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253 lines
8.2 KiB
Plaintext
253 lines
8.2 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 = 100 //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/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
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var/datum/mood_event/list/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/holdmyinsanityeffect = 0 //before we edit our sanity lets take a look
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var/obj/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_MOB_HUD_CREATED, .proc/modify_hud)
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var/mob/living/owner = parent
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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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unmodify_hud()
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return ..()
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/datum/component/mood/proc/print_mood(mob/user)
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var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
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msg += "<span class='notice'>My mental status: </span>" //Long term
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switch(sanity)
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if(SANITY_GREAT to INFINITY)
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msg += "<span class='nicegreen'>My mind feels like a temple!<span>\n"
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if(SANITY_NEUTRAL to SANITY_GREAT)
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msg += "<span class='nicegreen'>I have been feeling great lately!<span>\n"
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if(SANITY_DISTURBED to SANITY_NEUTRAL)
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msg += "<span class='nicegreen'>I have felt quite decent lately.<span>\n"
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if(SANITY_UNSTABLE to SANITY_DISTURBED)
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msg += "<span class='warning'>I'm feeling a little bit unhinged...</span>\n"
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if(SANITY_CRAZY to SANITY_UNSTABLE)
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msg += "<span class='boldwarning'>I'm freaking out!!</span>\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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msg += "<span class='notice'>My current mood: </span>" //Short term
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switch(mood_level)
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if(1)
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msg += "<span class='boldwarning'>I wish I was dead!<span>\n"
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if(2)
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msg += "<span class='boldwarning'>I feel terrible...<span>\n"
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if(3)
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msg += "<span class='boldwarning'>I feel very upset.<span>\n"
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if(4)
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msg += "<span class='boldwarning'>I'm a bit sad.<span>\n"
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if(5)
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msg += "<span class='nicegreen'>I'm alright.<span>\n"
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if(6)
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msg += "<span class='nicegreen'>I feel pretty okay.<span>\n"
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if(7)
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msg += "<span class='nicegreen'>I feel pretty good.<span>\n"
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if(8)
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msg += "<span class='nicegreen'>I feel amazing!<span>\n"
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if(9)
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msg += "<span class='nicegreen'>I love life!<span>\n"
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msg += "<span class='notice'>Moodlets:\n</span>"//All moodlets
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if(mood_events.len)
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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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msg += event.description
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else
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msg += "<span class='nicegreen'>I don't have much of a reaction to anything right now.<span>\n"
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to_chat(user || parent, msg)
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/datum/component/mood/proc/update_mood() //Called whenever a mood event is added or removed
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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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if(sanity < 25)
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screen_obj.icon_state = "mood_insane"
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else
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screen_obj.icon_state = "mood[mood_level]"
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/datum/component/mood/process() //Called on SSmood process
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var/mob/living/owner = parent
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switch(mood_level)
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if(1)
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DecreaseSanity(0.2)
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if(2)
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DecreaseSanity(0.125, SANITY_CRAZY)
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if(3)
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DecreaseSanity(0.075, SANITY_UNSTABLE)
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if(4)
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DecreaseSanity(0.025, SANITY_DISTURBED)
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if(5)
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IncreaseSanity(0.1)
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if(6)
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IncreaseSanity(0.15)
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if(7)
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IncreaseSanity(0.20)
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if(8)
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IncreaseSanity(0.25, SANITY_GREAT)
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if(9)
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IncreaseSanity(0.4, SANITY_GREAT)
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if(insanity_effect != holdmyinsanityeffect)
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if(insanity_effect > holdmyinsanityeffect)
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owner.crit_threshold += (insanity_effect - holdmyinsanityeffect)
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else
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owner.crit_threshold -= (holdmyinsanityeffect - insanity_effect)
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if(owner.has_trait(TRAIT_DEPRESSION))
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if(prob(0.05))
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add_event(null, "depression", /datum/mood_event/depression)
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clear_event(null, "jolly")
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if(owner.has_trait(TRAIT_JOLLY))
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if(prob(0.05))
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add_event(null, "jolly", /datum/mood_event/jolly)
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clear_event(null, "depression")
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holdmyinsanityeffect = insanity_effect
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HandleNutrition(owner)
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/datum/component/mood/proc/DecreaseSanity(amount, minimum = SANITY_INSANE)
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if(sanity < minimum) //This might make KevinZ stop fucking pinging me.
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IncreaseSanity(0.5)
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else
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sanity = max(minimum, sanity - amount)
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if(sanity < SANITY_UNSTABLE)
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if(sanity < SANITY_CRAZY)
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insanity_effect = (MAJOR_INSANITY_PEN)
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else
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insanity_effect = (MINOR_INSANITY_PEN)
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/datum/component/mood/proc/IncreaseSanity(amount, maximum = SANITY_NEUTRAL)
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if(sanity > maximum)
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DecreaseSanity(0.5) //Removes some sanity to go back to our current limit.
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else
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sanity = min(maximum, sanity + amount)
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if(sanity > SANITY_CRAZY)
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if(sanity > SANITY_UNSTABLE)
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insanity_effect = 0
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else
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insanity_effect = MINOR_INSANITY_PEN
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/datum/component/mood/proc/add_event(datum/source, 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.
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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_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 0 //Don't have to update the event.
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the_event = new type(src, param)
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mood_events[category] = the_event
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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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var/datum/mood_event/event = mood_events[category]
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if(!event)
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return 0
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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/modify_hud(datum/source)
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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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hud.infodisplay += screen_obj
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RegisterSignal(hud, COMSIG_PARENT_QDELETED, .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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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 && 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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print_mood(user)
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/datum/component/mood/proc/HandleNutrition(mob/living/L)
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switch(L.nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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add_event(null, "nutrition", /datum/mood_event/fat)
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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add_event(null, "nutrition", /datum/mood_event/wellfed)
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if( NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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add_event(null, "nutrition", /datum/mood_event/fed)
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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clear_event(null, "nutrition")
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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add_event(null, "nutrition", /datum/mood_event/hungry)
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if(0 to NUTRITION_LEVEL_STARVING)
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add_event(null, "nutrition", /datum/mood_event/starving)
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#undef MINOR_INSANITY_PEN
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#undef MAJOR_INSANITY_PEN
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