Merge conflicts, procs instead of macros, mood signals.
This commit is contained in:
@@ -1,5 +1,6 @@
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#define MINOR_INSANITY_PEN 5
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#define MAJOR_INSANITY_PEN 10
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#define MOOD_INSANITY_MALUS 0.0054 // per point of sanity below SANITY_DISTURBED, a 40% debuff to skills at rock bottom depression.
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/datum/component/mood
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var/mood //Real happiness
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@@ -22,7 +23,6 @@
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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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if(owner.hud_used)
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@@ -150,7 +150,7 @@
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if(8)
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setSanity(sanity+0.25, maximum=SANITY_GREAT)
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if(9)
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setSanity(sanity+0.4, maximum=SANITY_GREAT)
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setSanity(sanity+0.4, maximum=SANITY_AMAZING)
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HandleNutrition(owner)
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@@ -166,6 +166,7 @@
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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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@@ -197,6 +198,12 @@
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setInsanityEffect(0)
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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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@@ -205,8 +212,13 @@
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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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insanity_effect = newval
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if(insanity_effect)
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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
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UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
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/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = -INFINITY, maximum = INFINITY)
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/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
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setSanity(sanity + amount, minimum, maximum)
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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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@@ -288,5 +300,39 @@
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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 MINOR_INSANITY_PEN
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#undef MAJOR_INSANITY_PEN
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#undef MOOD_INSANITY_MALUS
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