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S.P.L.U.R.T-Station-13/code/datums/components/mood.dm
Qustinnus 79911d330a Being happy no longer makes you obese. (#36565)
* D O U B L E N E G A T I V E

* jesus
2018-03-21 15:35:33 -05:00

220 lines
7.2 KiB
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/datum/component/mood
var/mood //Real happiness
var/sanity = 100 //Current sanity
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.
var/mood_level = 5 //To track what stage of moodies they're on
var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
var/datum/mood_event/list/mood_events = list()
var/mob/living/owner
var/datum/looping_sound/reverse_bear_trap/slow/soundloop //Insanity ticking
/datum/component/mood/Initialize()
if(!isliving(parent))
. = COMPONENT_INCOMPATIBLE
CRASH("Some good for nothing loser put a mood component on something that isn't even a living mob.")
START_PROCESSING(SSmood, src)
owner = parent
soundloop = new(list(owner), FALSE, TRUE)
RegisterSignal(COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(COMSIG_ENTER_AREA, .proc/update_beauty)
/datum/component/mood/Destroy()
STOP_PROCESSING(SSmood, src)
QDEL_NULL(soundloop)
return ..()
/datum/component/mood/proc/print_mood()
var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
msg += "<span class='notice'>My mental status: </span>" //Long term
switch(sanity)
if(SANITY_GREAT to INFINITY)
msg += "<span class='nicegreen'>My mind feels like a temple!<span>\n"
if(SANITY_NEUTRAL to SANITY_GREAT)
msg += "<span class='nicegreen'>I have been feeling great lately!<span>\n"
if(SANITY_DISTURBED to SANITY_NEUTRAL)
msg += "<span class='nicegreen'>I have felt quite decent lately.<span>\n"
if(SANITY_UNSTABLE to SANITY_DISTURBED)
msg += "<span class='warning'>I'm feeling a little bit unhinged...</span>\n"
if(SANITY_CRAZY to SANITY_UNSTABLE)
msg += "<span class='boldwarning'>I'm freaking out!!</span>\n"
if(SANITY_INSANE to SANITY_CRAZY)
msg += "<span class='boldwarning'>AHAHAHAHAHAHAHAHAHAH!!</span>\n"
msg += "<span class='notice'>My current mood: </span>" //Short term
switch(mood_level)
if(1)
msg += "<span class='boldwarning'>I wish I was dead!<span>\n"
if(2)
msg += "<span class='boldwarning'>I feel terrible...<span>\n"
if(3)
msg += "<span class='boldwarning'>I feel very upset.<span>\n"
if(4)
msg += "<span class='boldwarning'>I'm a bit sad.<span>\n"
if(5)
msg += "<span class='nicegreen'>I'm alright.<span>\n"
if(6)
msg += "<span class='nicegreen'>I feel pretty okay.<span>\n"
if(7)
msg += "<span class='nicegreen'>I feel pretty good.<span>\n"
if(8)
msg += "<span class='nicegreen'>I feel amazing!<span>\n"
if(9)
msg += "<span class='nicegreen'>I love life!<span>\n"
msg += "<span class='notice'>Moodlets:\n</span>"//All moodlets
if(mood_events.len)
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
msg += event.description
else
msg += "<span class='nicegreen'>Nothing special has happend to me lately!<span>\n"
to_chat(owner, msg)
/datum/component/mood/proc/update_mood() //Called whenever a mood event is added or removed
mood = 0
shown_mood = 0
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
mood += event.mood_change
if(!event.hidden)
shown_mood += event.mood_change
mood *= mood_modifier
shown_mood *= mood_modifier
switch(mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
mood_level = 1
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
mood_level = 2
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
mood_level = 3
if(MOOD_LEVEL_SAD2 to MOOD_LEVEL_SAD1)
mood_level = 4
if(MOOD_LEVEL_SAD1 to MOOD_LEVEL_HAPPY1)
mood_level = 5
if(MOOD_LEVEL_HAPPY1 to MOOD_LEVEL_HAPPY2)
mood_level = 6
if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
mood_level = 7
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
mood_level = 8
if(MOOD_LEVEL_HAPPY4 to INFINITY)
mood_level = 9
update_mood_icon()
/datum/component/mood/proc/update_mood_icon()
if(owner.client && owner.hud_used)
if(sanity < 25)
owner.hud_used.mood.icon_state = "mood_insane"
else
owner.hud_used.mood.icon_state = "mood[mood_level]"
/datum/component/mood/process() //Called on SSmood process
switch(sanity)
if(SANITY_INSANE to SANITY_CRAZY)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 3)
update_mood_icon()
if(prob(7))
owner.playsound_local(null, pick(CREEPY_SOUNDS), 100, 1)
soundloop.start()
if(SANITY_INSANE to SANITY_UNSTABLE)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 2)
if(prob(3))
owner.playsound_local(null, pick(CREEPY_SOUNDS), 60, 1)
soundloop.stop()
if(SANITY_UNSTABLE to SANITY_DISTURBED)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 1)
soundloop.stop()
if(SANITY_DISTURBED to INFINITY)
owner.clear_fullscreen("depression")
soundloop.stop()
switch(mood_level)
if(1)
DecreaseSanity(0.4)
if(2)
DecreaseSanity(0.25)
if(3)
DecreaseSanity(0.15)
if(4)
DecreaseSanity(0.05)
if(5)
IncreaseSanity(0.1)
if(6)
IncreaseSanity(0.15)
if(7)
IncreaseSanity(0.20)
if(8)
IncreaseSanity(0.25, 125)
if(9)
IncreaseSanity(0.4, 125)
if(owner.has_trait(TRAIT_DEPRESSION))
if(prob(0.05))
add_event("depression", /datum/mood_event/depression)
clear_event("jolly")
if(owner.has_trait(TRAIT_JOLLY))
if(prob(0.05))
add_event("jolly", /datum/mood_event/jolly)
clear_event("depression")
var/area/A = get_area(owner)
if(A)
update_beauty(A)
/datum/component/mood/proc/DecreaseSanity(amount)
sanity = max(0, sanity - amount)
/datum/component/mood/proc/IncreaseSanity(amount, limit = 99)
if(sanity > limit)
DecreaseSanity(0.5) //Removes some sanity to go back to our current limit.
else
sanity = min(limit, sanity + amount)
/datum/component/mood/proc/add_event(category, type, param) //Category will override any events in the same category, should be unique unless the event is based on the same thing like hunger.
var/datum/mood_event/the_event
if(mood_events[category])
the_event = mood_events[category]
if(the_event.type != type)
clear_event(category)
else
return 0 //Don't have to update the event.
the_event = new type(src, param)
mood_events[category] = the_event
update_mood()
if(the_event.timeout)
addtimer(CALLBACK(src, .proc/clear_event, category), the_event.timeout)
/datum/component/mood/proc/clear_event(category)
var/datum/mood_event/event = mood_events[category]
if(!event)
return 0
mood_events -= category
qdel(event)
update_mood()
/datum/component/mood/proc/update_beauty(area/A)
if(A.outdoors) //if we're outside, we don't care.
clear_event("area_beauty")
return FALSE
switch(A.beauty)
if(-INFINITY to BEAUTY_LEVEL_HORRID)
add_event("area_beauty", /datum/mood_event/horridroom)
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
add_event("area_beauty", /datum/mood_event/badroom)
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_MEH)
add_event("area_beauty", /datum/mood_event/mehroom)
if(BEAUTY_LEVEL_MEH to BEAUTY_LEVEL_DECENT)
clear_event("area_beauty")
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
add_event("area_beauty", /datum/mood_event/decentroom)
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
add_event("area_beauty", /datum/mood_event/goodroom)
if(BEAUTY_LEVEL_GREAT to INFINITY)
add_event("area_beauty", /datum/mood_event/greatroom)