adds effects to corruption

Every ten seconds or so, while being above the low threshhold for corruption, you roll a prob(corruption) roll. If it goes through, you get affected by one of various effects depending on how corrupt your system is, from just getting a message and healing a bit of corruption, over getting halluscinations / getting muted for a bit, to getting forcefully sleeped after a 6-10 second warning
This commit is contained in:
DeltaFire
2020-11-01 21:47:38 +01:00
parent d6e7eef1dc
commit 154ccd5421
4 changed files with 134 additions and 13 deletions
+1
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@@ -320,6 +320,7 @@
#define MEGAFAUNA_TRAIT "megafauna"
#define DEATHSQUAD_TRAIT "deathsquad"
#define SLIMEPUDDLE_TRAIT "slimepuddle"
#define CORRUPTED_SYSTEM "corrupted_system"
/// This trait is added by the active directional block system.
#define ACTIVE_BLOCK_TRAIT "active_block"
/// This trait is added by the parry system.
@@ -350,10 +350,10 @@
return embeds
/mob/living/carbon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
/mob/living/carbon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, override_protection = 0)
. = ..()
var/damage = intensity - get_eye_protection()
var/damage = override_protection ? intensity : intensity - get_eye_protection()
if(.) // we've been flashed
var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES)
if (!eyes)
+129 -9
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@@ -740,37 +740,157 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
//SYSTEM CORRUPTION FOR ROBOT-PEOPLE//
//////////////////////////////////////
#define CORRUPTION_CHECK_INTERVAL 10 //Life() is called once every second.. I think? - Doublecheck this, future self.
#define CORRUPTION_THRESHHOLD_MINOR 10 //Annoyances, to remind you you should get your corruption fixed.
#define CORRUPTION_THRESHHOLD_MAJOR 40 //Very annoying stuff, go get fixed.
#define CORRUPTION_THRESHHOLD_CRITICAL 70 //Extremely annoying stuff, possibly life-threatening
#define CORRUPTION_CHECK_INTERVAL 10//Life() is called once every second.. I think?.
#define CORRUPTION_THRESHHOLD_MINOR 10 //Above: Annoyances, to remind you you should get your corruption fixed.
#define CORRUPTION_THRESHHOLD_MAJOR 40 //Above: Very annoying stuff, go get fixed.
#define CORRUPTION_THRESHHOLD_CRITICAL 70 //Above: Extremely annoying stuff, possibly life-threatening
/mob/living/carbon/proc/handle_corruption()
if(!HAS_TRAIT(src, TRAIT_ROBOTICORGANISM)) //Only robot-people need to care about this
return
corruption_timer++
var/corruption = getToxLoss(toxins_type = TOX_SYSCORRUPT)
var/corruption_state
var/timer_req = CORRUPTION_CHECK_INTERVAL
switch(corruption)
if(0 to CORRUPTION_THRESHHOLD_MINOR)
timer_req = INFINITY //Below minor corruption you are fiiine
corruption_state = "<font color='green'>None</font>"
if(CORRUPTION_THRESHHOLD_MINOR to CORRUPTION_THRESHHOLD_MAJOR)
corruption_state = "<font color='blue'>Minor</font>"
if(CORRUPTION_THRESHHOLD_MAJOR to CORRUPTION_THRESHHOLD_CRITICAL)
timer_req -= 1
corruption_state = "<font color='orange'>Major</font>"
if(CORRUPTION_THRESHHOLD_CRITICAL to INFINITY)
timer_req -= 2
corruption_state = "<font color='red'>Critical</font>"
if(corruption_timer < timer_req)
return
corruption_timer = 0
if(!prob(corruption)) //Lucky you beat the rng roll!
adjustToxLoss(-0.2, toxins_type = TOX_SYSCORRUPT) //If you succeed the roll, lose a tiny bit of corruption. Only applies past the low threshhold.
return
var/list/whatmighthappen = list()
whatmighthappen += list("message", "dropthing", "movetile", "shortdeaf", "flopover", "nutriloss", "selfflash")
whatmighthappen += list("message" = 4, "dropthing" = 2, "movetile" = 1, "shortdeaf" = 1, "flopover" = 2, "nutriloss" = 1, "selfflash" = 1, "harmies" = 2)
if(corruption >= CORRUPTION_THRESHHOLD_MAJOR)
whatmighthappen += list("longdeaf", "longknockdown", "shortlimbdisable", "armspasm", "shortblind", "shortstun", "shortmute", "vomit", "halluscinate")
whatmighthappen += list("longdeaf" = 1, "longknockdown" = 1, "shortlimbdisable" = 2, "shortblind" = 1, "shortstun" = 1, "shortmute" = 2, "vomit" = 1, "halluscinate" = 2)
if(corruption >= CORRUPTION_THRESHHOLD_CRITICAL)
whatmighthappen += list("receporgandamage", "longlimbdisable", "blindmutedeaf", "longstun", "sleep", "inducetrauma", "amplifycorrupt")
//WIP
whatmighthappen += list("receporgandamage" = 1, "longlimbdisable" = 2, "blindmutedeaf" = 1, "longstun" = 1, "sleep" = 1, "inducetrauma" = 2, "amplifycorrupt" = 4, "changetemp" = 2)
var/event = pickweight(whatmighthappen)
log_message("has been affected by [event] due to system corruption of [corruption], with a corruption state of [corruption_state]", LOG_ATTACK)
switch(event)
if("message")
to_chat(src, "<span class='notice'>System malfunction avoided by hardware safeguards - intervention recommended.</span>")
adjustToxLoss(-0.2, toxins_type = TOX_SYSCORRUPT) //If you roll this, your system safeguards caught onto the system corruption and neutralised a bit of it.
if("dropthing")
drop_all_held_items()
to_chat(src, "<span class='warning'>Error - Malfunction in arm circuitry.</span>")
if("movetile")
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !ismovable(loc))
step(src, pick(GLOB.cardinals))
to_chat(src, "<span class='warning'>Error - Malfuction in movement control subsystem.</span>")
if("shortdeaf")
ADD_TRAIT(src, TRAIT_DEAF, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_hearing), 5 SECONDS)
to_chat(src, "<span class='hear'><b>ZZZZT</b></span>")
if("flopover")
DefaultCombatKnockdown(1)
to_chat(src, "<span class='warning'>Error - Malfuction in actuator circuitry.</span>")
if("nutriloss")
nutrition = max(0, nutrition - 50)
to_chat(src, "<span class='warning'>Power surge detected in internal battery cell.</span>")
if("selfflash")
if(flash_act(override_protection = 1))
confused += 2
to_chat(src, "<span class='warning'>Error - Sensory system overload detected!</span>")
if("harmies")
a_intent = INTENT_HARM
to_chat(src, "<span class='notice'>Intent subsystem successfully recalibrated.</span>")
if("longdeaf")
ADD_TRAIT(src, TRAIT_DEAF, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_hearing), 20 SECONDS)
to_chat(src, "<span class='notice'>Hearing subsystem successfully shutdown.</span>")
if("longknockdown")
DefaultCombatKnockdown(50)
to_chat(src, "<span class='warning'>Significant error in actuator subsystem - Rebooting.</span>")
if("shortlimbdisable")
var/disabled_type = pick(list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG))
ADD_TRAIT(src, disabled_type, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_limb, disabled_type), 5 SECONDS)
to_chat(src, "<span class='warning'>Error - Limb control subsystem partially shutdown, rebooting.</span>")
if("shortblind")
ADD_TRAIT(src, TRAIT_BLIND, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_vision), 5 SECONDS)
to_chat(src, ">span class='warning'>Visual receptor shutdown detected - Initiating reboot.</span>")
if("shortstun")
Stun(30)
to_chat(src, "<span class='warning'>Deadlock detected in primary systems, error code [rand(101, 999)].</span>")
if("shortmute")
ADD_TRAIT(src, TRAIT_MUTE, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_speech), 5 SECONDS)
to_chat(src, "<span class='notice'>Communications matrix successfully shutdown for maintenance.</span>")
if("vomit")
to_chat(src, "<span class='notice'>Ejecting contaminant.</span>")
vomit()
if("halluscinate")
hallucination += 20 //Doesn't give a cue
if("receporgandamage")
adjustOrganLoss(ORGAN_SLOT_EARS, rand(10, 20))
adjustOrganLoss(ORGAN_SLOT_EYES, rand(10, 20))
to_chat(src, "<span class='warning'>Power spike detected in autitory and visual systems!</span>")
if("longlimbdisable")
var/disabled_type = pick(list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG))
ADD_TRAIT(src, disabled_type, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_limb, disabled_type), 25 SECONDS)
to_chat(src, "<span class='warning'>Fatal error in limb control subsystem - rebooting.</span>")
if("blindmutedeaf")
ADD_TRAIT(src, TRAIT_BLIND, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_vision), (rand(10, 25)) SECONDS)
ADD_TRAIT(src, TRAIT_DEAF, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_hearing), (rand(15, 35)) SECONDS)
ADD_TRAIT(src, TRAIT_MUTE, CORRUPTED_SYSTEM)
addtimer(CALLBACK(src, .proc/reenable_speech), (rand(20, 45)) SECONDS)
to_chat(src, "<span class='warning'>Fatal error in multiple systems - Performing recovery.</span>")
if("longstun")
Stun(80)
to_chat(src, "<span class='warning'Critical divide-by-zero error detected - Failsafe initiated.</span>")
if("sleep")
addtimer(CALLBACK(src, .proc/forcesleep), (rand(6, 10)) SECONDS)
to_chat(src, "<span class='warning'>Priority 1 shutdown order received in operating system - Preparing powerdown.</span>")
if("inducetrauma")
var/resistance = pick(
65;TRAUMA_RESILIENCE_BASIC,
35;TRAUMA_RESILIENCE_SURGERY)
var/trauma_type = pickweight(list(
BRAIN_TRAUMA_MILD = 80,
BRAIN_TRAUMA_SEVERE = 10))
gain_trauma_type(trauma_type, resistance) //Gaining the trauma will inform them
if("amplifycorrupt")
adjustToxLoss(10, toxins_type = TOX_SYSCORRUPT)
to_chat(src, "<span class='warning'>System safeguards failing - Action urgently required.</span>")
if("changetemp")
adjust_bodytemperature(pick(list(-70, 70)))
to_chat(src, "<span class='warning'>Warning - Fatal coolant flow error at node [rand(6, 99)]!</span>")
/mob/living/carbon/proc/reenable_limb(disabled_limb)
REMOVE_TRAIT(src, disabled_limb, CORRUPTED_SYSTEM)
to_chat(src, "<span class='notice'>Limb control subsystem successfully rebooted.</span>")
/mob/living/carbon/proc/reenable_hearing()
REMOVE_TRAIT(src, TRAIT_DEAF, CORRUPTED_SYSTEM)
to_chat(src, "<span class='notice'>Hearing restored.</span>")
/mob/living/carbon/proc/reenable_vision()
REMOVE_TRAIT(src, TRAIT_BLIND, CORRUPTED_SYSTEM)
to_chat(src, "<span class='notice'>Visual receptors back online.</span>")
/mob/living/carbon/proc/reenable_speech()
REMOVE_TRAIT(src, TRAIT_MUTE, CORRUPTED_SYSTEM)
to_chat(src, "<span class='notice'>Communications subsystem operational.</span>")
/mob/living/carbon/proc/forcesleep(time = 100)
to_chat(src, "<span class='notice'>Preparations complete, powering down.</span>")
Sleeping(time, 0)
#undef CORRUPTION_CHECK_INTERVAL
+2 -2
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@@ -522,8 +522,8 @@
//called when the mob receives a bright flash
/mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
if(get_eye_protection() < intensity && (override_blindness_check || !(HAS_TRAIT(src, TRAIT_BLIND))))
/mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash, override_protection = 0)
if((override_protection || get_eye_protection() < intensity) && (override_blindness_check || !(HAS_TRAIT(src, TRAIT_BLIND))))
overlay_fullscreen("flash", type)
addtimer(CALLBACK(src, .proc/clear_fullscreen, "flash", 25), 25)
return TRUE