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## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](102b79694f) [Moves signal procs over to their own file](33d07d01fd) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](335ea4ad08) [Does something similar to the attackby comsigs (PARENT -> ATOM)](210e57051d) [And finally passes over the examine signals](65917658fb) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
499 lines
18 KiB
Plaintext
499 lines
18 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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/// Tracks the last mob stat, updates on change
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/// Used to stop processing SSmood
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var/last_stat = CONSCIOUS
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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_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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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_LIVING_REVIVE, COMSIG_MOB_STATCHANGE, COMSIG_QDELETING))
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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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set_sanity(sanity - 0.3 * seconds_per_tick, SANITY_INSANE)
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if(MOOD_LEVEL_SAD3)
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set_sanity(sanity - 0.15 * seconds_per_tick, SANITY_INSANE)
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if(MOOD_LEVEL_SAD2)
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set_sanity(sanity - 0.1 * seconds_per_tick, SANITY_CRAZY)
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if(MOOD_LEVEL_SAD1)
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set_sanity(sanity - 0.05 * seconds_per_tick, SANITY_UNSTABLE)
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if(MOOD_LEVEL_NEUTRAL)
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set_sanity(sanity, 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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set_sanity(sanity + 0.2 * seconds_per_tick, SANITY_UNSTABLE)
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if(MOOD_LEVEL_HAPPY2)
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set_sanity(sanity + 0.3 * seconds_per_tick, SANITY_UNSTABLE)
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if(MOOD_LEVEL_HAPPY3)
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set_sanity(sanity + 0.4 * seconds_per_tick, SANITY_NEUTRAL, SANITY_MAXIMUM)
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if(MOOD_LEVEL_HAPPY4)
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set_sanity(sanity + 0.6 * seconds_per_tick, SANITY_NEUTRAL, SANITY_MAXIMUM)
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handle_nutrition()
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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(mob_parent, TRAIT_DEPRESSION) && SPT_PROB(0.416, seconds_per_tick))
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add_mood_event("depression_mild", /datum/mood_event/depression_mild)
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if(HAS_TRAIT(mob_parent, TRAIT_JOLLY) && SPT_PROB(0.416, seconds_per_tick))
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add_mood_event("jolly", /datum/mood_event/jolly)
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/datum/mood/proc/handle_mob_death(datum/source)
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SIGNAL_HANDLER
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if (last_stat == DEAD && mob_parent.stat != DEAD)
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START_PROCESSING(SSmood, src)
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else if (last_stat != DEAD && mob_parent.stat == DEAD)
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STOP_PROCESSING(SSmood, src)
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last_stat = mob_parent.stat
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/// Handles mood given by nutrition
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/datum/mood/proc/handle_nutrition()
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if (HAS_TRAIT(mob_parent, TRAIT_NOHUNGER))
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clear_mood_event(MOOD_CATEGORY_NUTRITION) // if you happen to switch species while hungry youre no longer hungy
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return FALSE // no moods for nutrition
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switch(mob_parent.nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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if (!HAS_TRAIT(mob_parent, TRAIT_VORACIOUS))
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/fat)
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else
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/wellfed) // round and full
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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add_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_STARVING to NUTRITION_LEVEL_HUNGRY)
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add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry)
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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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/**
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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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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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clear_mood_event(category)
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else
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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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return // Don't need to update the event.
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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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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_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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/// 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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SEND_SIGNAL(mob_parent, COMSIG_CARBON_MOOD_UPDATE)
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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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/// 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) // theres 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_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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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>")]\n"
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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!")]\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_boldwarning("AHAHAHAHAHAHAHAHAHAH!!")]\n"
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msg += span_notice("My current mood: ") //Short term
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switch(mood_level)
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if(MOOD_LEVEL_SAD4)
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msg += "[span_boldwarning("I wish I was dead!")]\n"
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if(MOOD_LEVEL_SAD3)
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msg += "[span_boldwarning("I feel terrible...")]\n"
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if(MOOD_LEVEL_SAD2)
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msg += "[span_boldwarning("I feel very upset.")]\n"
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if(MOOD_LEVEL_SAD1)
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msg += "[span_warning("I'm a bit sad.")]\n"
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if(MOOD_LEVEL_NEUTRAL)
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msg += "[span_grey("I'm alright.")]\n"
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if(MOOD_LEVEL_HAPPY1)
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msg += "[span_nicegreen("I feel pretty okay.")]\n"
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if(MOOD_LEVEL_HAPPY2)
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msg += "[span_boldnicegreen("I feel pretty good.")]\n"
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if(MOOD_LEVEL_HAPPY3)
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msg += "[span_boldnicegreen("I feel amazing!")]\n"
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if(MOOD_LEVEL_HAPPY4)
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msg += "[span_boldnicegreen("I love life!")]\n"
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msg += "[span_notice("Moodlets:")]\n"//All moodlets
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if(mood_events.len)
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for(var/category in mood_events)
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var/datum/mood_event/event = mood_events[category]
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switch(event.mood_change)
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if(-INFINITY to MOOD_SAD2)
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msg += span_boldwarning(event.description + "\n")
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if(MOOD_SAD2 to MOOD_SAD1)
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msg += span_warning(event.description + "\n")
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if(MOOD_SAD1 to MOOD_NEUTRAL)
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msg += span_grey(event.description + "\n")
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if(MOOD_NEUTRAL to MOOD_HAPPY1)
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msg += span_info(event.description + "\n")
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if(MOOD_HAPPY1 to MOOD_HAPPY2)
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msg += span_nicegreen(event.description + "\n")
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if(MOOD_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))
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/// Updates the mob's moodies, if the area provides a mood bonus
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/datum/mood/proc/check_area_mood(datum/source, area/new_area)
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SIGNAL_HANDLER
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update_beauty(new_area)
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if (new_area.mood_bonus && (!new_area.mood_trait || HAS_TRAIT(source, new_area.mood_trait)))
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add_mood_event("area", /datum/mood_event/area, new_area.mood_bonus, new_area.mood_message)
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else
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clear_mood_event("area")
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/// Updates the mob's given beauty moodie, based on the area
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/datum/mood/proc/update_beauty(area/area_to_beautify)
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if (area_to_beautify.outdoors) // if we're outside, we don't care
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clear_mood_event(MOOD_CATEGORY_AREA_BEAUTY)
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return
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if(HAS_TRAIT(mob_parent, TRAIT_SNOB))
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switch(area_to_beautify.beauty)
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if(-INFINITY to BEAUTY_LEVEL_HORRID)
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add_mood_event(MOOD_CATEGORY_AREA_BEAUTY, /datum/mood_event/horridroom)
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return
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if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
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add_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)
|
|
|
|
/// 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)
|
|
amount += clamp(minimum - amount, 0, 0.7)
|
|
if((!override && HAS_TRAIT(mob_parent, TRAIT_UNSTABLE)) || amount > maximum)
|
|
amount = min(sanity, amount)
|
|
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_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()
|
|
|
|
/// 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)
|
|
set_sanity(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
|