removes creep
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@@ -1,116 +0,0 @@
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/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 class='warning'>The voices in your head fall silent.</span>"
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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/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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gain_text = "<span class='warning'>You hear a sickening, raspy voice in your head. It wants one small task of you...</span>"
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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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..()
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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(!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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/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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var/datum/component/mood/mood = owner.GetComponent(/datum/component/mood)
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if(mood && mood.sanity >= SANITY_GREAT && social_interaction())
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speech_args[SPEECH_MESSAGE] = ""
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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/social_interaction()
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var/fail = FALSE //whether you can finish a sentence while doing it
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owner.stuttering = max(3, owner.stuttering)
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owner.blur_eyes(10)
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switch(rand(1,4))
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if(1)
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shake_camera(owner, 15, 1)
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owner.vomit()
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fail = TRUE
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if(2)
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owner.emote("cough")
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owner.dizziness += 10
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fail = TRUE
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if(3)
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to_chat(owner, "<span class='userdanger'>You feel your heart lurching in your chest...</span>")
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owner.Stun(20)
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shake_camera(owner, 15, 1)
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if(4)
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to_chat(owner, "<span class='warning'>You faint.</span>")
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owner.Unconscious(80)
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fail = TRUE
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return fail
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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 && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client && Player != owner && SSjob.GetJob(Player.mind.assigned_role))
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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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