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383 lines
13 KiB
Plaintext
383 lines
13 KiB
Plaintext
#define MINOR_INSANITY_PEN 5
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#define MAJOR_INSANITY_PEN 10
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/datum/component/mood
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var/mood //Real happiness
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var/sanity = SANITY_NEUTRAL //Current sanity
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var/shown_mood //Shown happiness, this is what others can see when they try to examine you, prevents antag checking by noticing traitors are always very happy.
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var/mood_level = 5 //To track what stage of moodies they're on
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var/sanity_level = 2 //To track what stage of sanity they're on
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var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
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var/list/datum/mood_event/mood_events = list()
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var/insanity_effect = 0 //is the owner being punished for low mood? If so, how much?
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var/obj/screen/mood/screen_obj
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/datum/component/mood/Initialize()
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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START_PROCESSING(SSmood, src)
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RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
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RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
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RegisterSignal(parent, COMSIG_ENTER_AREA, .proc/check_area_mood)
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RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
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RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
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RegisterSignal(parent, COMSIG_JOB_RECEIVED, .proc/register_job_signals)
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var/mob/living/owner = parent
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if(owner.hud_used)
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modify_hud()
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var/datum/hud/hud = owner.hud_used
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hud.show_hud(hud.hud_version)
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/datum/component/mood/Destroy()
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STOP_PROCESSING(SSmood, src)
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unmodify_hud()
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return ..()
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/datum/component/mood/proc/register_job_signals(datum/source, job)
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if(job in list("Research Director", "Scientist", "Roboticist"))
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RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT_RND, .proc/add_event) //Mood events that are only for RnD members
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/datum/component/mood/proc/print_mood(mob/user)
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var/msg = "<span class='info'>*---------*\n<EM>My current mental status:</EM></span>\n"
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msg += "<span class='notice'>My current sanity: </span>" //Long term
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switch(sanity)
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if(SANITY_GREAT to INFINITY)
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msg += "<span class='nicegreen'>My mind feels like a temple!</span>\n"
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if(SANITY_NEUTRAL to SANITY_GREAT)
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msg += "<span class='nicegreen'>I have been feeling great lately!</span>\n"
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if(SANITY_DISTURBED to SANITY_NEUTRAL)
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msg += "<span class='nicegreen'>I have felt quite decent lately.</span>\n"
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if(SANITY_UNSTABLE to SANITY_DISTURBED)
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msg += "<span class='warning'>I'm feeling a little bit unhinged...</span>\n"
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if(SANITY_CRAZY to SANITY_UNSTABLE)
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msg += "<span class='boldwarning'>I'm freaking out!!</span>\n"
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if(SANITY_INSANE to SANITY_CRAZY)
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msg += "<span class='boldwarning'>AHAHAHAHAHAHAHAHAHAH!!</span>\n"
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msg += "<span class='notice'>My current mood: </span>" //Short term
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switch(mood_level)
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if(1)
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msg += "<span class='boldwarning'>I wish I was dead!</span>\n"
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if(2)
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msg += "<span class='boldwarning'>I feel terrible...</span>\n"
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if(3)
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msg += "<span class='boldwarning'>I feel very upset.</span>\n"
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if(4)
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msg += "<span class='boldwarning'>I'm a bit sad.</span>\n"
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if(5)
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msg += "<span class='nicegreen'>I'm alright.</span>\n"
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if(6)
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msg += "<span class='nicegreen'>I feel pretty okay.</span>\n"
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if(7)
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msg += "<span class='nicegreen'>I feel pretty good.</span>\n"
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if(8)
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msg += "<span class='nicegreen'>I feel amazing!</span>\n"
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if(9)
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msg += "<span class='nicegreen'>I love life!</span>\n"
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msg += "<span class='notice'>Moodlets:\n</span>"//All moodlets
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if(mood_events.len)
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for(var/i in mood_events)
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var/datum/mood_event/event = mood_events[i]
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msg += event.description
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else
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msg += "<span class='nicegreen'>I don't have much of a reaction to anything right now.</span>\n"
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to_chat(user, msg)
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///Called after moodevent/s have been added/removed.
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/datum/component/mood/proc/update_mood()
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mood = 0
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shown_mood = 0
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for(var/i in mood_events)
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var/datum/mood_event/event = mood_events[i]
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mood += event.mood_change
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if(!event.hidden)
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shown_mood += event.mood_change
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mood *= mood_modifier
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shown_mood *= mood_modifier
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switch(mood)
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if(-INFINITY to MOOD_LEVEL_SAD4)
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mood_level = 1
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if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
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mood_level = 2
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if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
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mood_level = 3
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if(MOOD_LEVEL_SAD2 to MOOD_LEVEL_SAD1)
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mood_level = 4
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if(MOOD_LEVEL_SAD1 to MOOD_LEVEL_HAPPY1)
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mood_level = 5
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if(MOOD_LEVEL_HAPPY1 to MOOD_LEVEL_HAPPY2)
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mood_level = 6
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if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
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mood_level = 7
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if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
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mood_level = 8
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if(MOOD_LEVEL_HAPPY4 to INFINITY)
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mood_level = 9
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update_mood_icon()
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/datum/component/mood/proc/update_mood_icon()
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var/mob/living/owner = parent
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if(!(owner.client || owner.hud_used))
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return
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screen_obj.cut_overlays()
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screen_obj.color = initial(screen_obj.color)
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//lets see if we have any special icons to show instead of the normal mood levels
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var/list/conflicting_moodies = list()
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var/highest_absolute_mood = 0
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for(var/i in mood_events) //adds overlays and sees which special icons need to vie for which one gets the icon_state
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var/datum/mood_event/event = mood_events[i]
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if(!event.special_screen_obj)
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continue
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if(!event.special_screen_replace)
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screen_obj.add_overlay(event.special_screen_obj)
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else
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conflicting_moodies += event
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var/absmood = abs(event.mood_change)
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if(absmood > highest_absolute_mood)
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highest_absolute_mood = absmood
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switch(sanity_level)
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if(1)
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screen_obj.color = "#2eeb9a"
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if(2)
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screen_obj.color = "#86d656"
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if(3)
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screen_obj.color = "#4b96c4"
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if(4)
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screen_obj.color = "#dfa65b"
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if(5)
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screen_obj.color = "#f38943"
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if(6)
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screen_obj.color = "#f15d36"
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if(!conflicting_moodies.len) //no special icons- go to the normal icon states
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screen_obj.icon_state = "mood[mood_level]"
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return
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for(var/i in conflicting_moodies)
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var/datum/mood_event/event = i
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if(abs(event.mood_change) == highest_absolute_mood)
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screen_obj.icon_state = "[event.special_screen_obj]"
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break
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///Called on SSmood process
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/datum/component/mood/process()
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switch(mood_level)
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if(1)
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setSanity(sanity-0.3, SANITY_INSANE)
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if(2)
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setSanity(sanity-0.15, SANITY_INSANE)
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if(3)
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setSanity(sanity-0.1, SANITY_CRAZY)
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if(4)
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setSanity(sanity-0.05, SANITY_UNSTABLE)
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if(5)
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setSanity(sanity, SANITY_UNSTABLE) //This makes sure that mood gets increased should you be below the minimum.
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if(6)
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setSanity(sanity+0.2, SANITY_UNSTABLE)
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if(7)
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setSanity(sanity+0.3, SANITY_UNSTABLE)
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if(8)
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setSanity(sanity+0.4, SANITY_NEUTRAL, SANITY_MAXIMUM)
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if(9)
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setSanity(sanity+0.6, SANITY_NEUTRAL, SANITY_MAXIMUM)
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HandleNutrition()
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///Sets sanity to the specified amount and applies effects.
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/datum/component/mood/proc/setSanity(amount, minimum=SANITY_INSANE, maximum=SANITY_GREAT, override = FALSE)
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// If we're out of the acceptable minimum-maximum range move back towards it in steps of 0.7
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// If the new amount would move towards the acceptable range faster then use it instead
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if(amount < minimum)
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amount += clamp(minimum - amount, 0, 0.7)
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if((!override && HAS_TRAIT(parent, TRAIT_UNSTABLE)) || amount > maximum)
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amount = min(sanity, amount)
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if(amount == sanity) //Prevents stuff from flicking around.
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return
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sanity = amount
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var/mob/living/master = parent
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switch(sanity)
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if(SANITY_INSANE to SANITY_CRAZY)
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setInsanityEffect(MAJOR_INSANITY_PEN)
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master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/insane)
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sanity_level = 6
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if(SANITY_CRAZY to SANITY_UNSTABLE)
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setInsanityEffect(MINOR_INSANITY_PEN)
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master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/crazy)
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sanity_level = 5
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if(SANITY_UNSTABLE to SANITY_DISTURBED)
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setInsanityEffect(0)
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master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/disturbed)
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sanity_level = 4
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if(SANITY_DISTURBED to SANITY_NEUTRAL)
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setInsanityEffect(0)
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master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
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sanity_level = 3
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if(SANITY_NEUTRAL+1 to SANITY_GREAT+1) //shitty hack but +1 to prevent it from responding to super small differences
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setInsanityEffect(0)
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master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
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sanity_level = 2
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if(SANITY_GREAT+1 to INFINITY)
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setInsanityEffect(0)
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master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
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sanity_level = 1
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update_mood_icon()
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/datum/component/mood/proc/setInsanityEffect(newval)
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if(newval == insanity_effect)
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return
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var/mob/living/master = parent
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master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
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insanity_effect = newval
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/datum/component/mood/proc/add_event(datum/source, category, type, ...) //Category will override any events in the same category, should be unique unless the event is based on the same thing like hunger.
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var/datum/mood_event/the_event
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if(!istext(category))
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category = REF(category)
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if(mood_events[category])
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the_event = mood_events[category]
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if(the_event.type != type)
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clear_event(null, category)
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else
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if(the_event.timeout)
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addtimer(CALLBACK(src, .proc/clear_event, null, category), the_event.timeout, TIMER_UNIQUE|TIMER_OVERRIDE)
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return 0 //Don't have to update the event.
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var/list/params = args.Copy(4)
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params.Insert(1, parent)
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the_event = new type(arglist(params))
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mood_events[category] = the_event
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the_event.category = category
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update_mood()
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if(the_event.timeout)
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addtimer(CALLBACK(src, .proc/clear_event, null, category), the_event.timeout, TIMER_UNIQUE|TIMER_OVERRIDE)
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/datum/component/mood/proc/clear_event(datum/source, category)
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if(!istext(category))
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category = REF(category)
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var/datum/mood_event/event = mood_events[category]
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if(!event)
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return 0
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mood_events -= category
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qdel(event)
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update_mood()
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/datum/component/mood/proc/remove_temp_moods() //Removes all temp moods
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for(var/i in mood_events)
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var/datum/mood_event/moodlet = mood_events[i]
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if(!moodlet || !moodlet.timeout)
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continue
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mood_events -= moodlet.category
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qdel(moodlet)
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update_mood()
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/datum/component/mood/proc/modify_hud(datum/source)
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var/mob/living/owner = parent
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var/datum/hud/hud = owner.hud_used
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screen_obj = new
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screen_obj.color = "#4b96c4"
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hud.infodisplay += screen_obj
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RegisterSignal(hud, COMSIG_PARENT_QDELETING, .proc/unmodify_hud)
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RegisterSignal(screen_obj, COMSIG_CLICK, .proc/hud_click)
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/datum/component/mood/proc/unmodify_hud(datum/source)
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if(!screen_obj)
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return
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var/mob/living/owner = parent
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var/datum/hud/hud = owner.hud_used
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if(hud && hud.infodisplay)
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hud.infodisplay -= screen_obj
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QDEL_NULL(screen_obj)
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/datum/component/mood/proc/hud_click(datum/source, location, control, params, mob/user)
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if(user != parent)
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return
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print_mood(user)
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/datum/component/mood/proc/HandleNutrition()
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var/mob/living/L = parent
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if(isethereal(L))
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HandleCharge(L)
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if(HAS_TRAIT(L, TRAIT_NOHUNGER))
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return FALSE //no mood events for nutrition
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switch(L.nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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if (!HAS_TRAIT(L, TRAIT_VORACIOUS))
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add_event(null, "nutrition", /datum/mood_event/fat)
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else
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add_event(null, "nutrition", /datum/mood_event/wellfed) // round and full
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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add_event(null, "nutrition", /datum/mood_event/wellfed)
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if( NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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add_event(null, "nutrition", /datum/mood_event/fed)
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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clear_event(null, "nutrition")
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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add_event(null, "nutrition", /datum/mood_event/hungry)
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if(0 to NUTRITION_LEVEL_STARVING)
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add_event(null, "nutrition", /datum/mood_event/starving)
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/datum/component/mood/proc/HandleCharge(mob/living/carbon/human/H)
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var/datum/species/ethereal/E = H.dna.species
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switch(E.get_charge(H))
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if(ETHEREAL_CHARGE_NONE to ETHEREAL_CHARGE_LOWPOWER)
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add_event(null, "charge", /datum/mood_event/decharged)
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if(ETHEREAL_CHARGE_LOWPOWER to ETHEREAL_CHARGE_NORMAL)
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add_event(null, "charge", /datum/mood_event/lowpower)
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if(ETHEREAL_CHARGE_NORMAL to ETHEREAL_CHARGE_ALMOSTFULL)
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clear_event(null, "charge")
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if(ETHEREAL_CHARGE_ALMOSTFULL to ETHEREAL_CHARGE_FULL)
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add_event(null, "charge", /datum/mood_event/charged)
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if(ETHEREAL_CHARGE_FULL to ETHEREAL_CHARGE_OVERLOAD)
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add_event(null, "charge", /datum/mood_event/overcharged)
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if(ETHEREAL_CHARGE_OVERLOAD to ETHEREAL_CHARGE_DANGEROUS)
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add_event(null, "charge", /datum/mood_event/supercharged)
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/datum/component/mood/proc/check_area_mood(datum/source, area/A)
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update_beauty(A)
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if(A.mood_bonus)
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add_event(null, "area", /datum/mood_event/area, A.mood_bonus, A.mood_message)
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else
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clear_event(null, "area")
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/datum/component/mood/proc/update_beauty(area/A)
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if(A.outdoors) //if we're outside, we don't care.
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clear_event(null, "area_beauty")
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return FALSE
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if(HAS_TRAIT(parent, TRAIT_SNOB))
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switch(A.beauty)
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if(-INFINITY to BEAUTY_LEVEL_HORRID)
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add_event(null, "area_beauty", /datum/mood_event/horridroom)
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return
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if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
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add_event(null, "area_beauty", /datum/mood_event/badroom)
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return
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switch(A.beauty)
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if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_DECENT)
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clear_event(null, "area_beauty")
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if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
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add_event(null, "area_beauty", /datum/mood_event/decentroom)
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if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
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add_event(null, "area_beauty", /datum/mood_event/goodroom)
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if(BEAUTY_LEVEL_GREAT to INFINITY)
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add_event(null, "area_beauty", /datum/mood_event/greatroom)
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///Called when parent is ahealed.
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/datum/component/mood/proc/on_revive(datum/source, full_heal)
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if(!full_heal)
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return
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remove_temp_moods()
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setSanity(initial(sanity), override = TRUE)
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#undef MINOR_INSANITY_PEN
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#undef MAJOR_INSANITY_PEN
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