Skill modifiers datum WIP.
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@@ -1,3 +1,4 @@
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#define ECSTATIC_SANITY_PEN -1
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#define SLIGHT_INSANITY_PEN 1
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#define MINOR_INSANITY_PEN 5
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#define MAJOR_INSANITY_PEN 10
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@@ -13,29 +14,39 @@
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var/list/datum/mood_event/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/obj/screen/mood/screen_obj
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var/datum/skill_modifier/bad_mood/malus
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var/datum/skill_modifier/great_mood/bonus
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var/static/malus_id = 0
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var/static/bonus_id = 0
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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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var/mob/living/owner = parent
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if(owner.stat != DEAD)
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START_PROCESSING(SSdcs, 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_MODIFY_SANITY, .proc/modify_sanity)
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RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
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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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RegisterSignal(parent, COMSIG_MOB_DEATH, .proc/stop_processing)
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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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STOP_PROCESSING(SSdcs, src)
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unmodify_hud()
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return ..()
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/datum/component/mood/proc/stop_processing()
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STOP_PROCESSING(SSdcs, src)
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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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@@ -127,7 +138,7 @@
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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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/datum/component/mood/process() //Called on SSdcs process
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if(QDELETED(parent)) // workaround to an obnoxious sneaky periodical runtime.
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qdel(src)
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return
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@@ -167,7 +178,6 @@
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else if(sanity > maximum && amount > sanity - 0.5)
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amount = sanity - 0.5
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var/old_sanity = sanity
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// Disturbed stops you from getting any more sane
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if(HAS_TRAIT(master, TRAIT_UNSTABLE))
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sanity = min(amount,sanity)
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@@ -196,27 +206,41 @@
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master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
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sanity_level = 2
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if(SANITY_GREAT+1 to INFINITY)
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setInsanityEffect(0)
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setInsanityEffect(ECSTATIC_SANITY_PEN) //It's not a penalty but w/e
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master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
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sanity_level = 1
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if(old_sanity > 1 && sanity == 1)
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RegisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY, .proc/on_get_skill_affinity)
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else if(old_sanity == 1 && sanity > 1)
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UnregisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY)
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//update_mood_icon()
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/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
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if(newval == insanity_effect)
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return
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//var/mob/living/master = parent
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//master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
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if(!insanity_effect && newval)
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RegisterSignal(parent, COMSIG_MOB_ACTION_SKILL_MOD, .proc/on_mob_action_skill_mod)
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RegisterSignal(parent, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, .proc/on_item_action_skills_mod)
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else if(insanity_effect && !newval)
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UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
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var/mob/living/L = parent
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var/apply_malus = newval >= SLIGHT_INSANITY_PEN
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var/apply_bonus = !apply_malus && newval <= ECSTATIC_SANITY_PEN
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if(apply_malus)
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if(!malus)
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malus = new(malus_id++)
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var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
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malus.value_mod = malus.level_mod = debuff
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if(!L.mind)
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ADD_SKILL_MODIFIER_BODY(malus, L)
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else
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L.mind.add_skill_modifier(malus.identifier)
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else if(malus)
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QDEL_NULL(malus)
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if(apply_bonus)
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if(!bonus)
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bonus = new(bonus_id++)
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if(!L.mind)
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ADD_SKILL_MODIFIER_BODY(bonus, L)
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else
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L.mind.add_skill_modifier(bonus.identifier)
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else if(bonus)
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QDEL_NULL(bonus)
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insanity_effect = newval
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/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
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@@ -294,46 +318,15 @@
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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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///Called when parent is ahealed.
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///Called when parent is revived.
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/datum/component/mood/proc/on_revive(datum/source, full_heal)
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START_PROCESSING(SSdcs, src)
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if(!full_heal)
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return
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remove_temp_moods()
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setSanity(initial(sanity))
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/datum/component/mood/proc/on_mob_action_skill_mod(mob/source, list/skill_args, list/mod_values)
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var/datum/skill/S = GLOB.skill_datums[skill_args[ACTION_SKILL_MOD_SKILL]]
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if(!(S.skill_flags & SKILL_USE_MOOD))
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return
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var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
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mod_values[MOD_VALUES_SKILL_MOD] *= skill_args[ACTION_SKILL_MOD_IS_MULTI] ? debuff : 1/debuff
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/datum/component/mood/proc/on_item_action_skills_mod(mob/source, list/skill_args, list/mod_values)
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if(skill_args[ITEM_SKILLS_MOD_BAD_FLAGS] & SKILL_USE_MOOD)
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return
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var/divisor = mod_values[MOD_VALUES_ITEM_SKILLS_DIV]
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if(!divisor)
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return
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var/obj/item/I = skill_args[ITEM_SKILLS_MOD_ITEM]
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var/list/L = mod_values[MOD_VALUES_ITEM_SKILLS_CHECKED]
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var/skills_len = length(L)
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var/affected_skills = skills_len
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for(var/k in L)
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var/datum/skill/S = k
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var/our_flags = I.used_skills[S.type]|S.skill_flags
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if(!(our_flags & SKILL_USE_MOOD))
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affected_skills--
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if(!affected_skills)
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return
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var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS * (affected_skills/skills_len)
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mod_values[MOD_VALUES_ITEM_SKILLS_SUM] *= skill_args[ITEM_SKILLS_MOD_IS_MULTI] ? debuff : 1/debuff
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/datum/component/mood/proc/on_get_skill_affinity(mob/source, skill_path, list/return_value)
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var/datum/skill/S = GLOB.skill_datums[skill_path]
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if(!S || !(S.skill_flags & SKILL_TRAIN_MOOD))
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return
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return_value[1] *= SKILL_AFFINITY_MOOD_BONUS
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#undef ECSTATIC_SANITY_PEN
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#undef SLIGHT_INSANITY_PEN
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#undef MINOR_INSANITY_PEN
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#undef MAJOR_INSANITY_PEN
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