removes useless mood events subtypes
fixes mood event timers not resetting when they get triggered again
removes the depression overlay which makes our fruit happy
Adds a slight positive moodlet for working out, the same effect as reading a book
In the process refactors weight machines so they are actually object oriented, this creates map edits to Delta and Pubby as well as one ruin
Changes the message "Nothing special has happened to me" to something that is hopefully less immersion-demolishing.
Moodlet text for eating disgusting food no longer appears in positive green text
Other various grammar fixes
fix: having higher sanity is no longer punished by making you enter crit faster
balance: you can have 100 mood instead of 99 before it starts slowly decreasing
Remember higher sanity is BETTER
You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp).
Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl
oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
cl Floyd / Qustinnus
balance: Changes rate of sanity drain and caps it depending on mood
/cl
Kor gave me permission to work on mood during the freeze so I could stop the fuckload of people that ping me 5 times with insults.
If you are only slightly sad, you wont go insane, but go to a cap, to go insane you /need/ to be in a bad mood at the same time, or you will go back to sane really fast. Also sanity drain rates lowered.
Also if there's bugs/issues with mood just make an issue on the issue trackers, I dont need you pinging me at 4AM to tell me how I'm horrid at things. It'll just make me get a headache. I'm making PRs in good faith, not to annoy the playerbase. The same respect in return would be appreciated.
If mood doesn't work out after this the Headmins will turn off the config, and I'll look into either rebalancing it or repurposing it.
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.