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Bubberstation/code/modules/flufftext/dreaming.dm
SmArtKar cf131db497 Cleans up mood and mood-related code (#90162)
## About The Pull Request

One of my upcoming PRs affects a significant chunk of the codebase so
I'm cleaning up messes that I've found along the way.
This PR adds wrappers for adjusting sanity/checking if a mob already has
a certain moodlet, fixes an oversight where attempting to set sanity
over passed maximum would abort the change outright (instead of actually
capping it out), moved jolly and depression processing into quirks
themselves (instead of having dedicated traits for them used solely by
said quirks and nothing else that are constantly checked for by mood
datums), and rewrote how blessings return their results to move omen's
deletion on blessing effect from constantly checking mood for a blessing
moodlet to a comsig.

## Why It's Good For The Game

Less jank handling of certain mechanics, we ***really*** shouldn't be
checking for blessings every time mood of all things is updated.

## Changelog
🆑
fix: Adjusting sanity over the allowed maximum will no longer completely
halt the change, and instead actually cap it at the maximum value.
code: Cleaned up mood and mood-adjacent code.
/🆑
2025-03-24 13:53:03 +01:00

263 lines
8.9 KiB
Plaintext

#define DREAMING_SOURCE "dreaming_source"
/**
* Begins the dreaming process on a sleeping carbon.
*
* Checks a 10% chance and whether or not the carbon this is called on is already dreaming. If
* the prob() passes and there are no dream images left to display, a new dream is constructed.
*/
/mob/living/carbon/proc/handle_dreams()
if(!HAS_TRAIT(src, TRAIT_DREAMING) && prob(10))
dream()
/**
* Generates a dream sequence to be displayed to the sleeper.
*
* Generates the "dream" to display to the sleeper. A dream consists of a subject, a verb, and (most of the time) an object, displayed in sequence to the sleeper.
* Dreams are generated as a list of strings stored inside dream_fragments, which is passed to and displayed in dream_sequence().
* Bedsheets on the sleeper will provide a custom subject for the dream, pulled from the dream_messages on each bedsheet.
*/
/mob/living/carbon/proc/dream()
set waitfor = FALSE
var/datum/dream/chosen_dream
if (IS_HERETIC(src) && !mob_mood.get_mood_event("mansus_dream_fatigue") && GLOB.reality_smash_track.smashes.len)
chosen_dream = new /datum/dream/heretic(pick(GLOB.reality_smash_track.smashes))
else
chosen_dream = pick_weight(GLOB.dreams)
ADD_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
dream_sequence(chosen_dream.GenerateDream(src), chosen_dream)
/**
* Displays the passed list of dream fragments to a sleeping carbon.
*
* Displays the first string of the passed dream fragments, then either ends the dream sequence
* or performs a callback on itself depending on if there are any remaining dream fragments to display.
*
* Arguments:
* * dream_fragments - A list of strings, in the order they will be displayed.
* * current_dream - The dream datum used for the current dream
*/
/mob/living/carbon/proc/dream_sequence(list/dream_fragments, datum/dream/current_dream)
if(stat != UNCONSCIOUS || HAS_TRAIT(src, TRAIT_CRITICAL_CONDITION))
REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
current_dream.OnDreamEnd(src)
return
var/next_message = dream_fragments[1]
dream_fragments.Cut(1,2)
if(istype(next_message, /datum/callback))
var/datum/callback/something_happens = next_message
next_message = something_happens.InvokeAsync(src)
to_chat(src, span_notice("<i>... [next_message] ...</i>"))
if(LAZYLEN(dream_fragments))
var/next_wait = rand(10, 30)
if(current_dream.sleep_until_finished)
AdjustSleeping(next_wait)
addtimer(CALLBACK(src, PROC_REF(dream_sequence), dream_fragments, current_dream), next_wait)
else
REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
current_dream.OnDreamEnd(src)
//-------------------------
// DREAM DATUMS
GLOBAL_LIST_INIT(dreams, populate_dream_list())
/proc/populate_dream_list()
var/list/output = list()
for(var/datum/dream/dream_type as anything in subtypesof(/datum/dream))
output[new dream_type] = initial(dream_type.weight)
return output
/**
* Contains all the behavior needed to play a kind of dream.
* All dream types get randomly selected from based on weight when an appropriate mobs dreams.
*/
/datum/dream
/// The relative chance this dream will be randomly selected
var/weight = 0
/// Causes the mob to sleep long enough for the dream to finish if begun
var/sleep_until_finished = FALSE
/**
* Called when beginning a new dream for the dreamer.
* Gives back a list of dream events. Events can be text or callbacks that return text.
*/
/datum/dream/proc/GenerateDream(mob/living/carbon/dreamer)
return list()
/**
* Called when the dream ends or is interrupted.
*/
/datum/dream/proc/OnDreamEnd(mob/living/carbon/dreamer)
return
/// The classic random dream of various words that might form a cohesive narrative, but usually wont
/datum/dream/random
weight = 1000
/datum/dream/random/GenerateDream(mob/living/carbon/dreamer)
var/list/custom_dream_nouns = list()
var/fragment = ""
for(var/obj/item/bedsheet/sheet in dreamer.loc)
custom_dream_nouns += sheet.dream_messages
. = list()
. += "you see"
//Subject
if(custom_dream_nouns.len && prob(90))
fragment += pick(custom_dream_nouns)
else
fragment += pick(GLOB.dream_strings)
if(prob(50)) //Replace the adjective space with an adjective, or just get rid of it
fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives))
else
fragment = replacetext(fragment, "%ADJECTIVE% ", "")
if(findtext(fragment, "%A% "))
fragment = "\a [replacetext(fragment, "%A% ", "")]"
. += fragment
//Verb
fragment = ""
if(prob(50))
if(prob(35))
fragment += "[pick(GLOB.adverbs)] "
fragment += pick(GLOB.ing_verbs)
else
fragment += "will "
fragment += pick(GLOB.verbs)
. += fragment
if(prob(25))
return
//Object
fragment = ""
fragment += pick(GLOB.dream_strings)
if(prob(50))
fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives))
else
fragment = replacetext(fragment, "%ADJECTIVE% ", "")
if(findtext(fragment, "%A% "))
fragment = "\a [replacetext(fragment, "%A% ", "")]"
. += fragment
/// Dream plays a random sound at you, chosen from all sounds in the folder
/datum/dream/hear_something
weight = 500
var/reserved_sound_channel
/datum/dream/hear_something/New()
. = ..()
RegisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(ReserveSoundChannel))
/datum/dream/hear_something/GenerateDream(mob/living/carbon/dreamer)
. = ..()
. += pick("you wind up a toy", "you hear something strange", "you pick out a record to play", "you hit shuffle on your music player")
. += CALLBACK(src, PROC_REF(PlayRandomSound))
. += "it reminds you of something"
/datum/dream/hear_something/OnDreamEnd(mob/living/carbon/dreamer)
. = ..()
// In case we play some long ass music track
addtimer(CALLBACK(src, PROC_REF(StopSound), dreamer), 5 SECONDS)
/datum/dream/hear_something/proc/ReserveSoundChannel()
reserved_sound_channel = SSsounds.reserve_sound_channel(src)
UnregisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE)
/datum/dream/hear_something/proc/PlayRandomSound(mob/living/carbon/dreamer)
var/sound/random_sound = sound(pick(SSsounds.all_sounds), channel=reserved_sound_channel)
random_sound.status = SOUND_STREAM
SEND_SOUND(dreamer, random_sound)
return "you hear something you weren't expecting!"
/datum/dream/hear_something/proc/StopSound(mob/living/carbon/dreamer)
SEND_SOUND(dreamer, sound(channel=reserved_sound_channel))
/// Heretics can see dreams about random machinery from the perspective of a random unused influence
/datum/dream/heretic
sleep_until_finished = TRUE
/// The influence we will be dreaming about
var/obj/effect/heretic_influence/influence
/// The distance to the objects visible from the influence during the dream
var/dream_view_range = 5
var/list/what_you_can_see = list(
/obj/item,
/obj/structure,
/obj/machinery,
)
var/static/list/what_you_cant_see = typecacheof(list(
// Underfloor stuff and default wallmounts
/obj/item/radio/intercom,
/obj/structure/cable,
/obj/structure/disposalpipe/segment,
/obj/machinery/atmospherics/pipe/smart/manifold4w,
/obj/machinery/atmospherics/components/unary/vent_scrubber,
/obj/machinery/atmospherics/components/unary/vent_pump,
/obj/machinery/duct,
/obj/machinery/navbeacon,
/obj/machinery/power/terminal,
/obj/machinery/power/apc,
/obj/machinery/light_switch,
/obj/machinery/light,
/obj/machinery/camera,
/obj/machinery/door/firedoor,
/obj/machinery/firealarm,
/obj/machinery/airalarm,
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
))
/// Cached list of allowed typecaches for each type in what_you_can_see
var/static/list/allowed_typecaches_by_root_type = null
/datum/dream/heretic/New(obj/effect/heretic_influence/found_influence)
influence = found_influence
/datum/dream/heretic/GenerateDream(mob/living/carbon/dreamer)
. = list()
. += "You wander through the forest of Mansus"
. += "There is a " + pick("pond", "well", "lake", "puddle", "stream", "spring", "brook", "marsh")
dreamer.add_mood_event("mansus_dream_fatigue", /datum/mood_event/mansus_dream_fatigue)
if(isnull(allowed_typecaches_by_root_type))
allowed_typecaches_by_root_type = list()
for(var/type in what_you_can_see)
allowed_typecaches_by_root_type[type] = typecacheof(type) - what_you_cant_see
var/list/all_objects = oview(dream_view_range, influence)
var/something_found = FALSE
for(var/object_type in allowed_typecaches_by_root_type)
var/list/filtered_objects = typecache_filter_list(all_objects, allowed_typecaches_by_root_type[object_type])
if(filtered_objects.len)
if (!something_found)
. += "Its waters reflect"
something_found = TRUE
var/obj/found_object = pick(filtered_objects)
. += initial(found_object.name)
if(!something_found)
. += pick("It's pitch black", "The reflections are vague", "You stroll aimlessly")
else
. += "The images fade in the ripples"
. += "You feel exhausted"
/datum/mood_event/mansus_dream_fatigue
description = "I must recover before I can dream of Mansus again."
mood_change = -2
timeout = 5 MINUTES
#undef DREAMING_SOURCE