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Bubberstation/code/datums/mood.dm
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00

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#define MINOR_INSANITY_PEN 5
#define MAJOR_INSANITY_PEN 10
#define MOOD_CATEGORY_NUTRITION "nutrition"
#define MOOD_CATEGORY_AREA_BEAUTY "area_beauty"
/**
* Mood datum
*
* Contains the logic for controlling a living mob's mood and sanity.
*/
/datum/mood
/// The parent (living) mob
var/mob/living/mob_parent
/// The total combined value of all moodlets for the mob
var/mood
/// Current sanity of the mob (ranges from 0 - 150)
var/sanity = SANITY_NEUTRAL
/// the total combined value of all visible moodlets for the mob
var/shown_mood
/// Multiplier to the sum total of mood the mob is experiencing
var/mood_modifier = 1
/// Multiplier to positive moodlet values. Stacks with mood_modifier
var/positive_mood_modifier = 1
/// Multiplier to negative moodlet values. Stacks with mood_modifier
var/negative_mood_modifier = 1
/// Multiplier to the length of positive moodlets.
/// Please don't set this to 0
var/positive_moodlet_length_modifier = 1
/// Multiplier to the length of negative moodlets.
/// Please don't set this to 0
var/negative_moodlet_length_modifier = 1
/// Used to track what stage of moodies they're on (1-9)
var/mood_level = MOOD_LEVEL_NEUTRAL
/// To track what stage of sanity they're on (1-6)
var/sanity_level = SANITY_LEVEL_NEUTRAL
/// Is the owner being punished for low mood? if so, how much?
var/insanity_effect = 0
/// The screen object for the current mood level
var/atom/movable/screen/mood/mood_screen_object
/// List of mood events currently active on this datum
var/list/mood_events = list()
/datum/mood/New(mob/living/mob_to_make_moody)
if (!istype(mob_to_make_moody))
stack_trace("Tried to apply mood to a non-living atom!")
qdel(src)
return
START_PROCESSING(SSmood, src)
mob_parent = mob_to_make_moody
RegisterSignal(mob_to_make_moody, COMSIG_MOB_HUD_CREATED, PROC_REF(modify_hud))
RegisterSignal(mob_to_make_moody, COMSIG_ENTER_AREA, PROC_REF(check_area_mood))
RegisterSignal(mob_to_make_moody, COMSIG_EXIT_AREA, PROC_REF(exit_area))
RegisterSignal(mob_to_make_moody, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
RegisterSignal(mob_to_make_moody, COMSIG_MOB_STATCHANGE, PROC_REF(handle_mob_death))
RegisterSignal(mob_to_make_moody, COMSIG_QDELETING, PROC_REF(clear_parent_ref))
var/area/our_area = get_area(mob_to_make_moody)
if(our_area)
check_area_mood(mob_to_make_moody, our_area)
mob_to_make_moody.become_area_sensitive(MOOD_DATUM_TRAIT)
if(mob_to_make_moody.hud_used)
modify_hud()
var/datum/hud/hud = mob_to_make_moody.hud_used
hud.show_hud(hud.hud_version)
/datum/mood/proc/clear_parent_ref()
SIGNAL_HANDLER
unmodify_hud()
mob_parent.lose_area_sensitivity(MOOD_DATUM_TRAIT)
UnregisterSignal(mob_parent, list(COMSIG_MOB_HUD_CREATED, COMSIG_ENTER_AREA, COMSIG_EXIT_AREA, COMSIG_LIVING_REVIVE, COMSIG_MOB_STATCHANGE, COMSIG_QDELETING))
var/area/our_area = get_area(mob_parent)
if(our_area)
UnregisterSignal(our_area, COMSIG_AREA_BEAUTY_UPDATED)
mob_parent = null
/datum/mood/Destroy(force)
STOP_PROCESSING(SSmood, src)
QDEL_LIST_ASSOC_VAL(mood_events)
return ..()
/datum/mood/process(seconds_per_tick)
switch(mood_level)
if(MOOD_LEVEL_SAD4)
adjust_sanity(-0.3 * seconds_per_tick, SANITY_INSANE)
if(MOOD_LEVEL_SAD3)
adjust_sanity(-0.15 * seconds_per_tick, SANITY_CRAZY)
if(MOOD_LEVEL_SAD2)
adjust_sanity(-0.1 * seconds_per_tick, SANITY_UNSTABLE)
if(MOOD_LEVEL_SAD1)
adjust_sanity(-0.05 * seconds_per_tick, SANITY_UNSTABLE)
if(MOOD_LEVEL_NEUTRAL)
adjust_sanity(0, SANITY_UNSTABLE) //This makes sure that mood gets increased should you be below the minimum.
if(MOOD_LEVEL_HAPPY1)
adjust_sanity(0.2 * seconds_per_tick, SANITY_UNSTABLE)
if(MOOD_LEVEL_HAPPY2)
adjust_sanity(0.3 * seconds_per_tick, SANITY_UNSTABLE)
if(MOOD_LEVEL_HAPPY3)
adjust_sanity(0.4 * seconds_per_tick, SANITY_NEUTRAL, SANITY_MAXIMUM)
if(MOOD_LEVEL_HAPPY4)
adjust_sanity(0.6 * seconds_per_tick, SANITY_NEUTRAL, SANITY_MAXIMUM)
/datum/mood/proc/handle_mob_death(datum/source, new_stat, old_stat)
SIGNAL_HANDLER
if (old_stat == DEAD && new_stat != DEAD)
START_PROCESSING(SSmood, src)
else if (old_stat != DEAD && new_stat == DEAD)
STOP_PROCESSING(SSmood, src)
/// Handles mood given by nutrition
/datum/mood/proc/update_nutrition_moodlets()
if(HAS_TRAIT(mob_parent, TRAIT_NOHUNGER))
clear_mood_event(MOOD_CATEGORY_NUTRITION)
return FALSE
if(HAS_TRAIT(mob_parent, TRAIT_GLUTTON))
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry) //you'll never get enough
return TRUE
if(HAS_TRAIT(mob_parent, TRAIT_FAT) && !HAS_TRAIT(mob_parent, TRAIT_VORACIOUS))
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/fat)
return TRUE
switch(mob_parent.nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
add_mood_event(MOOD_CATEGORY_NUTRITION, HAS_TRAIT(mob_parent, TRAIT_VORACIOUS) ? /datum/mood_event/wellfed : /datum/mood_event/too_wellfed)
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/wellfed)
if( NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/fed)
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
clear_mood_event(MOOD_CATEGORY_NUTRITION)
if(NUTRITION_LEVEL_VERY_HUNGRY to NUTRITION_LEVEL_HUNGRY)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry)
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_VERY_HUNGRY)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry_very)
if(0 to NUTRITION_LEVEL_STARVING)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/starving)
return TRUE
/**
* Adds a mood event to the mob
*
* Arguments:
* * category - (text) category of the mood event - see /datum/mood_event for category explanation
* * type - (path) any /datum/mood_event
*/
/datum/mood/proc/add_mood_event(category, new_type, ...)
if (!ispath(new_type, /datum/mood_event))
CRASH("A non path ([new_type]), was used to add a mood event. This shouldn't be happening.")
if (!istext(category))
category = REF(category)
var/list/params = args.Copy(3)
var/datum/mood_event/new_event = new new_type(category)
if(!new_event.can_effect_mob(arglist(list(src, mob_parent) + params)))
qdel(new_event)
return
var/datum/mood_event/existing_event = mood_events[category]
if(existing_event)
var/continue_adding = FALSE
if(existing_event.type == new_event.type)
continue_adding = existing_event.be_refreshed(arglist(list(src) + params))
else
continue_adding = existing_event.be_replaced(arglist(list(src, new_event) + params))
if(!continue_adding)
update_mood()
qdel(new_event)
return
clear_mood_event(category)
new_event.on_add(src, mob_parent, params)
mood_events[category] = new_event
update_mood()
if(new_event.mood_change == 0 || new_event.hidden)
return
if(new_event.mood_change > 0)
add_personality_mood_to_viewers(mob_parent, "other_good_moodlet", list(
/datum/personality/empathetic = /datum/mood_event/empathetic_happy,
/datum/personality/misanthropic = /datum/mood_event/misanthropic_sad
), range = 4)
else
add_personality_mood_to_viewers(mob_parent, "other_bad_moodlet", list(
/datum/personality/empathetic = /datum/mood_event/empathetic_sad,
/datum/personality/misanthropic = /datum/mood_event/misanthropic_happy
), range = 4)
/**
* Removes a mood event from the mob
*
* Arguments:
* * category - (Text) Removes the mood event with the given category
*/
/datum/mood/proc/clear_mood_event(category)
if (!istext(category))
category = REF(category)
var/datum/mood_event/event = mood_events[category]
if (!event)
return
mood_events -= category
qdel(event)
update_mood()
/datum/mood/proc/get_mood_event(category)
return mood_events[category]
/// Updates the mobs mood.
/// Called after mood events have been added/removed.
/datum/mood/proc/update_mood()
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.)
return
mood = 0
shown_mood = 0
for(var/category in mood_events)
var/datum/mood_event/the_event = mood_events[category]
var/event_mood = the_event.mood_change
event_mood *= max((event_mood > 0) ? positive_mood_modifier : negative_mood_modifier, 0)
mood += event_mood
if (!the_event.hidden)
shown_mood += event_mood
mood *= max(mood_modifier, 0)
shown_mood *= max(mood_modifier, 0)
switch(mood)
if (-INFINITY to MOOD_SAD4)
mood_level = MOOD_LEVEL_SAD4
if (MOOD_SAD4 to MOOD_SAD3)
mood_level = MOOD_LEVEL_SAD3
if (MOOD_SAD3 to MOOD_SAD2)
mood_level = MOOD_LEVEL_SAD2
if (MOOD_SAD2 to MOOD_SAD1)
mood_level = MOOD_LEVEL_SAD1
if (MOOD_SAD1 to MOOD_HAPPY1)
mood_level = MOOD_LEVEL_NEUTRAL
if (MOOD_HAPPY1 to MOOD_HAPPY2)
mood_level = MOOD_LEVEL_HAPPY1
if (MOOD_HAPPY2 to MOOD_HAPPY3)
mood_level = MOOD_LEVEL_HAPPY2
if (MOOD_HAPPY3 to MOOD_HAPPY4)
mood_level = MOOD_LEVEL_HAPPY3
if (MOOD_HAPPY4 to INFINITY)
mood_level = MOOD_LEVEL_HAPPY4
update_mood_icon()
SEND_SIGNAL(mob_parent, COMSIG_CARBON_MOOD_UPDATE)
/// Updates the mob's mood icon
/datum/mood/proc/update_mood_icon()
if (!(mob_parent.client || mob_parent.hud_used) || isnull(mood_screen_object))
return
mood_screen_object.cut_overlays()
mood_screen_object.color = initial(mood_screen_object.color)
// lets see if we have an special icons to show instead of the normal mood levels
var/list/conflicting_moodies = list()
var/highest_absolute_mood = 0
for (var/category in mood_events)
var/datum/mood_event/the_event = mood_events[category]
if (!the_event.special_screen_obj)
continue
if (!the_event.special_screen_replace)
mood_screen_object.add_overlay(the_event.special_screen_obj)
else
conflicting_moodies += the_event
var/absmood = abs(the_event.mood_change)
highest_absolute_mood = absmood > highest_absolute_mood ? absmood : highest_absolute_mood
switch(sanity_level)
if (SANITY_LEVEL_GREAT)
mood_screen_object.color = "#2eeb9a"
if (SANITY_LEVEL_NEUTRAL)
mood_screen_object.color = "#86d656"
if (SANITY_LEVEL_DISTURBED)
mood_screen_object.color = "#4b96c4"
if (SANITY_LEVEL_UNSTABLE)
mood_screen_object.color = "#dfa65b"
if (SANITY_LEVEL_CRAZY)
mood_screen_object.color = "#f38943"
if (SANITY_LEVEL_INSANE)
mood_screen_object.color = "#f15d36"
if (!conflicting_moodies.len) // there's no special icons, use the normal icon states
mood_screen_object.icon_state = "mood[mood_level]"
return
for (var/datum/mood_event/conflicting_event as anything in conflicting_moodies)
if (abs(conflicting_event.mood_change) == highest_absolute_mood)
mood_screen_object.icon_state = "[conflicting_event.special_screen_obj]"
break
/// Sets up the mood HUD object
/datum/mood/proc/modify_hud(datum/source)
SIGNAL_HANDLER
var/datum/hud/hud = mob_parent.hud_used
mood_screen_object = new
mood_screen_object.color = "#4b96c4"
hud.infodisplay += mood_screen_object
RegisterSignal(hud, COMSIG_QDELETING, PROC_REF(unmodify_hud))
RegisterSignal(mood_screen_object, COMSIG_SCREEN_ELEMENT_CLICK, PROC_REF(hud_click))
/// Removes the mood HUD object
/datum/mood/proc/unmodify_hud(datum/source)
SIGNAL_HANDLER
if(!mood_screen_object)
return
var/datum/hud/hud = mob_parent.hud_used
if(hud?.infodisplay)
hud.infodisplay -= mood_screen_object
QDEL_NULL(mood_screen_object)
UnregisterSignal(hud, COMSIG_QDELETING)
/// Handles clicking on the mood HUD object
/datum/mood/proc/hud_click(datum/source, location, control, params, mob/user)
SIGNAL_HANDLER
if(user != mob_parent)
return
if(user.stat >= UNCONSCIOUS)
return
print_mood(user)
/// Prints the users mood, sanity, and moodies to chat
/datum/mood/proc/print_mood(mob/user)
var/msg = "[span_info("<EM>My current mental status:</EM>")]<br>"
if(!HAS_TRAIT(src, TRAIT_NOHUNGER))
msg += span_notice("My hunger: ")
var/nutrition = mob_parent.nutrition
switch(nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
msg += "[span_info("I'm completely stuffed!")]<br>"
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
msg += "[span_info("I'm well fed!")]<br>"
if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
msg += "[span_info("I'm not hungry.")]<br>"
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
msg += "[span_info("I could use a bite to eat.")]<br>"
if(NUTRITION_LEVEL_VERY_HUNGRY to NUTRITION_LEVEL_HUNGRY)
msg += "[span_warning("I'm feeling hungry.")]<br>"
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_VERY_HUNGRY)
msg += "[span_warning("I feel quite hungry.")]<br>"
if(0 to NUTRITION_LEVEL_STARVING)
msg += "[span_boldwarning("I'm starving!")]<br>"
var/drunkness = mob_parent.get_drunk_amount()
if(drunkness >= 1)
msg += span_notice("My current drunkenness: ")
switch(drunkness)
if(1 to 10)
msg += "[span_info("I'm feeling a little tipsy.")]<br>"
if(11 to 21)
msg += "[span_info("I'm feeling a bit drunk.")]<br>"
if(21 to 41)
msg += "[span_info("I'm feeling quite drunk.")]<br>"
if(41 to 61)
msg += "[span_info("I'm feeling very drunk.")]<br>"
if(61 to 81)
msg += "[span_warning("I'm feeling like a mess.")]<br>"
if(81 to INFINITY)
msg += "[span_boldwarning("I'm completely wasted.")]<br>"
msg += span_notice("My current sanity: ") //Long term
switch(sanity)
if(SANITY_GREAT to INFINITY)
msg += "[span_boldnicegreen("My mind feels like a temple!")]<br>"
if(SANITY_NEUTRAL to SANITY_GREAT)
msg += "[span_nicegreen("I have been feeling great lately!")]<br>"
if(SANITY_DISTURBED to SANITY_NEUTRAL)
msg += "[span_nicegreen("I have felt quite decent lately.")]<br>"
if(SANITY_UNSTABLE to SANITY_DISTURBED)
msg += "[span_warning("I'm feeling a little bit unhinged...")]<br>"
if(SANITY_CRAZY to SANITY_UNSTABLE)
msg += "[span_warning("I'm freaking out!!")]<br>"
if(SANITY_INSANE to SANITY_CRAZY)
msg += "[span_boldwarning("AHAHAHAHAHAHAHAHAHAH!!")]<br>"
msg += span_notice("My current mood: ") //Short term
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 += "&bull; "
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 += "&bull; [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