BeeStation-Hornet
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Ports addiction rework
Ports from /tg/:
- https://github.com/tgstation/tgstation/pull/56923
Ports from monke
- https://github.com/Monkestation/MonkeStation/pull/402
About The Pull Request
This PR ports tg's addiction rework.
Basically, addiction is now structured to work like viruses, with the various stages of addiction determining how badly the junkie's effects are. It also standardizes basically all narcotics to work under this system, under their own category.
For instance, drugs like Mindbreaker Toxin and "Space Drugs" now are grouped under the same addiction category, "Hallucinogenic".
I also added an addiction category to things that were clearly narcotics, but through oversight or otherwise lacked an addiction call. (i.e. Stimulum, literally shares the root with stimulus, and you don't get addicted to speed gas???)
Of course, with the new, much worse ill effects resulting from addiction, some drugs have been updated to combat the new maladies. The principle threat here being the seizures, Neurine and Sodium-Thiopetal now have "ANTI-CONVUSCLANT" flag that will help deal with seizures.
Why It's Good For The Game
At the moment, addiction is an easily gamified feature that literally anyone can circumvent if they've been playing the game for more than 5 minutes. Any resourceful player can just structure their dosage amounts and intervals, and boom, miniscule addiction. This pr aims to make addiction a force to be reckoned with again. Going "cold turkey" or just pretending to not see your mood modifier tank is no longer a viable option. You WILL require medical intervention if you go wild with the drugs.
Keep in mind, this PR isn't all doom and gloom. It's a prerequisite of one of TG's more... interesting PRs... for later:
- https://github.com/tgstation/tgstation/pull/59360
Testing Photographs and Procedure
Screenshots&Videos
A long-time nicotine addict going cold-turkey after a few cigarrettes.
Changelog
:cl: RKz, dwasint add: All drug addictions are now put into 5 categories: Stimulants, Opioids, Alcohol, Hallucinogens, and Maintenance Drugs. All narcotics have been given a category corresponding to their effect. fix: Narcotics that had clearly addicting effects, yet were missing an addiction call, now properly interface with the new addiction system. add: new stats have been added to some chemistry reagents that will help medical deal with these new effects. Neurine and Sodium-Thiopetal can be used to alleviate seizures from drug abuse. tweak: Completely gutted the "threshold" addiction system in favor of a point based system. It progresses much like disease tiers. Addiction is no longer some joke noobtrap that just affects your mood, if you partake in a shitton of drugs, you will feel the consequences.
code: reagents.dm defines looked really bad. It now looks slightly less bad
/:cl:
Your CL is improperly formatted, see add;
I would've much preferred if you split up these PRs as it's sort of hard to review them and they are somewhat unrelated.
EDIT: I see that is not possible because it's from downstream. SMH
Your CL is improperly formatted, see
add;
my b, fixed
This pull request has conflicts, please resolve those before we can evaluate the pull request.
lack of atomisation
Addressed.
make this PR take ages to get reviewed
No more than usual. 😴
addressed.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
made cigarettes less shit
git closin my prs smh
fixed it, finally. Had to redo it from scratch because git
All the addiction thresholds and such on the wiki should be updated.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Addicted after smoking for a long while
I stop smoking for a bit, Addiction is sated.
Ive been cold turkey for a while. This is both a physical and mental dependency. So it will require I both not having the addictive drug in my system, as well as a high sanity for a while.
Things let petting ian and sating food desires are an easy way to deal with low addictions. As long as you take care of yourself, you will be fine. Health analyzed detects no more addictions, and my addiction points have now reached zero.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
tests still failing
yup
After 8 months, I am interested in chemistry again lmao
I don't believe this is actually an improvement to the way the game functions, even considering the potential future change listed.
It's just different.
:key:
Original PR has no listed author due to a deleted account, so attribution cannot be given better than it has been.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
It's just different.
Anything I can do to change your opinion? I cant really work with a key thats just "I don't like it", if that makes sense.
Its not really an insignificant change either, 12 more substances are now addictive.
Im willing to work with what you propose, but seeing "I dont like it" keys makes this feel like the moth thing from last year all over again, which is disheartening.