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## About The Pull Request `MOOD_LEVEL_SAD2` (-7 to -14) now brings you down to `SANITY_UNSTABLE` at worse `MOOD_LEVEL_SAD3` (-15 to -20) now brings you down to `SANITY_CRAZY` at worse `MOOD_LEVEL_SAD4` (-20 to -inf) now brings you down to `SANITY_INSANE` (unchanged) ## Why It's Good For The Game -7 to -14 puts you neatly in the threshold that a single moderately bad thing happening to you will drive you completely crazy, which feels a bit excessive and makes it difficult to have nuance with sanity levels. This as a problem with sanity hallucinations in particular. These hallucinations kick in when you're "crazy" or "insane", but being moderately hungry is enough to dip into "crazy", which feels off and excessive - you don't start seeing things because you skipped one dinner. If I instead modified the hallucinations to only trigger in "insane", I'm then unable to have differing hallucinations based on just how insane you are. So, modifying the threshold to afford more nuance here (and maybe for other mechanics) is welcome. Moving it to -15 to -20 means you need at least two moderate bad things to start ticking towards crazy. For example, Freezing and suffocating to death simultaneously would be enough to drive you crazy. ## Changelog 🆑 Melbert balance: Mood threshold to become "crazy" changed from -7 (one moderately bad event) to -15 (two moderately bad events). /🆑
607 lines
22 KiB
Plaintext
607 lines
22 KiB
Plaintext
#define MINOR_INSANITY_PEN 5
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#define MAJOR_INSANITY_PEN 10
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#define MOOD_CATEGORY_NUTRITION "nutrition"
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#define MOOD_CATEGORY_AREA_BEAUTY "area_beauty"
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/**
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* Mood datum
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*
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* Contains the logic for controlling a living mob's mood and sanity.
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*/
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/datum/mood
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/// The parent (living) mob
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var/mob/living/mob_parent
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/// The total combined value of all moodlets for the mob
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var/mood
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/// Current sanity of the mob (ranges from 0 - 150)
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var/sanity = SANITY_NEUTRAL
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/// the total combined value of all visible moodlets for the mob
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var/shown_mood
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/// Moodlet value modifier
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var/mood_modifier = 1
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/// Used to track what stage of moodies they're on (1-9)
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var/mood_level = MOOD_LEVEL_NEUTRAL
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/// To track what stage of sanity they're on (1-6)
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var/sanity_level = SANITY_LEVEL_NEUTRAL
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/// Is the owner being punished for low mood? if so, how much?
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var/insanity_effect = 0
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/// The screen object for the current mood level
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var/atom/movable/screen/mood/mood_screen_object
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/// List of mood events currently active on this datum
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var/list/mood_events = list()
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/datum/mood/New(mob/living/mob_to_make_moody)
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if (!istype(mob_to_make_moody))
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stack_trace("Tried to apply mood to a non-living atom!")
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qdel(src)
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return
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START_PROCESSING(SSmood, src)
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mob_parent = mob_to_make_moody
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RegisterSignal(mob_to_make_moody, COMSIG_MOB_HUD_CREATED, PROC_REF(modify_hud))
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RegisterSignal(mob_to_make_moody, COMSIG_ENTER_AREA, PROC_REF(check_area_mood))
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RegisterSignal(mob_to_make_moody, COMSIG_EXIT_AREA, PROC_REF(exit_area))
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RegisterSignal(mob_to_make_moody, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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RegisterSignal(mob_to_make_moody, COMSIG_MOB_STATCHANGE, PROC_REF(handle_mob_death))
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RegisterSignal(mob_to_make_moody, COMSIG_QDELETING, PROC_REF(clear_parent_ref))
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var/area/our_area = get_area(mob_to_make_moody)
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if(our_area)
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check_area_mood(mob_to_make_moody, our_area)
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mob_to_make_moody.become_area_sensitive(MOOD_DATUM_TRAIT)
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if(mob_to_make_moody.hud_used)
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modify_hud()
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var/datum/hud/hud = mob_to_make_moody.hud_used
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hud.show_hud(hud.hud_version)
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/datum/mood/proc/clear_parent_ref()
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SIGNAL_HANDLER
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unmodify_hud()
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mob_parent.lose_area_sensitivity(MOOD_DATUM_TRAIT)
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UnregisterSignal(mob_parent, list(COMSIG_MOB_HUD_CREATED, COMSIG_ENTER_AREA, COMSIG_EXIT_AREA, COMSIG_LIVING_REVIVE, COMSIG_MOB_STATCHANGE, COMSIG_QDELETING))
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var/area/our_area = get_area(mob_parent)
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if(our_area)
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UnregisterSignal(our_area, COMSIG_AREA_BEAUTY_UPDATED)
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mob_parent = null
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/datum/mood/Destroy(force)
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STOP_PROCESSING(SSmood, src)
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QDEL_LIST_ASSOC_VAL(mood_events)
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return ..()
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/datum/mood/process(seconds_per_tick)
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switch(mood_level)
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if(MOOD_LEVEL_SAD4)
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adjust_sanity(-0.3 * seconds_per_tick, SANITY_INSANE)
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if(MOOD_LEVEL_SAD3)
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adjust_sanity(-0.15 * seconds_per_tick, SANITY_CRAZY)
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if(MOOD_LEVEL_SAD2)
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adjust_sanity(-0.1 * seconds_per_tick, SANITY_UNSTABLE)
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if(MOOD_LEVEL_SAD1)
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adjust_sanity(-0.05 * seconds_per_tick, SANITY_UNSTABLE)
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if(MOOD_LEVEL_NEUTRAL)
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adjust_sanity(0, SANITY_UNSTABLE) //This makes sure that mood gets increased should you be below the minimum.
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if(MOOD_LEVEL_HAPPY1)
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adjust_sanity(0.2 * seconds_per_tick, SANITY_UNSTABLE)
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if(MOOD_LEVEL_HAPPY2)
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adjust_sanity(0.3 * seconds_per_tick, SANITY_UNSTABLE)
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if(MOOD_LEVEL_HAPPY3)
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adjust_sanity(0.4 * seconds_per_tick, SANITY_NEUTRAL, SANITY_MAXIMUM)
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if(MOOD_LEVEL_HAPPY4)
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adjust_sanity(0.6 * seconds_per_tick, SANITY_NEUTRAL, SANITY_MAXIMUM)
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/datum/mood/proc/handle_mob_death(datum/source, new_stat, old_stat)
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SIGNAL_HANDLER
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if (old_stat == DEAD && new_stat != DEAD)
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START_PROCESSING(SSmood, src)
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else if (old_stat != DEAD && new_stat == DEAD)
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STOP_PROCESSING(SSmood, src)
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/// Handles mood given by nutrition
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/datum/mood/proc/update_nutrition_moodlets()
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if(HAS_TRAIT(mob_parent, TRAIT_NOHUNGER))
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clear_mood_event(MOOD_CATEGORY_NUTRITION)
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return FALSE
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if(HAS_TRAIT(mob_parent, TRAIT_GLUTTON))
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry) //you'll never get enough
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return TRUE
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if(HAS_TRAIT(mob_parent, TRAIT_FAT) && !HAS_TRAIT(mob_parent, TRAIT_VORACIOUS))
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/fat)
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return TRUE
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switch(mob_parent.nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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add_mood_event(MOOD_CATEGORY_NUTRITION, HAS_TRAIT(mob_parent, TRAIT_VORACIOUS) ? /datum/mood_event/wellfed : /datum/mood_event/too_wellfed)
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/wellfed)
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if( NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/fed)
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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clear_mood_event(MOOD_CATEGORY_NUTRITION)
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if(NUTRITION_LEVEL_VERY_HUNGRY to NUTRITION_LEVEL_HUNGRY)
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry)
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_VERY_HUNGRY)
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry_very)
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if(0 to NUTRITION_LEVEL_STARVING)
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/starving)
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return TRUE
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/**
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* Adds a mood event to the mob
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*
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* Arguments:
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* * category - (text) category of the mood event - see /datum/mood_event for category explanation
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* * type - (path) any /datum/mood_event
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*/
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/datum/mood/proc/add_mood_event(category, type, ...)
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// we may be passed an instantiated mood datum with a modified timeout
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// it is to be used as a vehicle to copy data from and then cleaned up afterwards.
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// why do it this way? because the params list may contain numbers, and we may not necessarily want those to be interpreted as a timeout modifier.
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// this is only used by the food quality system currently
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var/datum/mood_event/mood_to_copy_from
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if (istype(type, /datum/mood_event))
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mood_to_copy_from = type
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type = mood_to_copy_from.type
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if (!ispath(type, /datum/mood_event))
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CRASH("A non path ([type]), was used to add a mood event. This shouldn't be happening.")
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if (!istext(category))
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category = REF(category)
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var/datum/mood_event/the_event
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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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if (the_event.timeout)
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if (!isnull(mood_to_copy_from))
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the_event.timeout = mood_to_copy_from.timeout
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addtimer(CALLBACK(src, PROC_REF(clear_mood_event), category), the_event.timeout, (TIMER_UNIQUE|TIMER_OVERRIDE))
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qdel(mood_to_copy_from)
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return // Don't need to update the event.
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clear_mood_event(category)
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var/list/params = args.Copy(3)
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params.Insert(1, mob_parent)
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the_event = new type(arglist(params))
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if (QDELETED(the_event)) // the mood event has been deleted for whatever reason (requires a job, etc)
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return
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the_event.category = category
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if (!isnull(mood_to_copy_from))
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the_event.timeout = mood_to_copy_from.timeout
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qdel(mood_to_copy_from)
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mood_events[category] = the_event
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update_mood()
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if (the_event.timeout)
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addtimer(CALLBACK(src, PROC_REF(clear_mood_event), category), the_event.timeout, (TIMER_UNIQUE|TIMER_OVERRIDE))
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/**
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* Removes a mood event from the mob
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*
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* Arguments:
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* * category - (Text) Removes the mood event with the given category
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*/
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/datum/mood/proc/clear_mood_event(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
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mood_events -= category
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qdel(event)
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update_mood()
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/datum/mood/proc/get_mood_event(category)
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return mood_events[category]
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/// Updates the mobs mood.
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/// Called after mood events have been added/removed.
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/datum/mood/proc/update_mood()
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if(QDELETED(mob_parent)) //don't bother updating their mood if they're about to be salty anyway. (in other words, we're about to be destroyed too anyway.)
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return
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mood = 0
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shown_mood = 0
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for(var/category in mood_events)
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var/datum/mood_event/the_event = mood_events[category]
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mood += the_event.mood_change
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if (!the_event.hidden)
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shown_mood += the_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_SAD4)
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mood_level = MOOD_LEVEL_SAD4
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if (MOOD_SAD4 to MOOD_SAD3)
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mood_level = MOOD_LEVEL_SAD3
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if (MOOD_SAD3 to MOOD_SAD2)
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mood_level = MOOD_LEVEL_SAD2
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if (MOOD_SAD2 to MOOD_SAD1)
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mood_level = MOOD_LEVEL_SAD1
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if (MOOD_SAD1 to MOOD_HAPPY1)
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mood_level = MOOD_LEVEL_NEUTRAL
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if (MOOD_HAPPY1 to MOOD_HAPPY2)
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mood_level = MOOD_LEVEL_HAPPY1
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if (MOOD_HAPPY2 to MOOD_HAPPY3)
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mood_level = MOOD_LEVEL_HAPPY2
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if (MOOD_HAPPY3 to MOOD_HAPPY4)
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mood_level = MOOD_LEVEL_HAPPY3
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if (MOOD_HAPPY4 to INFINITY)
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mood_level = MOOD_LEVEL_HAPPY4
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update_mood_icon()
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SEND_SIGNAL(mob_parent, COMSIG_CARBON_MOOD_UPDATE)
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/// Updates the mob's mood icon
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/datum/mood/proc/update_mood_icon()
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if (!(mob_parent.client || mob_parent.hud_used))
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return
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mood_screen_object.cut_overlays()
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mood_screen_object.color = initial(mood_screen_object.color)
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// lets see if we have an 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/category in mood_events)
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var/datum/mood_event/the_event = mood_events[category]
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if (!the_event.special_screen_obj)
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continue
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if (!the_event.special_screen_replace)
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mood_screen_object.add_overlay(the_event.special_screen_obj)
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else
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conflicting_moodies += the_event
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var/absmood = abs(the_event.mood_change)
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highest_absolute_mood = absmood > highest_absolute_mood ? absmood : highest_absolute_mood
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switch(sanity_level)
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if (SANITY_LEVEL_GREAT)
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mood_screen_object.color = "#2eeb9a"
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if (SANITY_LEVEL_NEUTRAL)
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mood_screen_object.color = "#86d656"
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if (SANITY_LEVEL_DISTURBED)
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mood_screen_object.color = "#4b96c4"
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if (SANITY_LEVEL_UNSTABLE)
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mood_screen_object.color = "#dfa65b"
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if (SANITY_LEVEL_CRAZY)
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mood_screen_object.color = "#f38943"
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if (SANITY_LEVEL_INSANE)
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mood_screen_object.color = "#f15d36"
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if (!conflicting_moodies.len) // there's no special icons, use the normal icon states
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mood_screen_object.icon_state = "mood[mood_level]"
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return
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for (var/datum/mood_event/conflicting_event as anything in conflicting_moodies)
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if (abs(conflicting_event.mood_change) == highest_absolute_mood)
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mood_screen_object.icon_state = "[conflicting_event.special_screen_obj]"
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break
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/// Sets up the mood HUD object
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/datum/mood/proc/modify_hud(datum/source)
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SIGNAL_HANDLER
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var/datum/hud/hud = mob_parent.hud_used
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mood_screen_object = new
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mood_screen_object.color = "#4b96c4"
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hud.infodisplay += mood_screen_object
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RegisterSignal(hud, COMSIG_QDELETING, PROC_REF(unmodify_hud))
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RegisterSignal(mood_screen_object, COMSIG_SCREEN_ELEMENT_CLICK, PROC_REF(hud_click))
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/// Removes the mood HUD object
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/datum/mood/proc/unmodify_hud(datum/source)
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SIGNAL_HANDLER
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if(!mood_screen_object)
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return
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var/datum/hud/hud = mob_parent.hud_used
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if(hud?.infodisplay)
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hud.infodisplay -= mood_screen_object
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QDEL_NULL(mood_screen_object)
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/// Handles clicking on the mood HUD object
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/datum/mood/proc/hud_click(datum/source, location, control, params, mob/user)
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SIGNAL_HANDLER
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if(user != mob_parent)
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return
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if(user.stat >= UNCONSCIOUS)
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return
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print_mood(user)
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/// Prints the users mood, sanity, and moodies to chat
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/datum/mood/proc/print_mood(mob/user)
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var/msg = "[span_info("<EM>My current mental status:</EM>")]<br>"
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if(!HAS_TRAIT(src, TRAIT_NOHUNGER))
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msg += span_notice("My hunger: ")
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var/nutrition = mob_parent.nutrition
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switch(nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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msg += "[span_info("I'm completely stuffed!")]<br>"
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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msg += "[span_info("I'm well fed!")]<br>"
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if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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msg += "[span_info("I'm not hungry.")]<br>"
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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msg += "[span_info("I could use a bite to eat.")]<br>"
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if(NUTRITION_LEVEL_VERY_HUNGRY to NUTRITION_LEVEL_HUNGRY)
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msg += "[span_warning("I'm feeling hungry.")]<br>"
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_VERY_HUNGRY)
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msg += "[span_warning("I feel quite hungry.")]<br>"
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if(0 to NUTRITION_LEVEL_STARVING)
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msg += "[span_boldwarning("I'm starving!")]<br>"
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var/drunkness = mob_parent.get_drunk_amount()
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if(drunkness >= 1)
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msg += span_notice("My current drunkenness: ")
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switch(drunkness)
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if(1 to 10)
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msg += "[span_info("I'm feeling a little tipsy.")]<br>"
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if(11 to 21)
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msg += "[span_info("I'm feeling a bit drunk.")]<br>"
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if(21 to 41)
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msg += "[span_info("I'm feeling quite drunk.")]<br>"
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if(41 to 61)
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msg += "[span_info("I'm feeling very drunk.")]<br>"
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if(61 to 81)
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msg += "[span_warning("I'm feeling like a mess.")]<br>"
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if(81 to INFINITY)
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msg += "[span_boldwarning("I'm completely wasted.")]<br>"
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msg += span_notice("My current sanity: ") //Long term
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switch(sanity)
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if(SANITY_GREAT to INFINITY)
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msg += "[span_boldnicegreen("My mind feels like a temple!")]<br>"
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if(SANITY_NEUTRAL to SANITY_GREAT)
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msg += "[span_nicegreen("I have been feeling great lately!")]<br>"
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if(SANITY_DISTURBED to SANITY_NEUTRAL)
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msg += "[span_nicegreen("I have felt quite decent lately.")]<br>"
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if(SANITY_UNSTABLE to SANITY_DISTURBED)
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msg += "[span_warning("I'm feeling a little bit unhinged...")]<br>"
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if(SANITY_CRAZY to SANITY_UNSTABLE)
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msg += "[span_warning("I'm freaking out!!")]<br>"
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if(SANITY_INSANE to SANITY_CRAZY)
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msg += "[span_boldwarning("AHAHAHAHAHAHAHAHAHAH!!")]<br>"
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msg += span_notice("My current mood: ") //Short term
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switch(mood_level)
|
|
if(MOOD_LEVEL_SAD4)
|
|
msg += "[span_boldwarning("I wish I was dead!")]<br>"
|
|
if(MOOD_LEVEL_SAD3)
|
|
msg += "[span_boldwarning("I feel terrible...")]<br>"
|
|
if(MOOD_LEVEL_SAD2)
|
|
msg += "[span_boldwarning("I feel very upset.")]<br>"
|
|
if(MOOD_LEVEL_SAD1)
|
|
msg += "[span_warning("I'm a bit sad.")]<br>"
|
|
if(MOOD_LEVEL_NEUTRAL)
|
|
msg += "[span_grey("I'm alright.")]<br>"
|
|
if(MOOD_LEVEL_HAPPY1)
|
|
msg += "[span_nicegreen("I feel pretty okay.")]<br>"
|
|
if(MOOD_LEVEL_HAPPY2)
|
|
msg += "[span_boldnicegreen("I feel pretty good.")]<br>"
|
|
if(MOOD_LEVEL_HAPPY3)
|
|
msg += "[span_boldnicegreen("I feel amazing!")]<br>"
|
|
if(MOOD_LEVEL_HAPPY4)
|
|
msg += "[span_boldnicegreen("I love life!")]<br>"
|
|
|
|
var/list/additional_lines = list()
|
|
SEND_SIGNAL(user, COMSIG_CARBON_MOOD_CHECK, additional_lines)
|
|
if (length(additional_lines))
|
|
msg += "[additional_lines.Join("<br>")]<br>"
|
|
|
|
msg += "[span_notice("Moodlets:")]<br>"//All moodlets
|
|
if(mood_events.len)
|
|
for(var/category in mood_events)
|
|
var/datum/mood_event/event = mood_events[category]
|
|
msg += "• "
|
|
switch(event.mood_change)
|
|
if(-INFINITY to MOOD_SAD2)
|
|
msg += "[span_boldwarning(event.description)]<br>"
|
|
if(MOOD_SAD2 to MOOD_SAD1)
|
|
msg += "[span_warning(event.description)]<br>"
|
|
if(MOOD_SAD1 to MOOD_NEUTRAL)
|
|
msg += "[span_grey(event.description)]<br>"
|
|
if(MOOD_NEUTRAL to MOOD_HAPPY1)
|
|
msg += "[span_info(event.description)]<br>"
|
|
if(MOOD_HAPPY1 to MOOD_HAPPY2)
|
|
msg += "[span_nicegreen(event.description)]<br>"
|
|
if(MOOD_HAPPY2 to INFINITY)
|
|
msg += "[span_boldnicegreen(event.description)]<br>"
|
|
else
|
|
msg += "• [span_grey("I don't have much of a reaction to anything right now.")]<br>"
|
|
|
|
if(LAZYLEN(mob_parent.quirks))
|
|
msg += span_notice("You have these quirks: [mob_parent.get_quirk_string(FALSE, CAT_QUIRK_ALL)].")
|
|
|
|
to_chat(user, boxed_message(msg))
|
|
|
|
/// Updates the mob's moodies, if the area provides a mood bonus
|
|
/datum/mood/proc/check_area_mood(datum/source, area/new_area)
|
|
SIGNAL_HANDLER
|
|
|
|
RegisterSignal(new_area, COMSIG_AREA_BEAUTY_UPDATED, PROC_REF(update_beauty))
|
|
|
|
update_beauty(new_area)
|
|
if (new_area.mood_bonus && (!new_area.mood_trait || HAS_TRAIT(source, new_area.mood_trait)))
|
|
add_mood_event("area", /datum/mood_event/area, new_area.mood_bonus, new_area.mood_message)
|
|
else
|
|
clear_mood_event("area")
|
|
|
|
/// Updates the mob's given beauty moodie, based on the area
|
|
/datum/mood/proc/update_beauty(area/area_to_beautify)
|
|
SIGNAL_HANDLER
|
|
if (area_to_beautify.outdoors) // if we're outside, we don't care
|
|
clear_mood_event(MOOD_CATEGORY_AREA_BEAUTY)
|
|
return
|
|
|
|
if(HAS_MIND_TRAIT(mob_parent, TRAIT_MORBID))
|
|
if(HAS_TRAIT(mob_parent, TRAIT_SNOB))
|
|
switch(area_to_beautify.beauty)
|
|
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/ehroom)
|
|
return
|
|
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/badroom)
|
|
return
|
|
if(BEAUTY_LEVEL_GREAT to INFINITY)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/horridroom)
|
|
return
|
|
switch(area_to_beautify.beauty)
|
|
if(-INFINITY to BEAUTY_LEVEL_HORRID)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/greatroom)
|
|
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/goodroom)
|
|
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_DECENT)
|
|
clear_mood_event(MOOD_CATEGORY_AREA_BEAUTY)
|
|
return
|
|
|
|
if(HAS_TRAIT(mob_parent, TRAIT_SNOB))
|
|
switch(area_to_beautify.beauty)
|
|
if(-INFINITY to BEAUTY_LEVEL_HORRID)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/horridroom)
|
|
return
|
|
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/badroom)
|
|
return
|
|
switch(area_to_beautify.beauty)
|
|
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_DECENT)
|
|
clear_mood_event(MOOD_CATEGORY_AREA_BEAUTY)
|
|
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/decentroom)
|
|
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/goodroom)
|
|
if(BEAUTY_LEVEL_GREAT to INFINITY)
|
|
add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/greatroom)
|
|
|
|
/datum/mood/proc/exit_area(datum/source, area/old_area)
|
|
SIGNAL_HANDLER
|
|
UnregisterSignal(old_area, COMSIG_AREA_BEAUTY_UPDATED)
|
|
|
|
/// Called when parent is ahealed.
|
|
/datum/mood/proc/on_revive(datum/source, full_heal)
|
|
SIGNAL_HANDLER
|
|
|
|
if (!full_heal)
|
|
return
|
|
remove_temp_moods()
|
|
set_sanity(initial(sanity), override = TRUE)
|
|
|
|
/// Sets sanity to the specified amount and applies effects.
|
|
/datum/mood/proc/set_sanity(amount, minimum = SANITY_INSANE, maximum = SANITY_GREAT, override = FALSE)
|
|
// If we're out of the acceptable minimum-maximum range move back towards it in steps of 0.7
|
|
// If the new amount would move towards the acceptable range faster then use it instead
|
|
if(amount < minimum && sanity < minimum)
|
|
amount = sanity + 0.7
|
|
|
|
if(!override && HAS_TRAIT(mob_parent, TRAIT_UNSTABLE))
|
|
amount = min(sanity, amount)
|
|
|
|
if (amount > maximum)
|
|
amount = min(amount, maximum)
|
|
|
|
if(amount == sanity) //Prevents stuff from flicking around.
|
|
return
|
|
|
|
sanity = amount
|
|
SEND_SIGNAL(mob_parent, COMSIG_CARBON_SANITY_UPDATE, amount)
|
|
switch(sanity)
|
|
if(SANITY_INSANE to SANITY_CRAZY)
|
|
set_insanity_effect(MAJOR_INSANITY_PEN)
|
|
mob_parent.add_movespeed_modifier(/datum/movespeed_modifier/sanity/insane)
|
|
mob_parent.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
|
|
sanity_level = SANITY_LEVEL_INSANE
|
|
if(SANITY_CRAZY to SANITY_UNSTABLE)
|
|
set_insanity_effect(MINOR_INSANITY_PEN)
|
|
mob_parent.add_movespeed_modifier(/datum/movespeed_modifier/sanity/crazy)
|
|
mob_parent.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
|
|
sanity_level = SANITY_LEVEL_CRAZY
|
|
if(SANITY_UNSTABLE to SANITY_DISTURBED)
|
|
set_insanity_effect(0)
|
|
mob_parent.add_movespeed_modifier(/datum/movespeed_modifier/sanity/disturbed)
|
|
mob_parent.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
|
|
sanity_level = SANITY_LEVEL_UNSTABLE
|
|
if(SANITY_DISTURBED to SANITY_NEUTRAL)
|
|
set_insanity_effect(0)
|
|
mob_parent.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
|
|
mob_parent.remove_actionspeed_modifier(ACTIONSPEED_ID_SANITY)
|
|
sanity_level = SANITY_LEVEL_DISTURBED
|
|
if(SANITY_NEUTRAL+1 to SANITY_GREAT+1) //shitty hack but +1 to prevent it from responding to super small differences
|
|
set_insanity_effect(0)
|
|
mob_parent.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
|
|
mob_parent.add_actionspeed_modifier(/datum/actionspeed_modifier/high_sanity)
|
|
sanity_level = SANITY_LEVEL_NEUTRAL
|
|
if(SANITY_GREAT+1 to INFINITY)
|
|
set_insanity_effect(0)
|
|
mob_parent.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
|
|
mob_parent.add_actionspeed_modifier(/datum/actionspeed_modifier/high_sanity)
|
|
sanity_level = SANITY_LEVEL_GREAT
|
|
|
|
// Crazy or insane = add some uncommon hallucinations
|
|
if(sanity_level >= SANITY_LEVEL_CRAZY)
|
|
mob_parent.apply_status_effect(/datum/status_effect/hallucination/sanity)
|
|
else
|
|
mob_parent.remove_status_effect(/datum/status_effect/hallucination/sanity)
|
|
|
|
update_mood_icon()
|
|
|
|
/// Adjusts sanity by a value
|
|
/datum/mood/proc/adjust_sanity(amount, minimum = SANITY_INSANE, maximum = SANITY_GREAT, override = FALSE)
|
|
set_sanity(sanity + amount, minimum, maximum, override)
|
|
|
|
/// Sets the insanity effect on the mob
|
|
/datum/mood/proc/set_insanity_effect(newval)
|
|
if (newval == insanity_effect)
|
|
return
|
|
mob_parent.crit_threshold = (mob_parent.crit_threshold - insanity_effect) + newval
|
|
insanity_effect = newval
|
|
|
|
/// Removes all temporary moods
|
|
/datum/mood/proc/remove_temp_moods()
|
|
for (var/category in mood_events)
|
|
var/datum/mood_event/moodlet = mood_events[category]
|
|
if (!moodlet || !moodlet.timeout)
|
|
continue
|
|
mood_events -= moodlet.category
|
|
qdel(moodlet)
|
|
update_mood()
|
|
|
|
/// Helper to forcefully drain sanity
|
|
/datum/mood/proc/direct_sanity_drain(amount)
|
|
adjust_sanity(amount, override = TRUE)
|
|
|
|
/**
|
|
* Returns true if you already have a mood from a provided category.
|
|
* You may think to yourself, why am I trying to get a boolean from a component? Well, this system probably should not be a component.
|
|
*
|
|
* Arguments
|
|
* * category - Mood category to validate against.
|
|
*/
|
|
/datum/mood/proc/has_mood_of_category(category)
|
|
for(var/i in mood_events)
|
|
var/datum/mood_event/moodlet = mood_events[i]
|
|
if (moodlet.category == category)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
#undef MINOR_INSANITY_PEN
|
|
#undef MAJOR_INSANITY_PEN
|
|
#undef MOOD_CATEGORY_NUTRITION
|
|
#undef MOOD_CATEGORY_AREA_BEAUTY
|