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https://github.com/Bubberstation/Bubberstation.git
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492 lines
17 KiB
Plaintext
492 lines
17 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/atom/movable/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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RegisterSignal(parent, COMSIG_HERETIC_MASK_ACT, .proc/direct_sanity_drain)
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RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, .proc/on_slip)
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var/mob/living/owner = parent
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owner.become_area_sensitive(MOOD_COMPONENT_TRAIT)
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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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var/atom/movable/movable_parent = parent
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movable_parent.lose_area_sensitivity(MOOD_COMPONENT_TRAIT)
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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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SIGNAL_HANDLER
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if(job in list(JOB_RESEARCH_DIRECTOR, JOB_SCIENTIST, JOB_ROBOTICIST, JOB_GENETICIST))
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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_info("*---------*\n<EM>My current mental status:</EM>")]\n"
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msg += span_notice("My current sanity: ") //Long term
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//ORIGINAL
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/*
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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!")]\n"
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if(SANITY_NEUTRAL to SANITY_GREAT)
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msg += "[span_nicegreen("I have been feeling great lately!")]\n"
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if(SANITY_DISTURBED to SANITY_NEUTRAL)
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msg += "[span_nicegreen("I have felt quite decent lately.")]\n"
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if(SANITY_UNSTABLE to SANITY_DISTURBED)
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msg += "[span_warning("I'm feeling a little bit unhinged...")]\n"
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if(SANITY_CRAZY to SANITY_UNSTABLE)
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msg += "[span_warning("I'm freaking out!!")]\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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*/
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//SKYRAT EDIT CHANGE BEGIN - ALEXITHYMIA
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if(!HAS_TRAIT(user, TRAIT_MOOD_NOEXAMINE))
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switch(sanity)
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if(SANITY_GREAT to INFINITY)
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msg += "[span_nicegreen("My mind feels like a temple!")]\n"
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if(SANITY_NEUTRAL to SANITY_GREAT)
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msg += "[span_nicegreen("I have been feeling great lately!")]\n"
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if(SANITY_DISTURBED to SANITY_NEUTRAL)
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msg += "[span_nicegreen("I have felt quite decent lately.")]\n"
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if(SANITY_UNSTABLE to SANITY_DISTURBED)
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msg += "[span_warning("I'm feeling a little bit unhinged...")]\n"
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if(SANITY_CRAZY to SANITY_UNSTABLE)
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msg += "[span_boldwarning("I'm freaking out!!")]\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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else
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msg += span_notice("I don't really know.")
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//SKYRAT EDIT CHANGE END
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msg += span_notice("My current mood: ") //Short term
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//ORIGINAL
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/*
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switch(mood_level)
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if(1)
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msg += "[span_boldwarning("I wish I was dead!")]\n"
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if(2)
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msg += "[span_boldwarning("I feel terrible...")]\n"
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if(3)
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msg += "[span_boldwarning("I feel very upset.")]\n"
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if(4)
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msg += "[span_warning("I'm a bit sad.")]\n"
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if(5)
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msg += "[span_grey("I'm alright.")]\n"
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if(6)
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msg += "[span_nicegreen("I feel pretty okay.")]\n"
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if(7)
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msg += "[span_boldnicegreen("I feel pretty good.")]\n"
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if(8)
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msg += "[span_boldnicegreen("I feel amazing!")]\n"
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if(9)
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msg += "[span_boldnicegreen("I love life!")]\n"
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*/
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//SKYRAT EDIT CHANGE BEGIN - ALEXITHYMIA
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if(!HAS_TRAIT(user, TRAIT_MOOD_NOEXAMINE))
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switch(mood_level)
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if(1)
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msg += "[span_boldwarning("I wish I was dead!")]\n"
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if(2)
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msg += "[span_boldwarning("I feel terrible...")]\n"
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if(3)
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msg += "[span_boldwarning("I feel very upset.")]\n"
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if(4)
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msg += "[span_boldwarning("I'm a bit sad.")]\n"
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if(5)
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msg += "[span_nicegreen("I'm alright.")]\n"
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if(6)
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msg += "[span_nicegreen("I feel pretty okay.")]\n"
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if(7)
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msg += "[span_nicegreen("I feel pretty good.")]\n"
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if(8)
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msg += "[span_nicegreen("I feel amazing!")]\n"
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if(9)
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msg += "[span_nicegreen("I love life!")]\n"
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else
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msg += "[span_notice("No clue.")]\n"
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//SKYRAT EDIT CHANGE END
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msg += "[span_notice("Moodlets:")]\n"//All moodlets
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//if(mood_events.len) //ORIGINAL
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if(mood_events.len && !HAS_TRAIT(user, TRAIT_MOOD_NOEXAMINE)) //SKYRAT EDIT CHANGE - ALEXITHYMIA
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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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switch(event.mood_change)
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if(-INFINITY to MOOD_LEVEL_SAD2)
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msg += span_boldwarning(event.description + "\n")
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if(MOOD_LEVEL_SAD2 to MOOD_LEVEL_SAD1)
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msg += span_warning(event.description + "\n")
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if(MOOD_LEVEL_SAD1 to MOOD_LEVEL_HAPPY1)
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msg += span_grey(event.description + "\n")
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if(MOOD_LEVEL_HAPPY1 to MOOD_LEVEL_HAPPY2)
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msg += span_nicegreen(event.description + "\n")
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if(MOOD_LEVEL_HAPPY2 to INFINITY)
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msg += span_boldnicegreen(event.description + "\n")
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else
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msg += "[span_grey("I don't have much of a reaction to anything right now.")]\n"
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to_chat(user, examine_block(msg)) //SKYRAT EDIT CHANGE
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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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//SKYRAT EDIT ADDITION BEGIN - ALEXITHYMIA
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if(HAS_TRAIT(owner, TRAIT_MOOD_NOEXAMINE))
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screen_obj.icon_state = "mood5"
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screen_obj.color = "#4b96c4"
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return
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//SKYRAT EDIT ADDITION END
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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(delta_time)
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var/mob/living/moody_fellow = parent
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if(moody_fellow.stat == DEAD)
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return //updating sanity during death leads to people getting revived and being completely insane for simply being dead for a long time
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switch(mood_level)
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if(1)
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setSanity(sanity-0.3*delta_time, SANITY_INSANE)
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if(2)
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setSanity(sanity-0.15*delta_time, SANITY_INSANE)
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if(3)
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setSanity(sanity-0.1*delta_time, SANITY_CRAZY)
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if(4)
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setSanity(sanity-0.05*delta_time, 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*delta_time, SANITY_UNSTABLE)
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if(7)
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setSanity(sanity+0.3*delta_time, SANITY_UNSTABLE)
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if(8)
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setSanity(sanity+0.4*delta_time, SANITY_NEUTRAL, SANITY_MAXIMUM)
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if(9)
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setSanity(sanity+0.6*delta_time, SANITY_NEUTRAL, SANITY_MAXIMUM)
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HandleNutrition()
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// 0.416% is 15 successes / 3600 seconds. Calculated with 2 minute
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// mood runtime, so 50% average uptime across the hour.
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if(HAS_TRAIT(parent, TRAIT_DEPRESSION) && DT_PROB(0.416, delta_time))
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add_event(null, "depression_mild", /datum/mood_event/depression_mild)
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if(HAS_TRAIT(parent, TRAIT_JOLLY) && DT_PROB(0.416, delta_time))
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add_event(null, "jolly", /datum/mood_event/jolly)
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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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SEND_SIGNAL(master, COMSIG_CARBON_SANITY_UPDATE, amount)
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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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master.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
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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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master.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
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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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master.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
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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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master.remove_actionspeed_modifier(ACTIONSPEED_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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master.add_actionspeed_modifier(/datum/actionspeed_modifier/high_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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master.add_actionspeed_modifier(/datum/actionspeed_modifier/high_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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SIGNAL_HANDLER
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var/datum/mood_event/the_event
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if(!ispath(type, /datum/mood_event))
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return
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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 //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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SIGNAL_HANDLER
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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/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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SIGNAL_HANDLER
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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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SIGNAL_HANDLER
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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?.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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SIGNAL_HANDLER
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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()
|
|
var/mob/living/L = parent
|
|
if(HAS_TRAIT(L, TRAIT_NOHUNGER))
|
|
return FALSE //no mood events for nutrition
|
|
switch(L.nutrition)
|
|
if(NUTRITION_LEVEL_FULL to INFINITY)
|
|
if (!HAS_TRAIT(L, TRAIT_VORACIOUS))
|
|
add_event(null, "nutrition", /datum/mood_event/fat)
|
|
else
|
|
add_event(null, "nutrition", /datum/mood_event/wellfed) // round and full
|
|
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
|
|
add_event(null, "nutrition", /datum/mood_event/wellfed)
|
|
if( NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
|
|
add_event(null, "nutrition", /datum/mood_event/fed)
|
|
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
|
|
clear_event(null, "nutrition")
|
|
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
|
|
add_event(null, "nutrition", /datum/mood_event/hungry)
|
|
if(0 to NUTRITION_LEVEL_STARVING)
|
|
add_event(null, "nutrition", /datum/mood_event/starving)
|
|
|
|
/datum/component/mood/proc/check_area_mood(datum/source, area/A)
|
|
SIGNAL_HANDLER
|
|
|
|
update_beauty(A)
|
|
if(A.mood_bonus && (!A.mood_trait || HAS_TRAIT(source, A.mood_trait)))
|
|
add_event(null, "area", /datum/mood_event/area, A.mood_bonus, A.mood_message)
|
|
else
|
|
clear_event(null, "area")
|
|
|
|
/datum/component/mood/proc/update_beauty(area/A)
|
|
if(A.outdoors) //if we're outside, we don't care.
|
|
clear_event(null, "area_beauty")
|
|
return FALSE
|
|
if(HAS_TRAIT(parent, TRAIT_SNOB))
|
|
switch(A.beauty)
|
|
if(-INFINITY to BEAUTY_LEVEL_HORRID)
|
|
add_event(null, "area_beauty", /datum/mood_event/horridroom)
|
|
return
|
|
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
|
|
add_event(null, "area_beauty", /datum/mood_event/badroom)
|
|
return
|
|
switch(A.beauty)
|
|
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_DECENT)
|
|
clear_event(null, "area_beauty")
|
|
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
|
|
add_event(null, "area_beauty", /datum/mood_event/decentroom)
|
|
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
|
|
add_event(null, "area_beauty", /datum/mood_event/goodroom)
|
|
if(BEAUTY_LEVEL_GREAT to INFINITY)
|
|
add_event(null, "area_beauty", /datum/mood_event/greatroom)
|
|
|
|
///Called when parent is ahealed.
|
|
/datum/component/mood/proc/on_revive(datum/source, full_heal)
|
|
SIGNAL_HANDLER
|
|
|
|
if(!full_heal)
|
|
return
|
|
remove_temp_moods()
|
|
setSanity(initial(sanity), override = TRUE)
|
|
|
|
|
|
///Causes direct drain of someone's sanity, call it with a numerical value corresponding how badly you want to hurt their sanity
|
|
/datum/component/mood/proc/direct_sanity_drain(datum/source, amount)
|
|
SIGNAL_HANDLER
|
|
setSanity(sanity + amount, override = TRUE)
|
|
|
|
///Called when parent slips.
|
|
/datum/component/mood/proc/on_slip(datum/source)
|
|
SIGNAL_HANDLER
|
|
|
|
add_event(null, "slipped", /datum/mood_event/slipped)
|
|
|
|
/datum/component/mood/proc/HandleAddictions()
|
|
if(!iscarbon(parent))
|
|
return
|
|
|
|
var/mob/living/carbon/affected_carbon = parent
|
|
|
|
if(sanity < SANITY_GREAT) ///Sanity is low, stay addicted.
|
|
return
|
|
|
|
for(var/addiction_type in affected_carbon.mind.addiction_points)
|
|
var/datum/addiction/addiction_to_remove = SSaddiction.all_addictions[type]
|
|
affected_carbon.mind.remove_addiction_points(type, addiction_to_remove.high_sanity_addiction_loss) //If true was returned, we lost the addiction!
|
|
|
|
#undef MINOR_INSANITY_PEN
|
|
#undef MAJOR_INSANITY_PEN
|