/
olfaction.dm
139 lines (115 loc) · 5.2 KB
/
olfaction.dm
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/datum/mutation/human/olfaction
name = "Transcendent Olfaction"
desc = "Your sense of smell is comparable to that of a canine."
quality = POSITIVE
difficulty = 12
text_gain_indication = "<span class='notice'>Smells begin to make more sense...</span>"
text_lose_indication = "<span class='notice'>Your sense of smell goes back to normal.</span>"
power_path = /datum/action/cooldown/spell/olfaction
instability = 30
synchronizer_coeff = 1
/datum/mutation/human/olfaction/modify()
. = ..()
var/datum/action/cooldown/spell/olfaction/to_modify = .
if(!istype(to_modify)) // null or invalid
return
to_modify.sensitivity = GET_MUTATION_SYNCHRONIZER(src)
/datum/action/cooldown/spell/olfaction
name = "Remember the Scent"
desc = "Get a scent off of the item you're currently holding to track it. \
With an empty hand, you'll track the scent you've remembered."
button_icon_state = "nose"
cooldown_time = 10 SECONDS
spell_requirements = NONE
/// Weakref to the mob we're tracking
var/datum/weakref/tracking_ref
/// Our nose's sensitivity
var/sensitivity = 1
/datum/action/cooldown/spell/olfaction/is_valid_target(atom/cast_on)
if(!isliving(cast_on))
return FALSE
var/mob/living/living_cast_on = cast_on
if(ishuman(living_cast_on) && !living_cast_on.get_bodypart(BODY_ZONE_HEAD))
to_chat(owner, span_warning("You have no nose!"))
return FALSE
return TRUE
/datum/action/cooldown/spell/olfaction/cast(mob/living/cast_on)
. = ..()
// Can we sniff? is there miasma in the air?
var/datum/gas_mixture/air = cast_on.loc.return_air()
var/list/cached_gases = air.gases
if(cached_gases[/datum/gas/miasma])
cast_on.adjust_disgust(sensitivity * 45)
to_chat(cast_on, span_warning("With your overly sensitive nose, \
you get a whiff of stench and feel sick! Try moving to a cleaner area!"))
return
var/atom/sniffed = cast_on.get_active_held_item()
if(sniffed)
pick_up_target(cast_on, sniffed)
else
follow_target(cast_on)
/// Attempt to pick up a new target based on the fingerprints on [sniffed].
/datum/action/cooldown/spell/olfaction/proc/pick_up_target(mob/living/caster, atom/sniffed)
var/mob/living/carbon/old_target = tracking_ref?.resolve()
var/list/possibles = list()
var/list/prints = GET_ATOM_FINGERPRINTS(sniffed)
if(prints)
for(var/mob/living/carbon/to_check as anything in GLOB.carbon_list)
if(prints[md5(to_check.dna?.unique_identity)])
possibles |= to_check
// There are no finger prints on the atom, so nothing to track
if(!length(possibles))
to_chat(caster, span_warning("Despite your best efforts, there are no scents to be found on [sniffed]..."))
return
var/mob/living/carbon/new_target = tgui_input_list(caster, "Scent to remember", "Scent Tracking", sort_names(possibles))
if(QDELETED(src) || QDELETED(caster))
return
if(QDELETED(new_target))
// We don't have a new target OR an old target
if(QDELETED(old_target))
to_chat(caster, span_warning("You decide against remembering any scents. \
Instead, you notice your own nose in your peripheral vision. \
This goes on to remind you of that one time you started breathing manually and couldn't stop. \
What an awful day that was."))
tracking_ref = null
// We don't have a new target, but we have an old target to fall back on
else
to_chat(caster, span_notice("You return to tracking [old_target]. The hunt continues."))
on_the_trail(caster)
return
// We have a new target to track
to_chat(caster, span_notice("You pick up the scent of [new_target]. The hunt begins."))
tracking_ref = WEAKREF(new_target)
on_the_trail(caster)
/// Attempt to follow our current tracking target.
/datum/action/cooldown/spell/olfaction/proc/follow_target(mob/living/caster)
var/mob/living/carbon/current_target = tracking_ref?.resolve()
// Either our weakref failed to resolve (our target's gone),
// or we never had a target in the first place
if(QDELETED(current_target))
to_chat(caster, span_warning("You're not holding anything to smell, \
and you haven't smelled anything you can track. You smell your skin instead; it's kinda salty."))
tracking_ref = null
return
on_the_trail(caster)
/// Actually go through and give the user a hint of the direction our target is.
/datum/action/cooldown/spell/olfaction/proc/on_the_trail(mob/living/caster)
var/mob/living/carbon/current_target = tracking_ref?.resolve()
if(!current_target)
to_chat(caster, span_warning("You're not tracking a scent, but the game thought you were. \
Something's gone wrong! Report this as a bug."))
stack_trace("[type] - on_the_trail was called when no tracking target was set.")
tracking_ref = null
return
if(current_target == caster)
to_chat(caster, span_warning("You smell out the trail to yourself. Yep, it's you."))
return
if(caster.z < current_target.z)
to_chat(caster, span_warning("The trail leads... way up above you? Huh. They must be really, really far away."))
return
else if(caster.z > current_target.z)
to_chat(caster, span_warning("The trail leads... way down below you? Huh. They must be really, really far away."))
return
var/direction_text = span_bold("[dir2text(get_dir(caster, current_target))]")
if(direction_text)
to_chat(caster, span_notice("You consider [current_target]'s scent. The trail leads [direction_text]."))