People become desensitized to death from exposure (#94924)

## About The Pull Request

Desensitized is no longer binary yes/no, now scales from 0.1x to 1x (or
beyond, I guess)

Desensitized jobs start as 0.5x desensitized (which is the threshold for
being considered "truly desensitized")
Some antags are now 0.1x to 0.25x desensitized

Witnessing death of a fellow human gives you slight desensitization
(currently -0.025x).
A normal crewmember, after witnessing 20 deaths, is on par with a
roundstart desensitized crewmember.
Likewise a desensitized crewmember has almost no reaction to death after
witnessing 20 deaths.
Your own deaths count towards this value.

There's an achievement for managing to go from 1x to 0.1x across the
course of an entire round.

## Why It's Good For The Game

This is intended to contribute to the "story" people face across the
length of a round.
Rounds with few overall deaths results in crewmembers regularly getting
shocked, but bloodbaths results in crewmembers "dehumanizing and facing
the bloodshed".

## Changelog

🆑 Melbert
add: Desensitization to death is no longer binary - some antagonists are
now more used to it than others.
add: Witnessing the death of a fellow humanoid (or dying yourself) will
slightly desensitize you to future deaths.
add: Adds an achievement for managing to max out desensitization across
a round.
add: Desensitized crewmembers care less when splattered with blood.
add: Holodeck mobs have a reduced death mood impact.
/🆑
This commit is contained in:
MrMelbert
2026-01-28 20:22:07 +00:00
committed by GitHub
parent 80835982e9
commit bf22a388ca
39 changed files with 164 additions and 64 deletions
+25 -2
View File
@@ -101,6 +101,12 @@
/// A list to keep track of which books a person has read (to prevent people from reading the same book again and again for positive mood events)
var/list/book_titles_read
/// How desensitized are we to death - multiplier to magnitude of death moodlet.
/// Doesn't go beneath 0.1 (but could go above 1.0 if you really wanted)
var/desensitized_level = 1
/// Counts how many humanoid deaths we've seen
var/deaths_witnessed = 0
/datum/mind/New(_key)
key = _key
init_known_skills()
@@ -211,9 +217,9 @@
new_character.client.init_verbs() // re-initialize character specific verbs
SEND_SIGNAL(src, COMSIG_MIND_TRANSFERRED, old_current)
SEND_SIGNAL(current, COMSIG_MOB_MIND_TRANSFERRED_INTO, old_current)
SEND_SIGNAL(current, COMSIG_MOB_MIND_TRANSFERRED_INTO, old_current, src)
if(!isnull(old_current))
SEND_SIGNAL(old_current, COMSIG_MOB_MIND_TRANSFERRED_OUT_OF, current)
SEND_SIGNAL(old_current, COMSIG_MOB_MIND_TRANSFERRED_OUT_OF, current, src)
//I cannot trust you fucks to do this properly
/datum/mind/proc/set_original_character(new_original_character)
@@ -543,3 +549,20 @@
work_areas += dep.primary_work_area
return work_areas
/// Called when we witness the death of a humanoid mob.
/datum/mind/proc/witnessed_death(mob/living/dead_mob)
if(HAS_TRAIT(dead_mob, TRAIT_SPAWNED_MOB) || !ishuman(dead_mob) || (dead_mob.flags_1 & ADMIN_SPAWNED_1))
return
// every humanoid death gives us % resistance to the next one
desensitized_level = max(desensitized_level - DESENSITIZED_REDUCTION_PER_DEATH, DESENSITIZED_MINIMUM)
deaths_witnessed += 1
// if you manage to gain 90% resistance to death moodlets in one shift, you get an "achievement"
if(deaths_witnessed * DESENSITIZED_REDUCTION_PER_DEATH >= (1.0 - DESENSITIZED_MINIMUM))
current.client?.give_award(/datum/award/achievement/misc/desensitized, current)
/// Called when this mob is killed, but not gibbed or dusted
/datum/mind/proc/experienced_death()
witnessed_death(current) // you get desensitized for your own death!