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negative.dm
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//predominantly negative traits
/datum/quirk/badback
name = "Bad Back"
desc = "Thanks to your poor posture, backpacks and other bags never sit right on your back. More evenly weighted objects are fine, though."
icon = "hiking"
value = -4
mood_quirk = TRUE
gain_text = span_danger("Your back REALLY hurts!")
lose_text = span_notice("Your back feels better.")
medical_record_text = "Patient scans indicate severe and chronic back pain."
/datum/quirk/badback/on_process()
var/mob/living/carbon/human/H = quirk_holder
if(H.back && istype(H.back, /obj/item/storage/backpack))
SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "back_pain", /datum/mood_event/back_pain)
else
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "back_pain")
/datum/quirk/blooddeficiency
name = "Blood Deficiency"
desc = "Your body can't produce enough blood to sustain itself."
icon = "tint"
value = -4
gain_text = span_danger("You feel your vigor slowly fading away.")
lose_text = span_notice("You feel vigorous again.")
medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood."
/datum/quirk/blooddeficiency/check_quirk(datum/preferences/prefs)
var/datum/species/species_type = prefs.read_preference(/datum/preference/choiced/species)
species_type = new species_type()
var/disallowed_trait = (NOBLOOD in species_type.species_traits) // Cant lose blood if your species doesn't have any
qdel(species_type)
if(disallowed_trait)
return "You don't have blood!"
return ..()
/datum/quirk/blooddeficiency/on_process()
var/mob/living/carbon/human/H = quirk_holder
if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
return
else
if (H.blood_volume > (BLOOD_VOLUME_SAFE(H) - 25)) // just barely survivable without treatment
H.blood_volume -= 0.275
/datum/quirk/blindness
name = "Blind"
desc = "You are completely blind, nothing can counteract this."
icon = "eye-slash"
value = -6
gain_text = span_danger("You can't see anything.")
lose_text = span_notice("You miraculously gain back your vision.")
medical_record_text = "Patient has permanent blindness."
job_blacklist = list("Captain", "Head of Personnel", "Research Director", "Chief Medical Officer", "Chief Engineer", "Head of Security", "Security Officer", "Warden")
/datum/quirk/blindness/add()
var/blindness_preference = quirk_holder.client.prefs.read_preference(/datum/preference/choiced/blindness_choice) == "Random" ? pick("Echolocation", "Complete blindness") : quirk_holder.client.prefs.read_preference(/datum/preference/choiced/blindness_choice)
quirk_holder.become_blind(ROUNDSTART_TRAIT)
if(blindness_preference == "Echolocation")
quirk_holder.AddComponent(/datum/component/echolocation) //add when echolocation is fixed
/datum/quirk/blindness/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
var/obj/item/clothing/glasses/blindfold/white/B = new(get_turf(H))
if(!H.equip_to_slot_if_possible(B, ITEM_SLOT_EYES, 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
H.put_in_hands(B)
H.regenerate_icons()
/datum/quirk/brainproblems
name = "Brain Tumor"
desc = "You have a little friend in your brain that is slowly destroying it. Better bring some mannitol!"
icon = "head-side-virus"
value = -6
gain_text = span_danger("You feel smooth.")
lose_text = span_notice("You feel wrinkled again.")
medical_record_text = "Patient has a tumor in their brain that is slowly driving them to brain death."
var/where = "at your feet"
/datum/quirk/brainproblems/on_process()
quirk_holder.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.2)
/datum/quirk/brainproblems/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
var/mannitolpills = new /obj/item/storage/pill_bottle/mannitol/braintumor(get_turf(quirk_holder))
var/list/slots = list(
"in your left pocket" = ITEM_SLOT_LPOCKET,
"in your right pocket" = ITEM_SLOT_RPOCKET,
"in your backpack" = ITEM_SLOT_BACKPACK
)
where = H.equip_in_one_of_slots(mannitolpills, slots, FALSE) || "at your feet"
/datum/quirk/brainproblems/post_add()
to_chat(quirk_holder, span_boldnotice("There is a pill bottle of mannitol [where]. You're going to need it."))
/datum/quirk/deafness
name = "Deaf"
desc = "You are incurably deaf."
icon = "deaf"
value = -6
mob_trait = TRAIT_DEAF
gain_text = span_danger("You can't hear anything.")
lose_text = span_notice("You're able to hear again!")
medical_record_text = "Patient's cochlear nerve is incurably damaged."
job_blacklist = list("Captain", "Head of Personnel", "Research Director", "Chief Medical Officer", "Chief Engineer", "Head of Security", "Security Officer", "Warden")
/datum/quirk/depression
name = "Depression"
desc = "You sometimes just hate life."
icon = "frown"
mob_trait = TRAIT_DEPRESSION
value = -2
gain_text = span_danger("You start feeling depressed.")
lose_text = span_notice("You no longer feel depressed.") //if only it were that easy!
medical_record_text = "Patient has a mild mood disorder, causing them to experience episodes of depression."
mood_quirk = TRUE
/datum/quirk/heavy_sleeper
name = "Heavy Sleeper"
desc = "You sleep like a rock! Whenever you're put to sleep or knocked unconscious, you take a little bit longer to wake up and cant see anything."
icon = "bed"
value = -4
mob_trait = TRAIT_HEAVY_SLEEPER
gain_text = span_danger("You feel sleepy.")
lose_text = span_notice("You feel awake again.")
medical_record_text = "Patient has abnormal sleep study results and is difficult to wake up."
/datum/quirk/hypersensitive
name = "Hypersensitive"
desc = "For better or worse, everything seems to affect your mood more than it should."
icon = "flushed"
value = -2
gain_text = span_danger("You seem to make a big deal out of everything.")
lose_text = span_notice("You don't seem to make a big deal out of everything anymore.")
mood_quirk = TRUE //yogs
medical_record_text = "Patient demonstrates a high level of emotional volatility."
/datum/quirk/hypersensitive/add()
var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood)
if(mood)
mood.mood_modifier += 0.5
/datum/quirk/hypersensitive/remove()
if(quirk_holder)
var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood)
if(mood)
mood.mood_modifier -= 0.5
/datum/quirk/light_drinker
name = "Light Drinker"
desc = "You just can't handle your drinks and get drunk very quickly."
icon = "cocktail"
value = -2
mob_trait = TRAIT_LIGHT_DRINKER
gain_text = span_notice("Just the thought of drinking alcohol makes your head spin.")
lose_text = span_danger("You're no longer severely affected by alcohol.")
medical_record_text = "Patient demonstrates a low tolerance for alcohol. (Wimp)"
/datum/quirk/light_drinker/check_quirk(datum/preferences/prefs)
var/datum/species/species_type = prefs.read_preference(/datum/preference/choiced/species)
species_type = new species_type()
var/disallowed_trait = (NOMOUTH in species_type.species_traits) || !(initial(species_type.inherent_biotypes) & MOB_ORGANIC)// Cant drink or process alcohol
qdel(species_type)
if(disallowed_trait)
return "You don't have the ability to consume alcohol!"
return FALSE
/datum/quirk/nearsighted //t. errorage
name = "Nearsighted"
desc = "You are nearsighted without prescription glasses, but spawn with a pair."
icon = "glasses"
value = -2
gain_text = span_danger("Things far away from you start looking blurry.")
lose_text = span_notice("You start seeing faraway things normally again.")
medical_record_text = "Patient requires prescription glasses in order to counteract nearsightedness."
/datum/quirk/nearsighted/add()
quirk_holder.become_nearsighted(ROUNDSTART_TRAIT)
/datum/quirk/nearsighted/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
H.put_in_hands(glasses)
H.equip_to_slot(glasses, ITEM_SLOT_EYES)
H.regenerate_icons() //this is to remove the inhand icon, which persists even if it's not in their hands
/datum/quirk/nyctophobia
name = "Nyctophobia"
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."
icon = "lightbulb"
value = -2
medical_record_text = "Patient demonstrates a fear of the dark. (Seriously?)"
/datum/quirk/nyctophobia/on_process()
var/mob/living/carbon/human/H = quirk_holder
if(isshadowperson(H) || is_team_darkspawn(H))
return //we're tied with the dark, so we don't get scared of it; don't cleanse outright to avoid cheese
var/turf/T = get_turf(quirk_holder)
var/lums = T.get_lumcount()
if(istype(T.loc, /area/shuttle))
return
if(lums <= 0.2)
if(quirk_holder.m_intent == MOVE_INTENT_RUN)
to_chat(quirk_holder, span_warning("Easy, easy, take it slow... you're in the dark..."))
quirk_holder.toggle_move_intent()
SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "nyctophobia", /datum/mood_event/nyctophobia)
else
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "nyctophobia")
/datum/quirk/nonviolent
name = "Pacifist"
desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone."
icon = "peace"
value = -4
mob_trait = TRAIT_PACIFISM
gain_text = span_danger("You feel repulsed by the thought of violence!")
lose_text = span_notice("You think you can defend yourself again.")
medical_record_text = "Patient is unusually pacifistic and cannot bring themselves to cause physical harm."
job_blacklist = list("Head of Security", "Security Officer", "Warden")
/datum/quirk/paraplegic
name = "Paraplegic"
desc = "Your legs do not function. Nothing will ever fix this. But hey, free wheelchair!"
icon = "wheelchair"
value = -7
human_only = TRUE
gain_text = null // Handled by trauma.
lose_text = null
medical_record_text = "Patient has an untreatable impairment in motor function in the lower extremities."
job_blacklist = list("Head of Security", "Security Officer")
/datum/quirk/paraplegic/add()
var/datum/brain_trauma/severe/paralysis/paraplegic/T = new()
var/mob/living/carbon/human/H = quirk_holder
H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
/datum/quirk/paraplegic/on_spawn()
if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
quirk_holder.buckled.unbuckle_mob(quirk_holder)
var/turf/T = get_turf(quirk_holder)
var/obj/structure/chair/spawn_chair = locate() in T
var/obj/vehicle/ridden/wheelchair/wheels = new(T)
if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
wheels.setDir(spawn_chair.dir)
wheels.buckle_mob(quirk_holder)
// During the spawning process, they may have dropped what they were holding, due to the paralysis
// So put the things back in their hands.
for(var/obj/item/I in T)
if(I.fingerprintslast == quirk_holder.ckey)
quirk_holder.put_in_hands(I)
/datum/quirk/poor_aim
name = "Poor Aim"
desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out."
icon = "bullseye"
value = -2
mob_trait = TRAIT_POOR_AIM
medical_record_text = "Patient possesses a strong tremor in both hands."
/datum/quirk/prosopagnosia
name = "Prosopagnosia"
desc = "You have a mental disorder that prevents you from being able to recognize faces at all."
icon = "user-secret"
value = -2
mob_trait = TRAIT_PROSOPAGNOSIA
medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces."
/datum/quirk/prosthetic_limb
name = "Prosthetic Limb"
desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
icon = "tg-prosthetic-leg"
value = -2
var/slot_string = "limb"
var/specific = null
medical_record_text = "During physical examination, patient was found to have a prosthetic limb."
/datum/quirk/prosthetic_limb/on_spawn()
var/limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
if(specific)
limb_slot = specific
var/mob/living/carbon/human/H = quirk_holder
var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
var/obj/item/bodypart/prosthetic
switch(limb_slot)
if(BODY_ZONE_L_ARM)
prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder)
slot_string = "left arm"
if(BODY_ZONE_R_ARM)
prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder)
slot_string = "right arm"
if(BODY_ZONE_L_LEG)
var/obj/item/bodypart/leg/left/L = H.get_bodypart(BODY_ZONE_L_LEG)
prosthetic = new/obj/item/bodypart/leg/left/robot/surplus(quirk_holder)
prosthetic.set_digitigrade(L.use_digitigrade)
slot_string = "left leg"
if(BODY_ZONE_R_LEG)
var/obj/item/bodypart/leg/right/R = H.get_bodypart(BODY_ZONE_R_LEG)
prosthetic = new/obj/item/bodypart/leg/right/robot/surplus(quirk_holder)
prosthetic.set_digitigrade(R.use_digitigrade)
slot_string = "right leg"
prosthetic.replace_limb(H)
qdel(old_part)
H.regenerate_icons()
/datum/quirk/prosthetic_limb/post_add()
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, \
you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
/datum/quirk/prosthetic_limb/left_arm
name = "Prosthetic Limb (Left Arm)"
desc = "An accident caused you to lose your left arm. Because of this, it's replaced with a prosthetic!"
specific = BODY_ZONE_L_ARM
/datum/quirk/prosthetic_limb/right_arm
name = "Prosthetic Limb (Right Arm)"
desc = "An accident caused you to lose your right arm. Because of this, it's replaced with a prosthetic!"
specific = BODY_ZONE_R_ARM
/datum/quirk/prosthetic_limb/left_leg
name = "Prosthetic Limb (Left Leg)"
desc = "An accident caused you to lose your left leg. Because of this, it's replaced with a prosthetic!"
specific = BODY_ZONE_L_LEG
/datum/quirk/prosthetic_limb/right_leg
name = "Prosthetic Limb (Right Leg)"
desc = "An accident caused you to lose your right leg. Because of this, it's replaced with a prosthetic!"
specific = BODY_ZONE_R_LEG
/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. THIS IS NOT A LICENSE TO GRIEF."
icon = "grin-tongue-wink"
value = -2
//no mob trait because it's handled uniquely
gain_text = null //handled by trauma
lose_text = null
var/where
medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations."
/datum/quirk/insanity/check_quirk(datum/preferences/prefs)
var/datum/species/species_type = prefs.read_preference(/datum/preference/choiced/species)
var/disallowed_trait = !(initial(species_type.inherent_biotypes) & ALL_NON_ROBOTIC)
if(disallowed_trait)
return "You are not illogical."
return ..()
/datum/quirk/insanity/add()
var/datum/brain_trauma/mild/reality_dissociation/T = new()
var/mob/living/carbon/human/H = quirk_holder
H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
/datum/quirk/insanity/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
var/sanitypills = new /obj/item/storage/pill_bottle/gummies/mindbreaker(get_turf(quirk_holder))
var/list/slots = list(
"in your left pocket" = ITEM_SLOT_LPOCKET,
"in your right pocket" = ITEM_SLOT_RPOCKET,
"in your backpack" = ITEM_SLOT_BACKPACK
)
where = H.equip_in_one_of_slots(sanitypills, slots, FALSE) || "at your feet"
/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_boldnotice("There is a bottle of mindbreaker gummy bears [where]. You're going to need it."))
to_chat(quirk_holder, span_boldwarning("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."))
/datum/quirk/social_anxiety
name = "Social Anxiety"
desc = "Talking to people is very difficult for you, and you often stutter or even lock up."
icon = "comment-slash"
value = -2
gain_text = span_danger("You start worrying about what you're saying.")
lose_text = span_notice("You feel easier about talking again.") //if only it were that easy!
medical_record_text = "Patient is usually anxious in social encounters and prefers to avoid them."
job_blacklist = list("Captain", "Head of Personnel", "Research Director", "Chief Medical Officer", "Chief Engineer", "Head of Security", "Security Officer", "Warden")
var/dumb_thing = TRUE
mob_trait = TRAIT_ANXIOUS
/datum/quirk/social_anxiety/add()
RegisterSignal(quirk_holder, COMSIG_MOB_EYECONTACT, PROC_REF(eye_contact))
RegisterSignal(quirk_holder, COMSIG_MOB_EXAMINATE, PROC_REF(looks_at_floor))
RegisterSignal(quirk_holder, COMSIG_MOB_SAY, PROC_REF(handle_speech))
/datum/quirk/social_anxiety/remove()
UnregisterSignal(quirk_holder, list(COMSIG_MOB_EYECONTACT, COMSIG_MOB_EXAMINATE, COMSIG_MOB_SAY))
/datum/quirk/social_anxiety/proc/handle_speech(datum/source, list/speech_args)
if(HAS_TRAIT(quirk_holder, TRAIT_FEARLESS))
return
var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood)
var/moodmod
if(mood)
moodmod = (1+0.02*(50-(max(50, mood.mood_level*(7-mood.sanity_level))))) //low sanity levels are better, they max at 6
else
moodmod = (1+0.02*(50-(max(50, 0.1*quirk_holder.nutrition))))
var/nearby_people = 0
for(var/mob/living/carbon/human/H in oview(3, quirk_holder))
if(H.client)
nearby_people++
var/message = speech_args[SPEECH_MESSAGE]
if(message)
var/list/message_split = splittext(message, " ")
var/list/new_message = list()
var/mob/living/carbon/human/quirker = quirk_holder
for(var/word in message_split)
if(prob(max(5,(nearby_people*12.5*moodmod))) && word != message_split[1]) //Minimum 1/20 chance of filler
new_message += pick("uh,","erm,","um,")
if(prob(min(5,(0.05*(nearby_people*12.5)*moodmod)))) //Max 1 in 20 chance of cutoff after a succesful filler roll, for 50% odds in a 15 word sentence
quirker.silent = max(3, quirker.silent)
to_chat(quirker, span_danger("You feel self-conscious and stop talking. You need a moment to recover!"))
break
if(prob(max(5,(nearby_people*12.5*moodmod)))) //Minimum 1/20 chance of stutter
// Add a short stutter, THEN treat our word
quirker.adjust_stutter(0.5 SECONDS)
new_message += quirker.treat_message(word)
else
new_message += word
message = jointext(new_message, " ")
var/mob/living/carbon/human/quirker = quirk_holder
if(prob(min(50,(0.50*(nearby_people*12.5)*moodmod)))) //Max 50% chance of not talking
if(dumb_thing)
to_chat(quirker, span_userdanger("You think of a dumb thing you said a long time ago and scream internally."))
dumb_thing = FALSE //only once per life
if(prob(1))
new/obj/item/reagent_containers/food/snacks/spaghetti/pastatomato(get_turf(quirker)) //now that's what I call spaghetti code
else
to_chat(quirk_holder, span_warning("You think that wouldn't add much to the conversation and decide not to say it."))
if(prob(min(25,(0.25*(nearby_people*12.75)*moodmod)))) //Max 25% chance of silence stacks after succesful not talking roll
to_chat(quirker, span_danger("You retreat into yourself. You <i>really</i> don't feel up to talking."))
quirker.silent = max(5, quirker.silent)
speech_args[SPEECH_MESSAGE] = pick("Uh.","Erm.","Um.")
else
speech_args[SPEECH_MESSAGE] = message
// small chance to make eye contact with inanimate objects/mindless mobs because of nerves
/datum/quirk/social_anxiety/proc/looks_at_floor(datum/source, atom/A)
var/mob/living/mind_check = A
if(prob(85) || (istype(mind_check) && mind_check.mind))
return
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), quirk_holder, span_smallnotice("You make eye contact with [A].")), 3)
/datum/quirk/social_anxiety/proc/eye_contact(datum/source, mob/living/other_mob, triggering_examiner)
var/mob/living/carbon/human/quirker = quirk_holder
if(prob(75))
return
var/msg
if(triggering_examiner)
msg = "You make eye contact with [other_mob], "
else
msg = "[other_mob] makes eye contact with you, "
switch(rand(1,3))
if(1)
quirker.adjust_jitter(5 SECONDS)
msg += "causing you to start fidgeting!"
if(2)
quirker.adjust_stutter(3 SECONDS)
msg += "causing you to start stuttering!"
if(3)
quirker.Stun(2 SECONDS)
msg += "causing you to freeze up!"
SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "anxiety_eyecontact", /datum/mood_event/anxiety_eyecontact)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), quirk_holder, span_userdanger("[msg]")), 3) // so the examine signal has time to fire and this will print after
return COMSIG_BLOCK_EYECONTACT
/datum/mood_event/anxiety_eyecontact
description = "Sometimes eye contact makes me so nervous..."
mood_change = -5
timeout = 3 MINUTES
//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."
icon = "pills"
value = -4
gain_text = span_danger("You suddenly feel the craving for drugs.")
lose_text = span_notice("You feel like you should kick your drug habit.")
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, /datum/reagent/drug/ketamine) //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
var/junkie_warning = null
/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)
if (!junkie_warning)
junkie_warning = ("You thought you kicked it, but you suddenly feel like you need [reagent_instance.name] again...")
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" = ITEM_SLOT_LPOCKET,
"in your right pocket" = ITEM_SLOT_RPOCKET,
"in your backpack" = ITEM_SLOT_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_boldnotice("There is a [drug_instance.name] of [reagent_instance.name] [where_drug]. Better hope you don't run out..."))
/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_danger("[junkie_warning]"))
tick_counter = 0
else
++tick_counter
/datum/quirk/junkie/clone_data()
return reagent_type
/datum/quirk/junkie/on_clone(data)
var/mob/living/carbon/human/H = quirk_holder
reagent_type = data
reagent_instance = new reagent_type()
H.reagents.addiction_list.Add(reagent_instance)
/datum/quirk/junkie/check_quirk(datum/preferences/prefs)
var/datum/species/species_type = prefs.read_preference(/datum/preference/choiced/species)
var/disallowed_trait = !(initial(species_type.inherent_biotypes) & MOB_ORGANIC) //if you can't process organic chems you couldn't get addicted in the first place
if(disallowed_trait)
return "You don't process normal chemicals!"
return FALSE
/datum/quirk/junkie/smoker
name = "Smoker"
desc = "Sometimes you just really want a smoke. Probably not great for your lungs."
icon = "smoking"
value = -2
mood_quirk = TRUE
gain_text = span_danger("You could really go for a smoke right about now.")
lose_text = span_notice("You feel like you should quit smoking.")
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/havana)
. = ..()
/datum/quirk/junkie/smoker/announce_drugs()
to_chat(quirk_holder, span_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."))
/datum/quirk/junkie/smoker/on_process()
. = ..()
var/mob/living/carbon/human/H = quirk_holder
var/obj/item/I = H.get_item_by_slot(ITEM_SLOT_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/junkie/drunkard
name = "Drunkard"
desc = "In space there's no such thing as day drinking."
icon = "beer"
value = -2
mood_quirk = TRUE
gain_text = span_danger("You could really go for a stiff drink right about now.")
lose_text = span_notice("You no longer feel dependent on alcohol to function.")
medical_record_text = "Patient is known to be dependent on alcohol."
reagent_type = /datum/reagent/consumable/ethanol
junkie_warning = "You suddenly feel like you need another drink..."
/datum/quirk/junkie/drunkard/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
H.reagents.add_reagent(/datum/reagent/consumable/ethanol, 20)
drug_container_type = pick(/obj/item/reagent_containers/food/drinks/beer/light/plastic)
. = ..()
/datum/quirk/junkie/caffeine
name = "Caffeine Addict"
desc = "Whether it's punching through drywall while on Grey Bull, or downing 100 cups of coffee in a day, you can't get enough caffeine."
icon = "mug-hot"
value = -2
mood_quirk = TRUE
gain_text = span_danger("You could really use some caffeine right about now.")
lose_text = span_notice("You no longer feel dependent on caffeine to function.")
medical_record_text = "Patient is known to be dependent on caffeine."
reagent_type = /datum/reagent/drug/caffeine
junkie_warning = "You suddenly feel like you need some caffeine..."
var/list/weighted_items = list(
/obj/item/reagent_containers/food/drinks/soda_cans/icedcoffee = 200,
/obj/item/reagent_containers/food/drinks/coffee = 100, //who just carries around a styrofoam cup of coffee in their backpack
/obj/item/reagent_containers/food/drinks/soda_cans/grey_bull = 100,
/obj/item/reagent_containers/food/drinks/soda_cans/monkey_energy = 100,
/obj/item/reagent_containers/food/drinks/mug/tea = 50,
/obj/item/reagent_containers/food/drinks/soda_cans/thirteenloko = 1, //super rare because it's dangerous
/obj/item/reagent_containers/food/drinks/bottle/nukacola = 1 //super rare to get nuka cola because it's actually kinda bad (irradiates you)
)
/datum/quirk/junkie/caffeine/on_spawn()
drug_container_type = pickweight(weighted_items)
return ..()
/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!"
icon = "angry"
value = -4
mood_quirk = TRUE
mob_trait = TRAIT_UNSTABLE
gain_text = span_danger("There's a lot on your mind right now.")
lose_text = span_notice("Your mind finally feels calm.")
medical_record_text = "Patient's mind is in a vulnerable state, and cannot recover from traumatic events."
/datum/quirk/allergic
name = "Allergic Reaction"
desc = "You have had an allergic reaction to medicine in the past. Better stay away from it!"
icon = "prescription-bottle"
value = -2
gain_text = span_danger("You remember your allergic reaction to a common medicine.")
lose_text = span_notice("You no longer are allergic to medicine.")
var/allergy_chem_list = list(
/datum/reagent/medicine/inacusiate,
/datum/reagent/medicine/silver_sulfadiazine,
/datum/reagent/medicine/styptic_powder,
/datum/reagent/medicine/omnizine,
/datum/reagent/medicine/oculine,
/datum/reagent/medicine/neurine,
/datum/reagent/medicine/bicaridine,
/datum/reagent/medicine/kelotane,
/datum/reagent/medicine/c2/libital,
/datum/reagent/medicine/c2/aiuri,
/datum/reagent/medicine/atropine,
/datum/reagent/medicine/pen_acid,
/datum/reagent/medicine/salbutamol,
/datum/reagent/drug/caffeine, //get fucked
/datum/reagent/medicine/mutadone,
/datum/reagent/medicine/charcoal, //this isn't about realism, it's about sending a message
/datum/reagent/medicine/mannitol, //i am a spiteful god and my creations will suffer
/datum/reagent/medicine/cryoxadone, //mortals shall look to the heavens and cry "why must you subject us to this cruel torment"
/datum/reagent/medicine/synthflesh, //i shall look upon at them and laugh
/datum/reagent/water //FOR I AM THE GOD OF THIS WORLD AND MY WORD IS LAW
)
/// Allergy reagent
var/reagent_id
COOLDOWN_DECLARE(allergies)
/// how long allergies last after getting rid of the allergen
var/cooldown_duration = 10 SECONDS
/// Wether the person is experiencing anaphylatic shock or not
COOLDOWN_DECLARE(anaphylaxis)
/// How long anaphylactic shock lasts
var/shock_duration = 15 SECONDS
/datum/quirk/allergic/check_quirk(datum/preferences/prefs)
var/datum/species/species_type = prefs.read_preference(/datum/preference/choiced/species)
var/disallowed_trait = !(initial(species_type.inherent_biotypes) & MOB_ORGANIC)
if(disallowed_trait)
return "You don't process normal chemicals!"
return FALSE
/datum/quirk/allergic/on_spawn()
reagent_id = pick(allergy_chem_list)
var/datum/reagent/allergy = GLOB.chemical_reagents_list[reagent_id]
to_chat(quirk_holder, span_danger("You remember you are allergic to [allergy.name]."))
quirk_holder.allergies += allergy
medical_record_text = "Patient has a severe allergic reaction to [allergy.name]."
/datum/quirk/allergic/on_process()
var/mob/living/carbon/H = quirk_holder
if(H.stat == DEAD)
return
if(H.reagents.has_reagent(/datum/reagent/medicine/epinephrine))
return
if(H.reagents.has_reagent(/datum/reagent/medicine/atropine))
return
if(H.reagents.has_reagent(/datum/reagent/medicine/diphenhydramine))
return
if(H.reagents.has_reagent(/datum/reagent/medicine/synaphydramine))
return
var/datum/reagent/allergy = GLOB.chemical_reagents_list[reagent_id]
if(H.reagents.has_reagent(reagent_id)) //check if there are chems
if(COOLDOWN_FINISHED(src, allergies)) //if it wasn't ongoing, give a prompt
to_chat(quirk_holder, span_userdanger("You forgot you were allergic to [allergy.name]!"))
COOLDOWN_START(src, allergies, cooldown_duration) //start it, or refresh the ongoing
if(!COOLDOWN_FINISHED(src, allergies))
H.emote("choke")
H.losebreath += 3
H.adjust_eye_blur(2)
H.adjustStaminaLoss(4)
H.clear_stamina_regen()
H.silent = max(H.silent, 3) //can't speak, your throat is swollen shut
else if(!COOLDOWN_FINISHED(src, allergies)) //if the cooldown is going
//external indicator that it's happening
if(prob(50))
switch(rand(0, 2))
if(0)
H.emote("cough")
if(1)
H.emote("sneeze")
if(2)
H.emote("choke")
if(prob(50))
switch(rand(0, 10)) //negative effect
if(0 to 5)
to_chat(H, span_danger("Your eyes swell up and you can barely see!"))
H.adjust_eye_blur(3)
if(6 to 9) //nice
to_chat(H, span_danger("You scratch at an itch."))
H.adjustBruteLoss(2)
if(10)
to_chat(H, span_userdanger("You go into anaphylactic shock!"))
COOLDOWN_START(src, allergies, shock_duration)
/datum/quirk/kleptomaniac
name = "Kleptomaniac"
desc = "You have an uncontrollable urge to pick up things you see. Even things that don't belong to you."
icon = "hands-holding-circle"
value = -2
gain_text = span_danger("You have an unmistakeable urge to grab nearby objects.")
lose_text = span_notice("You no longer feel the urge to steal.")
medical_record_text = "Patient has an uncontrollable urge to steal."
/datum/quirk/kleptomaniac/on_process()
if(prob(3))
var/mob/living/carbon/H = quirk_holder
var/obj/item/I = locate(/obj/item/) in oview(1, H)
if(!I || I.anchored || H.incapacitated() || !I.Adjacent(H))
return
if(isliving(quirk_holder))
var/mob/living/L = quirk_holder
if(!(L.mobility_flags & MOBILITY_PICKUP))
return
if(!H.get_active_held_item())
to_chat(quirk_holder, span_danger("You can't keep your eyes off [I.name]."))
H.UnarmedAttack(I, TRUE, list())
/datum/quirk/ineloquent
name = "Ineloquent"
desc = "Thinking big words makes brain go hurt."
icon = "comments"
value = -2
human_only = TRUE
gain_text = "You feel your vocabulary slipping away."
lose_text = "You regrasp the full extent of your linguistic prowess."
medical_record_text = "Patient is affected by partial loss of speech leading to a reduced vocabulary."
job_blacklist = list("Captain", "Head of Personnel", "Research Director", "Chief Medical Officer", "Chief Engineer", "Head of Security", "Security Officer", "Warden")
/datum/quirk/ineloquent/add()
var/datum/brain_trauma/mild/expressive_aphasia/T = new()
var/mob/living/carbon/human/H = quirk_holder
H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
/datum/quirk/hemophilia //basically permanent weak heparin
name = "Hemophiliac"
desc = "You can't naturally clot bleeding wounds and bleed much more from them than most people, making even small cuts possibly life threatening."
icon = "droplet"
value = -4
mob_trait = TRAIT_BLOODY_MESS_LITE
gain_text = span_danger("You feel like your blood is thin.")
lose_text = span_notice("You feel like your blood is of normal thickness once more.")
medical_record_text = "Patient appears unable to naturally form blood clots."
/datum/quirk/hemophilia/check_quirk(datum/preferences/prefs)
var/datum/species/species_type = prefs.read_preference(/datum/preference/choiced/species)
species_type = new species_type()
var/disallowed_trait = (NOBLOOD in species_type.species_traits)
qdel(species_type)
if(disallowed_trait)
return "You can't bleed."
return ..()
/datum/quirk/brain_damage
name = "Brain Damage"
desc = "The shuttle ride was a bit bumpy to the station."
icon = "brain"
value = -6
gain_text = span_danger("Your head hurts.")
lose_text = span_notice("Your head feels good again.")
medical_record_text = "Patient appears to have brain damage."
job_blacklist = list("Captain", "Head of Personnel", "Research Director", "Chief Medical Officer", "Chief Engineer", "Head of Security", "Security Officer", "Warden")
/datum/quirk/brain_damage/add()
var/mob/living/carbon/human/H = quirk_holder
var/datum/brain_trauma/badtimes = list(BRAIN_TRAUMA_MILD, BRAIN_TRAUMA_SEVERE)
var/amount = 0 // Pray you dont get fucked
amount = rand(1, 3)
for(var/i = 0 to amount)
H.gain_trauma_type(pick(badtimes), TRAUMA_RESILIENCE_ABSOLUTE) // Mr bones wild rides takes no breaks
/datum/quirk/monochromatic
name = "Monochromacy"
desc = "You suffer from full colorblindness, and perceive nearly the entire world in blacks and whites."
icon = "palette"
value = -4
mob_trait = TRAIT_COLORBLIND
medical_record_text = "Patient is afflicted with almost complete color blindness."
/datum/quirk/monochromatic/add()
quirk_holder.add_client_colour(/datum/client_colour/monochrome)
/datum/quirk/monochromatic/post_add()
if(quirk_holder.mind.assigned_role == "Detective")
to_chat(quirk_holder, span_boldannounce("Mmm. Nothing's ever clear on this station. It's all shades of gray..."))
quirk_holder.playsound_local(quirk_holder, 'sound/ambience/ambidet1.ogg', 50, FALSE)
/datum/quirk/monochromatic/remove()
if(quirk_holder)
quirk_holder.remove_client_colour(/datum/client_colour/monochrome)
/datum/quirk/nomail
name = "Loser"
desc = "You are a complete nobody, no one would ever send you anything worthwhile in the mail."
icon = "envelopes-bulk"
value = -1
mob_trait = TRAIT_BADMAIL
/datum/quirk/telomeres_short
name = "Short Telomeres"
desc = "Due to hundreds of cloning cycles, your DNA's telomeres are dangerously shortened. Your DNA can't support cloning without expensive DNA restructuring, and what's worse- you work for Nanotrasen."
icon = "magnifying-glass-minus"
value = -2
medical_record_text = "DNA analysis indicates that the patient's DNA telomeres are artificially shortened from previous cloner usage."
/datum/quirk/telomeres_short/check_quirk(datum/preferences/prefs)
var/datum/species/species_type = prefs.read_preference(/datum/preference/choiced/species)
species_type = new species_type()
var/no_dna = (NO_DNA_COPY in species_type.species_traits) //Can't pick if you have no DNA bruv.
var/no_clone = (TRAIT_NOCLONE in species_type.inherent_traits)
qdel(species_type)
if(no_dna)
return "You have no DNA!"
else if(no_clone)
return "Your species cannot be cloned!"
return FALSE
//we apply it directly to the dna so it carries over to the brain mob if someone tries to clone the brain
/datum/quirk/telomeres_short/New(mob/living/quirk_mob, spawn_effects, no_init)
. = ..()
var/datum/dna/holder = quirk_holder?.has_dna()
if(holder)
holder.features |= TRAIT_SHORT_TELOMERES
/datum/quirk/telomeres_short/Destroy()
. = ..()
var/datum/dna/holder = quirk_holder?.has_dna()
if(holder)
holder.features -= TRAIT_SHORT_TELOMERES
/datum/quirk/telomeres_short/transfer_mob(mob/living/to_mob)
. = ..()
var/datum/dna/holder = quirk_holder?.has_dna()
if(holder)
holder.features -= TRAIT_SHORT_TELOMERES
holder = to_mob?.has_dna()
if(holder)
holder.features |= TRAIT_SHORT_TELOMERES
/datum/quirk/body_purist
name = "Body Purist"
desc = "You believe your body is a temple and its natural form is an embodiment of perfection. Accordingly, you despise the idea of ever augmenting it with unnatural parts, cybernetic, prosthetic, or anything like it."
icon = "person-rays"
value = -2
mood_quirk = TRUE
gain_text = span_danger("You now begin to hate the idea of having cybernetic implants.")
lose_text = span_notice("Maybe cybernetics aren't so bad. You now feel okay with augmentations and prosthetics.")
medical_record_text = "This patient has disclosed an extreme hatred for unnatural bodyparts and augmentations."
var/cybernetics_level = 0
/datum/quirk/body_purist/add()
check_cybernetics()
RegisterSignal(quirk_holder, COMSIG_CARBON_GAIN_ORGAN, PROC_REF(on_organ_gain))
RegisterSignal(quirk_holder, COMSIG_CARBON_LOSE_ORGAN, PROC_REF(on_organ_lose))
RegisterSignal(quirk_holder, COMSIG_CARBON_ATTACH_LIMB, PROC_REF(on_limb_gain))
RegisterSignal(quirk_holder, COMSIG_CARBON_REMOVE_LIMB, PROC_REF(on_limb_lose))
/datum/quirk/body_purist/remove()
UnregisterSignal(quirk_holder, list(
COMSIG_CARBON_GAIN_ORGAN,
COMSIG_CARBON_LOSE_ORGAN,
COMSIG_CARBON_ATTACH_LIMB,
COMSIG_CARBON_REMOVE_LIMB,
))
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "body_purist")
/datum/quirk/body_purist/proc/check_cybernetics()
var/mob/living/carbon/owner = quirk_holder
if(!istype(owner))
return
for(var/obj/item/bodypart/limb as anything in owner.bodyparts)
if(!limb.is_organic_limb())
cybernetics_level++
for(var/obj/item/organ/organ as anything in owner.internal_organs)
if(organ.organ_flags & ORGAN_SYNTHETIC || organ.status == ORGAN_ROBOTIC)
cybernetics_level++
update_mood()
/datum/quirk/body_purist/proc/update_mood()
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "body_purist")
if(cybernetics_level)
SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "body_purist", /datum/mood_event/body_purist, -cybernetics_level * 10)
/datum/quirk/body_purist/proc/on_organ_gain(datum/source, obj/item/organ/new_organ, special)
SIGNAL_HANDLER
if(new_organ.organ_flags & ORGAN_SYNTHETIC || new_organ.status == ORGAN_ROBOTIC)
cybernetics_level++
update_mood()
/datum/quirk/body_purist/proc/on_organ_lose(datum/source, obj/item/organ/old_organ, special)
SIGNAL_HANDLER
if(old_organ.organ_flags & ORGAN_SYNTHETIC || old_organ.status == ORGAN_ROBOTIC)
cybernetics_level--
update_mood()
/datum/quirk/body_purist/proc/on_limb_gain(datum/source, obj/item/bodypart/new_limb, special)
SIGNAL_HANDLER
if(!new_limb.is_organic_limb())
cybernetics_level++
update_mood()
/datum/quirk/body_purist/proc/on_limb_lose(datum/source, obj/item/bodypart/old_limb, special)
SIGNAL_HANDLER
if(!old_limb.is_organic_limb())
cybernetics_level--
update_mood()
/datum/quirk/lactose_intolerance