
|
desc = "You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties. <b>This is not a license to grief.</b>"
|
|
value = -2
|
|
//no mob trait because it's handled uniquely
|
|
gain_text = "<span class='userdanger'>...</span>"
|
|
lose_text = "<span class='notice'>You feel in tune with the world again.</span>"
|
|
medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations."
|
|
|
|
/datum/quirk/insanity/on_process()
|
|
if(quirk_holder.reagents.has_reagent(/datum/reagent/toxin/mindbreaker))
|
|
quirk_holder.hallucination = 0
|
|
return
|
|
if(prob(2)) //we'll all be mad soon enough
|
|
madness()
|
|
|
|
/datum/quirk/insanity/proc/madness()
|
|
quirk_holder.hallucination += rand(10, 25)
|
|
|
|
/datum/quirk/insanity/post_add() //I don't /think/ we'll need this but for newbies who think "roleplay as insane" = "license to kill" it's probably a good thing to have
|
|
if(!quirk_holder.mind || quirk_holder.mind.special_role)
|
|
return
|
|
to_chat(quirk_holder, "<span class='big bold info'>Please note that your dissociation syndrome does NOT give you the right to attack people or otherwise cause any interference to \
|
|
the round. You are not an antagonist, and the rules will treat you the same as other crewmembers.</span>")
|
|
|
|
/datum/quirk/social_anxiety
|
|
name = "Social Anxiety"
|
|
desc = "Talking to people is very difficult for you, and you often stutter or even lock up."
|
|
value = -1
|
|
gain_text = "<span class='danger'>You start worrying about what you're saying.</span>"
|
|
lose_text = "<span class='notice'>You feel easier about talking again.</span>" //if only it were that easy!
|
|
medical_record_text = "Patient is usually anxious in social encounters and prefers to avoid them."
|
|
var/dumb_thing = TRUE
|
|
|
|
/datum/quirk/social_anxiety/on_process()
|
|
var/nearby_people = 0
|
|
for(var/mob/living/carbon/human/H in oview(3, quirk_holder))
|
|
if(H.client)
|
|
nearby_people++
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
if(prob(2 + nearby_people))
|
|
H.stuttering = max(3, H.stuttering)
|
|
else if(prob(min(3, nearby_people)) && !H.silent)
|
|
to_chat(H, "<span class='danger'>You retreat into yourself. You <i>really</i> don't feel up to talking.</span>")
|
|
H.silent = max(10, H.silent)
|
|
else if(prob(0.5) && dumb_thing)
|
|
to_chat(H, "<span class='userdanger'>You think of a dumb thing you said a long time ago and scream internally.</span>")
|
|
dumb_thing = FALSE //only once per life
|
|
if(prob(1))
|
|
new/obj/item/reagent_containers/food/snacks/spaghetti/pastatomato(get_turf(H)) //now that's what I call spaghetti code
|
|
|
|
//If you want to make some kind of junkie variant, just extend this quirk.
|
|
/datum/quirk/junkie
|
|
name = "Junkie"
|
|
desc = "You can't get enough of hard drugs."
|
|
value = -2
|
|
gain_text = "<span class='danger'>You suddenly feel the craving for drugs.</span>"
|
|
lose_text = "<span class='notice'>You feel like you should kick your drug habit.</span>"
|
|
medical_record_text = "Patient has a history of hard drugs."
|
|
var/drug_list = list(/datum/reagent/drug/crank, /datum/reagent/drug/krokodil, /datum/reagent/medicine/morphine, /datum/reagent/drug/happiness, /datum/reagent/drug/methamphetamine) //List of possible IDs
|
|
var/reagent_id //ID picked from list
|
|
var/datum/reagent/reagent_type //If this is defined, reagent_id will be unused and the defined reagent type will be instead.
|
|
var/datum/reagent/reagent_instance
|
|
var/where_drug
|
|
var/obj/item/drug_container_type //If this is defined before pill generation, pill generation will be skipped. This is the type of the pill bottle.
|
|
var/obj/item/drug_instance
|
|
var/where_accessory
|
|
var/obj/item/accessory_type //If this is null, it won't be spawned.
|
|
var/obj/item/accessory_instance
|
|
var/tick_counter = 0
|
|
|
|
/datum/quirk/junkie/on_spawn()
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
reagent_id = pick(drug_list)
|
|
if (!reagent_type)
|
|
var/datum/reagent/prot_holder = GLOB.chemical_reagents_list[reagent_id]
|
|
reagent_type = prot_holder.type
|
|
reagent_instance = new reagent_type()
|
|
H.reagents.addiction_list.Add(reagent_instance)
|
|
var/current_turf = get_turf(quirk_holder)
|
|
if (!drug_container_type)
|
|
drug_container_type = /obj/item/storage/pill_bottle
|
|
drug_instance = new drug_container_type(current_turf)
|
|
if (istype(drug_instance, /obj/item/storage/pill_bottle))
|
|
var/pill_state = "pill[rand(1,20)]"
|
|
for(var/i in 1 to 7)
|
|
var/obj/item/reagent_containers/pill/P = new(drug_instance)
|
|
P.icon_state = pill_state
|
|
P.reagents.add_reagent(reagent_id, 1)
|
|
|
|
if (accessory_type)
|
|
accessory_instance = new accessory_type(current_turf)
|
|
var/list/slots = list(
|
|
"in your left pocket" = SLOT_L_STORE,
|
|
"in your right pocket" = SLOT_R_STORE,
|
|
"in your backpack" = SLOT_IN_BACKPACK
|
|
)
|
|
where_drug = H.equip_in_one_of_slots(drug_instance, slots, FALSE) || "at your feet"
|
|
if (accessory_instance)
|
|
where_accessory = H.equip_in_one_of_slots(accessory_instance, slots, FALSE) || "at your feet"
|
|
announce_drugs()
|
|
|
|
/datum/quirk/junkie/post_add()
|
|
if(where_drug == "in your backpack" || where_accessory == "in your backpack")
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
|
|
|
|
/datum/quirk/junkie/proc/announce_drugs()
|
|
to_chat(quirk_holder, "<span class='boldnotice'>There is a [drug_instance.name] of [reagent_instance.name] [where_drug]. Better hope you don't run out...</span>")
|
|
|
|
/datum/quirk/junkie/on_process()
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
if (tick_counter == 60) //Halfassed optimization, increase this if there's slowdown due to this quirk
|
|
var/in_list = FALSE
|
|
for (var/datum/reagent/entry in H.reagents.addiction_list)
|
|
if(istype(entry, reagent_type))
|
|
in_list = TRUE
|
|
break
|
|
if(!in_list)
|
|
H.reagents.addiction_list += reagent_instance
|
|
reagent_instance.addiction_stage = 0
|
|
to_chat(quirk_holder, "<span class='danger'>You thought you kicked it, but you suddenly feel like you need [reagent_instance.name] again...</span>")
|
|
tick_counter = 0
|
|
else
|
|
++tick_counter
|
|
|
|
/datum/quirk/junkie/smoker
|
|
name = "Smoker"
|
|
desc = "Sometimes you just really want a smoke. Probably not great for your lungs."
|
|
value = -1
|
|
gain_text = "<span class='danger'>You could really go for a smoke right about now.</span>"
|
|
lose_text = "<span class='notice'>You feel like you should quit smoking.</span>"
|
|
medical_record_text = "Patient is a current smoker."
|
|
reagent_type = /datum/reagent/drug/nicotine
|
|
accessory_type = /obj/item/lighter/greyscale
|
|
|
|
/datum/quirk/junkie/smoker/on_spawn()
|
|
drug_container_type = pick(/obj/item/storage/fancy/cigarettes,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_midori,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_uplift,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_robust,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_robustgold,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_carp,
|
|
/obj/item/storage/fancy/cigarettes/cigars,
|
|
/obj/item/storage/fancy/cigarettes/cigars/cohiba,
|
|
/obj/item/storage/fancy/cigarettes/cigars/havana)
|
|
. = ..()
|
|
|
|
/datum/quirk/junkie/smoker/announce_drugs()
|
|
to_chat(quirk_holder, "<span class='boldnotice'>There is a [drug_instance.name] [where_drug], and a lighter [where_accessory]. Make sure you get your favorite brand when you run out.</span>")
|
|
|
|
|
|
/datum/quirk/junkie/smoker/on_process()
|
|
. = ..()
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
var/obj/item/I = H.get_item_by_slot(SLOT_WEAR_MASK)
|
|
if (istype(I, /obj/item/clothing/mask/cigarette))
|
|
var/obj/item/storage/fancy/cigarettes/C = drug_instance
|
|
if(istype(I, C.spawn_type))
|
|
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "wrong_cigs")
|
|
return
|
|
SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "wrong_cigs", /datum/mood_event/wrong_brand)
|
|
|
|
/datum/quirk/unstable
|
|
name = "Unstable"
|
|
desc = "Due to past troubles, you are unable to recover your sanity if you lose it. Be very careful managing your mood!"
|
|
value = 0 // yogs - haha no free points for you
|
|
mob_trait = TRAIT_UNSTABLE
|
|
gain_text = "<span class='danger'>There's a lot on your mind right now.</span>"
|
|
lose_text = "<span class='notice'>Your mind finally feels calm.</span>"
|
|
medical_record_text = "Patient's mind is in a vulnerable state, and cannot recover from traumatic events."
|