[reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments]

This commit is contained in:
Qustinnus
2018-03-08 02:15:57 +01:00
committed by CitadelStationBot
parent 4d0b7133c8
commit a96a28f3d6
86 changed files with 1220 additions and 43 deletions

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@@ -86,6 +86,25 @@
#define SCREWYHUD_DEAD 2
#define SCREWYHUD_HEALTHY 3
//Moods levels for humans
#define MOOD_LEVEL_HAPPY4 15
#define MOOD_LEVEL_HAPPY3 10
#define MOOD_LEVEL_HAPPY2 6
#define MOOD_LEVEL_HAPPY1 2
#define MOOD_LEVEL_NEUTRAL 0
#define MOOD_LEVEL_SAD1 -3
#define MOOD_LEVEL_SAD2 -10
#define MOOD_LEVEL_SAD3 -15
#define MOOD_LEVEL_SAD4 -20
//Beauty levels of areas for carbons
#define BEAUTY_LEVEL_HORRID -50
#define BEAUTY_LEVEL_BAD -25
#define BEAUTY_LEVEL_GOOD 25
#define BEAUTY_LEVEL_GREAT 50
//Nutrition levels for humans
#define NUTRITION_LEVEL_FAT 600
#define NUTRITION_LEVEL_FULL 550

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@@ -39,8 +39,11 @@
#define TRAIT_NOBREATH "no_breath"
#define TRAIT_ANTIMAGIC "anti_magic"
#define TRAIT_HOLY "holy"
#define TRAIT_DEPRESSION "depression"
#define TRAIT_JOLLY "jolly"
#define TRAIT_NOCRITDAMAGE "no_crit"
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"

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@@ -369,7 +369,7 @@ Proc for attack log creation, because really why not
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
if(!user)
return 0
var/atom/Tloc = null
@@ -392,6 +392,16 @@ Proc for attack log creation, because really why not
if (progress)
progbar = new(user, delay, target)
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
switch(mood.mood) //Alerts do_after delay based on how happy you are
if(-INFINITY to MOOD_LEVEL_SAD2)
delay *= 1.25
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
delay *= 0.95
if(MOOD_LEVEL_HAPPY4 to INFINITY)
delay *= 0.9
var/endtime = world.time + delay
var/starttime = world.time
. = 1

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@@ -103,6 +103,7 @@
#define ui_healthdoll "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
#define ui_mood "EAST-1:28,CENTER-3:10"
//borgs
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.

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@@ -106,6 +106,11 @@
layer = BLIND_LAYER
plane = FULLSCREEN_PLANE
/obj/screen/fullscreen/depression
icon_state = "depression"
layer = FLASH_LAYER
plane = FULLSCREEN_PLANE
/obj/screen/fullscreen/curse
icon_state = "curse"
layer = CURSE_LAYER

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@@ -43,6 +43,7 @@
var/obj/screen/healths
var/obj/screen/healthdoll
var/obj/screen/internals
var/obj/screen/mood
var/ui_style_icon = 'icons/mob/screen_midnight.dmi'
@@ -103,6 +104,7 @@
healths = null
healthdoll = null
internals = null
mood = null
lingchemdisplay = null
devilsouldisplay = null
lingstingdisplay = null
@@ -268,4 +270,4 @@
show_hud(HUD_STYLE_STANDARD,mymob)
/datum/hud/proc/update_locked_slots()
return
return

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@@ -289,6 +289,10 @@
healthdoll = new /obj/screen/healthdoll()
infodisplay += healthdoll
if(!CONFIG_GET(flag/disable_human_mood))
mood = new /obj/screen/mood()
infodisplay += mood
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)

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@@ -538,6 +538,16 @@
name = "health doll"
screen_loc = ui_healthdoll
/obj/screen/mood
name = "mood"
icon_state = "mood5"
screen_loc = ui_mood
/obj/screen/mood/Click()
GET_COMPONENT_FROM(mood, /datum/component/mood, usr)
if(mood)
mood.print_mood()
/obj/screen/splash
icon = 'icons/blank_title.png'
icon_state = ""

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@@ -47,8 +47,10 @@
/datum/config_entry/flag/force_random_names
/datum/config_entry/flag/humans_need_surnames
/datum/config_entry/flag/allow_ai // allow ai job
/datum/config_entry/flag/disable_human_mood
/datum/config_entry/flag/disable_secborg // disallow secborg module to be chosen.

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@@ -0,0 +1,4 @@
PROCESSING_SUBSYSTEM_DEF(mood)
name = "Mood"
flags = SS_NO_INIT | SS_BACKGROUND
priority = 20

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@@ -43,6 +43,9 @@
/datum/brain_trauma/mild/dumbness/on_gain()
owner.add_trait(TRAIT_DUMB, TRAUMA_TRAIT)
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.add_event("dumb", /datum/mood_event/oblivious)
..()
/datum/brain_trauma/mild/dumbness/on_life()
@@ -56,6 +59,9 @@
/datum/brain_trauma/mild/dumbness/on_lose()
owner.remove_trait(TRAIT_DUMB, TRAUMA_TRAIT)
owner.derpspeech = 0
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.clear_event("dumb")
..()
/datum/brain_trauma/mild/speech_impediment
@@ -211,4 +217,4 @@
to_chat(owner, "<span class='warning'>Your arm spasms!</span>")
log_attack("[key_name(owner)] threw [I] due to a Muscle Spasm.")
owner.throw_item(pick(targets))
..()
..()

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@@ -0,0 +1,122 @@
/datum/component/mood
var/mood //Real happiness
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 //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
/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
/datum/component/mood/Destroy()
STOP_PROCESSING(SSmood, src)
return ..()
/datum/component/mood/proc/print_mood()
var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
msg += event.description
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
if(owner.client && owner.hud_used)
owner.hud_used.mood.icon_state = "mood[mood_level]"
/datum/component/mood/process() //Called on SSmood process
switch(mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 3)
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 2)
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 1)
if(MOOD_LEVEL_SAD2 to INFINITY)
owner.clear_fullscreen("depression")
if(owner.has_trait(TRAIT_DEPRESSION))
if(prob(0.1))
add_event("depression", /datum/mood_event/depression)
clear_event("jolly")
if(owner.has_trait(TRAIT_JOLLY))
if(prob(0.1))
add_event("jolly", /datum/mood_event/jolly)
clear_event("depression")
/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)
return .()
else
return 0 //Don't have to update the event.
else
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(var/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/disgustingroom)
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
add_event("area_beauty", /datum/mood_event/grossroom)
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_GOOD)
clear_event("area_beauty")
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
add_event("area_beauty", /datum/mood_event/niceroom)
if(BEAUTY_LEVEL_GREAT to INFINITY)
add_event("area_beauty", /datum/mood_event/greatroom)

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@@ -0,0 +1,39 @@
/datum/mood_event/drugs/high
mood_change = 6
description = "<span class='nicegreen'>Woooow duudeeeeee...I'm tripping baaalls...</span>\n"
/datum/mood_event/drugs/smoked
description = "<span class='nicegreen'>I have had a smoke recently.</span>\n"
mood_change = 2
timeout = 3600
/datum/mood_event/drugs/overdose
mood_change = -8
timeout = 3000
/datum/mood_event/drugs/overdose/add_effects(drug_name)
description = "<span class='warning'>I think I took a bit too much of that [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_light
mood_change = -2
/datum/mood_event/drugs/withdrawal_light/add_effects(drug_name)
description = "<span class='warning'>I could use some [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_medium
mood_change = -5
/datum/mood_event/drugs/withdrawal_medium/add_effects(drug_name)
description = "<span class='warning'>I really need [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_severe
mood_change = -8
/datum/mood_event/drugs/withdrawal_severe/add_effects(drug_name)
description = "<span class='boldwarning'>Oh god I need some [drug_name]</span>\n"
/datum/mood_event/drugs/withdrawal_critical
mood_change = -10
/datum/mood_event/drugs/withdrawal_critical/add_effects(drug_name)
description = "<span class='boldwarning'>[drug_name]! [drug_name]! [drug_name]!</span>\n"

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@@ -0,0 +1,115 @@
/datum/mood_event/handcuffed
description = "<span class='warning'>I guess my antics have finally caught up with me..</span>\n"
mood_change = -1
/datum/mood_event/broken_vow //Used for when mimes break their vow of silence
description = "<span class='boldwarning'>I have brought shame upon my name, and betrayed my fellow mimes by breaking our sacred vow...</span>\n"
mood_change = -8
/datum/mood_event/on_fire
description = "<span class='boldwarning'>I'M ON FIRE!!!</span>\n"
mood_change = -8
/datum/mood_event/suffocation
description = "<span class='boldwarning'>CAN'T... BREATHE...</span>\n"
mood_change = -6
/datum/mood_event/burnt_thumb
description = "<span class='warning'>I shouldn't play with lighters...</span>\n"
mood_change = -1
timeout = 1200
/datum/mood_event/cold
description = "<span class='warning'>It's way too cold in here.</span>\n"
mood_change = -2
/datum/mood_event/hot
description = "<span class='warning'>It's getting hot in here.</span>\n"
mood_change = -2
/datum/mood_event/creampie
description = "<span class='warning'>I've been creamed. Tastes like pie flavor.</span>\n"
mood_change = -2
timeout = 1800
/datum/mood_event/slipped
description = "<span class='warning'>I slipped. I should be more careful next time...</span>\n"
mood_change = -3
timeout = 1800
/datum/mood_event/eye_stab
description = "<span class='boldwarning'>I used to be an adventurer like you, until I took a screwdriver to the eye.</span>\n"
mood_change = -6
timeout = 2400
/datum/mood_event/delam //SM delamination
description = "<span class='boldwarning'>Those God damn engineers can't do anything right...</span>\n"
mood_change = -6
timeout = 3000
/datum/mood_event/depression
description = "<span class='warning'>I feel sad for no particular reason.</span>\n"
mood_change = -6
timeout = 1200
/datum/mood_event/shameful_suicide //suicide_acts that return SHAME, like sord
description = "<span class='boldwarning'>I can't even end it all!</span>\n"
mood_change = -10
timeout = 600
/datum/mood_event/dismembered
description = "<span class='boldwarning'>AHH! I WAS USING THAT LIMB!</span>\n"
mood_change = -8
timeout = 3000
/datum/mood_event/noshoes
description = "<span class='warning'>I am a disgrace to comedy everywhere!</span>\n"
mood_change = -3
/datum/mood_event/tased
description = "<span class='warning'>There's no \"z\" in \"taser\". It's in the zap.</span>\n"
mood_change = -4
timeout = 1200
/datum/mood_event/embedded
description = "<span class='boldwarning'>Pull it out!</span>\n"
mood_change = -6
/datum/mood_event/table
description = "<span class='warning'>Someone threw me on a table!</span>\n"
mood_change = -2
timeout = 1200
/datum/mood_event/brain_damage
mood_change = -3
/datum/mood_event/brain_damage/add_effects()
var/damage_message = pick_list_replacements("brain_damage_lines.json", "brain_damage")
description = "<span class='warning'>Hurr durr... [damage_message]</span>\n"
/datum/mood_event/hulk //Entire duration of having the hulk mutation
description = "<span class='warning'>HULK SMASH!</span>\n"
mood_change = -4
/datum/mood_event/epilepsy //Only when the mutation causes a seizure
description = "<span class='warning'>I should have paid attention to the epilepsy warning.</span>\n"
mood_change = -3
timeout = 3000
/datum/mood_event/grossroom
description = "<span class='warning'>This room is kind of dirty...</span>\n"
mood_change = -3
/datum/mood_event/disgustingroom
description = "<span class='warning'>This room is disgusting!</span>\n"
mood_change = -5
//These are unused so far but I want to remember them to use them later
/datum/mood_event/cloned_corpse
description = "<span class='boldwarning'>I recently saw my own corpse...</span>\n"
mood_change = -6
/datum/mood_event/surgery
description = "<span class='boldwarning'>HE'S CUTTING ME OPEN!!</span>\n"
mood_change = -8

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@@ -0,0 +1,71 @@
/datum/mood_event/hug
description = "<span class='nicegreen'>Hugs are nice.</span>\n"
mood_change = 1
timeout = 1200
/datum/mood_event/arcade
description = "<span class='nicegreen'>I beat the arcade game!</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/blessing
description = "<span class='nicegreen'>I've been blessed.</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/book_nerd
description = "<span class='nicegreen'>I have recently read a book.</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/pet_corgi
description = "<span class='nicegreen'>Corgis are adorable! I can't stop petting them!</span>\n"
mood_change = 3
timeout = 3000
/datum/mood_event/honk
description = "<span class='nicegreen'>Maybe clowns aren't so bad after all. Honk!</span>\n"
mood_change = 2
timeout = 2400
/datum/mood_event/perform_cpr
description = "<span class='nicegreen'>It feels good to save a life.</span>\n"
mood_change = 6
timeout = 3000
/datum/mood_event/oblivious
description = "<span class='nicegreen'>What a lovely day.</span>\n"
mood_change = 3
/datum/mood_event/happytable
description = "<span class='nicegreen'>They want to play on the table!</span>\n"
mood_change = 2
timeout = 1200
/datum/mood_event/jolly
description = "<span class='nicegreen'>I feel happy for no particular reason.</span>\n"
mood_change = 6
timeout = 1200
/datum/mood_event/focused
description = "<span class='nicegreen'>I have a goal, and I will reach it, whatever it takes!</span>\n" //Used for syndies, nukeops etc so they can focus on their goals
mood_change = 12
hidden = TRUE
/datum/mood_event/revolution
description = "<span class='nicegreen'>VIVA LA REVOLUTION!</span>\n"
mood_change = 3
hidden = TRUE
/datum/mood_event/cult
description = "<span class='nicegreen'>I have seen the truth, praise the almighty one!</span>\n"
mood_change = 40 //maybe being a cultist isnt that bad after all
hidden = TRUE
/datum/mood_event/niceroom
description = "<span class='nicegreen'>This room looks really pretty!</span>\n"
mood_change = 4
/datum/mood_event/greatroom
description = "<span class='nicegreen'>This room is beautiful!</span>\n"
mood_change = 7

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@@ -0,0 +1,19 @@
/datum/mood_event
var/description ///For descriptions, use the span classes bold nicegreen, nicegreen, none, warning and boldwarning in order from great to horrible.
var/mood_change = 0
var/timeout = 0
var/hidden = FALSE//Not shown on examine
var/mob/owner
/datum/mood_event/New(mob/M, param)
owner = M
add_effects(param)
/datum/mood_event/Destroy()
remove_effects()
/datum/mood_event/proc/add_effects(param)
return
/datum/mood_event/proc/remove_effects()
return

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@@ -0,0 +1,54 @@
//nutrition
/datum/mood_event/nutrition/fat
description = "<span class='warning'><B>I'm so fat..</B></span>\n" //muh fatshaming
mood_change = -4
/datum/mood_event/nutrition/wellfed
description = "<span class='nicegreen'>My belly feels round and full.</span>\n"
mood_change = 6
/datum/mood_event/nutrition/fed
description = "<span class='nicegreen'>I have recently had some food.</span>\n"
mood_change = 3
/datum/mood_event/nutrition/hungry
description = "<span class='warning'>I'm getting a bit hungry.</span>\n"
mood_change = -8
/datum/mood_event/nutrition/starving
description = "<span class='boldwarning'>I'm starving!</span>\n"
mood_change = -15
//Disgust
/datum/mood_event/disgust/gross
description = "<span class='warning'>I saw something gross.</span>\n"
mood_change = -2
/datum/mood_event/disgust/verygross
description = "<span class='warning'>I think I'm going to puke...</span>\n"
mood_change = -5
/datum/mood_event/disgust/disgusted
description = "<span class='boldwarning'>Oh god that's disgusting...</span>\n"
mood_change = -8
//Generic needs events
/datum/mood_event/favorite_food
description = "<span class='nicegreen'>I really enjoyed eating that.</span>\n"
mood_change = 3
timeout = 2400
/datum/mood_event/gross_food
description = "<span class='nicegreen'>I really didn't like that food.</span>\n"
mood_change = -2
timeout = 2400
/datum/mood_event/disgusting_food
description = "<span class='nicegreen'>That food was disgusting!</span>\n"
mood_change = -4
timeout = 2400
/datum/mood_event/nice_shower
description = "<span class='nicegreen'>I have recently had a nice shower.</span>\n"
mood_change = 2
timeout = 1800

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@@ -11,6 +11,9 @@
owner.visible_message("<span class='danger'>[owner] starts having a seizure!</span>", "<span class='userdanger'>You have a seizure!</span>")
owner.Unconscious(200)
owner.Jitter(1000)
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.add_event("epilepsy", /datum/mood_event/epilepsy)
addtimer(CALLBACK(src, .proc/jitter_less, owner), 90)
/datum/mutation/human/epilepsy/proc/jitter_less(mob/living/carbon/human/owner)

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@@ -14,6 +14,9 @@
owner.add_trait(TRAIT_STUNIMMUNE, TRAIT_HULK)
owner.add_trait(TRAIT_PUSHIMMUNE, TRAIT_HULK)
owner.update_body_parts()
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.add_event("hulk", /datum/mood_event/hulk)
/datum/mutation/human/hulk/on_attack_hand(mob/living/carbon/human/owner, atom/target, proximity)
if(proximity) //no telekinetic hulk attack
@@ -30,7 +33,10 @@
owner.remove_trait(TRAIT_STUNIMMUNE, TRAIT_HULK)
owner.remove_trait(TRAIT_PUSHIMMUNE, TRAIT_HULK)
owner.update_body_parts()
GET_COMPONENT_FROM(mood, /datum/component/mood, owner)
if(mood)
mood.clear_event("hulk")
/datum/mutation/human/hulk/say_mod(message)
if(message)
message = "[uppertext(replacetext(message, ".", "!"))]!!"

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@@ -81,3 +81,26 @@
mob_trait = TRAIT_VORACIOUS
gain_text = "<span class='notice'>You feel HONGRY.</span>"
lose_text = "<span class='danger'>You no longer feel HONGRY.</span>"
/datum/trait/jolly
name = "Jolly"
desc = "You sometimes just feel happy, for no reason at all."
value = 1
mob_trait = TRAIT_JOLLY
/datum/trait/apathetic
name = "Apathetic"
desc = "You just don't care as much as other people, that's nice to have in a place like this, I guess."
value = 1
/datum/trait/apathetic/add()
GET_COMPONENT_FROM(mood, /datum/component/mood, trait_holder)
if(mood)
mood.mood_modifier = 0.8
/datum/trait/apathetic/remove()
GET_COMPONENT_FROM(mood, /datum/component/mood, trait_holder)
if(mood)
mood.mood_modifier = 1 //Change this once/if species get their own mood modifiers.

View File

@@ -154,3 +154,12 @@
else if(prob(0.5) && dumb_thing)
to_chat(H, "<span class='danger'>You think of a dumb thing you said a long time ago and scream internally.</span>")
dumb_thing = FALSE //only once per life
/datum/trait/depression
name = "Depression"
desc = "You sometimes just hate life."
mob_trait = TRAIT_DEPRESSION
value = -1
gain_text = "<span class='danger'>You start feeling depressed.</span>"
lose_text = "<span class='notice'>You no longer feel depressed.</span>" //if only it were that easy!
medical_record_text = "Patient has a severe mood disorder causing them to experience sudden moments of sadness."

View File

@@ -31,6 +31,9 @@
var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/beauty = 0 //To see how clean/dirty this area is, only works with indoors areas.
var/areasize = 0 //Size of the area in tiles, only calculated for indoors areas.
var/power_equip = TRUE
var/power_light = TRUE
var/power_environ = TRUE
@@ -145,6 +148,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(!areas_in_z["[z]"])
areas_in_z["[z]"] = list()
areas_in_z["[z]"] += src
update_area_size()
return INITIALIZE_HINT_LATELOAD
@@ -497,6 +501,10 @@ GLOBAL_LIST_EMPTY(teleportlocs)
L.client.played = TRUE
addtimer(CALLBACK(L.client, /client/proc/ResetAmbiencePlayed), 600)
GET_COMPONENT_FROM(mood, /datum/component/mood, L)
if(mood)
mood.update_beauty(src)
/client/proc/ResetAmbiencePlayed()
played = FALSE
@@ -524,6 +532,13 @@ GLOBAL_LIST_EMPTY(teleportlocs)
blob_allowed = FALSE
addSorted()
/area/proc/update_area_size()
if(outdoors)
return FALSE
areasize = 0
for(var/turf/T in src.contents)
areasize++
/area/AllowDrop()
CRASH("Bad op: area/AllowDrop() called")

View File

@@ -67,7 +67,10 @@
return INITIALIZE_HINT_QDEL
Reset()
/obj/machinery/computer/arcade/proc/prizevend()
/obj/machinery/computer/arcade/proc/prizevend(mob/user)
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.add_event("arcade", /datum/mood_event/arcade)
if(prob(0.0001)) //1 in a million
new /obj/item/gun/energy/pulse/prize(src)
SSmedals.UnlockMedal(MEDAL_PULSE, usr.client)
@@ -237,7 +240,7 @@
Reset()
obj_flags &= ~EMAGGED
else
prizevend()
prizevend(usr)
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("win", (obj_flags & EMAGGED ? "emagged":"normal")))
@@ -1031,7 +1034,7 @@
message_admins("[key_name_admin(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
log_game("[key_name(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
else
prizevend()
prizevend(usr)
obj_flags &= ~EMAGGED
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"

View File

@@ -4,6 +4,7 @@
var/list/random_icon_states = list()
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/beauty = 0
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
@@ -16,6 +17,7 @@
if(C != src && C.type == src.type && !QDELETED(C))
if (replace_decal(C))
return INITIALIZE_HINT_QDEL
if(LAZYLEN(diseases))
var/list/datum/disease/diseases_to_add = list()
for(var/datum/disease/D in diseases)
@@ -24,6 +26,11 @@
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
/obj/effect/decal/cleanable/LateInitialize()
if(src.loc && isturf(src.loc))
var/area/A = get_area(src)
A.beauty += beauty / max(1, A.areasize) //Ensures that the effects scale with room size
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
@@ -90,3 +97,8 @@
return bloodiness
else
return 0
/obj/effect/decal/cleanable/Destroy()
if(src.loc && isturf(src.loc))
var/area/A = get_area(src)
A.beauty -= beauty / max(1, A.areasize)

View File

@@ -8,6 +8,7 @@
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
bloodiness = MAX_SHOE_BLOODINESS
blood_state = BLOOD_STATE_XENO
beauty = -200
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()

View File

@@ -6,6 +6,7 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS
beauty = -200
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())

View File

@@ -3,6 +3,7 @@
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
beauty = -150
/obj/effect/decal/cleanable/ash
name = "ashes"
@@ -10,6 +11,7 @@
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
beauty = -150
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
@@ -24,6 +26,7 @@
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
beauty = -150
/obj/effect/decal/cleanable/ash/large/Initialize()
. = ..()
@@ -34,6 +37,7 @@
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
beauty = -20
/obj/effect/decal/cleanable/glass/Initialize()
. = ..()
@@ -47,17 +51,20 @@
desc = "Someone should clean that up."
icon_state = "dirt"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
beauty = -150
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
icon_state = "flour"
beauty = -100
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
light_color = LIGHT_COLOR_GREEN
icon_state = "greenglow"
beauty = -100
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
@@ -73,6 +80,7 @@
layer = WALL_OBJ_LAYER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
beauty = -150
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
@@ -84,10 +92,12 @@
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
beauty = -250
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
beauty = -200
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
@@ -96,6 +106,7 @@
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -400
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
if(ishuman(user))
@@ -127,12 +138,14 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
beauty = -125
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
beauty = -125
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
@@ -140,6 +153,7 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
beauty = -125
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
@@ -147,6 +161,7 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
beauty = -125
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
@@ -154,6 +169,7 @@
gender = NEUTER
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
beauty = -125
/obj/effect/decal/cleanable/shreds
name = "shreds"
@@ -161,6 +177,7 @@
icon_state = "shreds"
gender = PLURAL
mergeable_decal = FALSE
beauty = -125
/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
if(severity == 1) //so shreds created during an explosion aren't deleted by the explosion.
@@ -177,12 +194,14 @@
icon = 'icons/effects/tomatodecal.dmi'
icon_state = "salt_pile"
gender = NEUTER
beauty = -125
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/tile_effects.dmi'
gender = NEUTER
beauty = 300
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
@@ -200,4 +219,5 @@
name = "stabilized plasma"
desc = "A puddle of stabilized plasma."
icon_state = "flour"
color = "#C8A5DC"
color = "#C8A5DC"
beauty = -200

View File

@@ -10,6 +10,7 @@
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
mergeable_decal = FALSE
beauty = -200
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
@@ -46,6 +47,7 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
beauty = -125
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
@@ -57,4 +59,4 @@
/obj/effect/decal/cleanable/oil/slippery
/obj/effect/decal/cleanable/oil/slippery/Initialize()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))

View File

@@ -30,4 +30,4 @@
/obj/effect/decal/cleanable/robot_debris/old
name = "dusty robot debris"
desc = "Looks like nobody has touched this in a while."
desc = "Looks like nobody has touched this in a while."

View File

@@ -531,6 +531,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
else
M.take_bodypart_damage(7)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("eye_stab", /datum/mood_event/eye_stab)
add_logs(user, M, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])")
M.adjust_blurriness(3)

View File

@@ -191,6 +191,7 @@
FD.CalculateAffectingAreas()
to_chat(usr, "<span class='notice'>You rename the '[prevname]' to '[str]'.</span>")
log_game("[key_name(usr)] has renamed [prevname] to [str]")
A.update_area_size()
interact()
return 1

View File

@@ -549,6 +549,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/hitzone = user.held_index_to_dir(user.active_hand_index) == "r" ? "r_hand" : "l_hand"
user.apply_damage(5, BURN, hitzone)
user.visible_message("<span class='warning'>After a few attempts, [user] manages to light [src] - however, [user.p_they()] burn their finger in the process.</span>", "<span class='warning'>You burn yourself while lighting the lighter!</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.add_event("burnt_thumb", /datum/mood_event/burnt_thumb)
else
set_lit(FALSE)

View File

@@ -116,6 +116,11 @@
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
/obj/item/weapon/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("honk", /datum/mood_event/honk)
/obj/item/bikehorn/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] solemnly points the horn at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)

View File

@@ -96,6 +96,9 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
H.visible_message("<span class='notice'>[user] heals [H] with the power of [deity_name]!</span>")
to_chat(H, "<span class='boldnotice'>May the power of [deity_name] compel you to be healed!</span>")
playsound(src.loc, "punch", 25, 1, -1)
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.add_event("blessing", /datum/mood_event/blessing)
return 1
/obj/item/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)

View File

@@ -95,7 +95,17 @@
pushed_mob.visible_message("<span class='danger'>[user] pushes [pushed_mob] onto [src].</span>", \
"<span class='userdanger'>[user] pushes [pushed_mob] onto [src].</span>")
add_logs(user, pushed_mob, "pushed")
if(!ishuman(pushed_mob))
return
var/mob/living/carbon/human/H = pushed_mob
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
if(iscatperson(H)) //Catpeople are a bit dumb and think its fun to be on a table
mood.add_event("table", /datum/mood_event/happytable)
H.startTailWag()
addtimer(CALLBACK(H, /mob/living/carbon/human.proc/endTailWag), 30)
else
mood.add_event("table", /datum/mood_event/table)
/obj/structure/table/attackby(obj/item/I, mob/user, params)
if(!(flags_1 & NODECONSTRUCT_1))

View File

@@ -335,6 +335,9 @@
L.ExtinguishMob()
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
L.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
GET_COMPONENT_FROM(mood, /datum/component/mood, L)
if(mood)
mood.add_event("shower", /datum/mood_event/nice_shower)
if(iscarbon(L))
var/mob/living/carbon/M = L
. = TRUE

View File

@@ -199,6 +199,9 @@
if(!(lube&SLIDE_ICE))
playsound(C.loc, 'sound/misc/slip.ogg', 50, 1, -3)
GET_COMPONENT_FROM(mood, /datum/component/mood, C)
if(mood)
mood.add_event("slipped", /datum/mood_event/slipped)
for(var/obj/item/I in C.held_items)
C.accident(I)

View File

@@ -13,7 +13,8 @@ GLOBAL_LIST_EMPTY(antagonists)
var/replace_banned = TRUE //Should replace jobbaned player with ghosts if granted.
var/list/objectives = list()
var/antag_memory = ""//These will be removed with antag datum
var/antag_moodlet //typepath of moodlet that the mob will gain with their status
//Antag panel properties
var/show_in_antagpanel = TRUE //This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
var/antagpanel_category = "Uncategorized" //Antagpanel will display these together, REQUIRED
@@ -67,6 +68,7 @@ GLOBAL_LIST_EMPTY(antagonists)
if(!silent)
greet()
apply_innate_effects()
give_antag_moodies()
if(is_banned(owner.current) && replace_banned)
replace_banned_player()
@@ -88,6 +90,7 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/on_removal()
remove_innate_effects()
clear_antag_moodies()
if(owner)
LAZYREMOVE(owner.antag_datums, src)
if(!silent && owner.current)
@@ -103,6 +106,20 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/farewell()
return
/datum/antagonist/proc/give_antag_moodies()
if(!antag_moodlet)
return
GET_COMPONENT_FROM(mood, /datum/component/mood, owner.current)
if(mood)
mood.add_event("antag_moodlet", antag_moodlet)
/datum/antagonist/proc/clear_antag_moodies()
if(!antag_moodlet)
return
GET_COMPONENT_FROM(mood, /datum/component/mood, owner.current)
if(mood)
mood.add_event("antag_moodlet")
//Returns the team antagonist belongs to if any.
/datum/antagonist/proc/get_team()
return
@@ -183,7 +200,7 @@ GLOBAL_LIST_EMPTY(antagonists)
edit_memory(usr)
owner.traitor_panel()
return
//Some commands might delete/modify this datum clearing or changing owner
var/datum/mind/persistent_owner = owner
@@ -231,4 +248,4 @@ GLOBAL_LIST_EMPTY(antagonists)
name = custom_name
else
return
..()
..()

View File

@@ -4,6 +4,7 @@
job_rank = ROLE_BROTHER
var/special_role = ROLE_BROTHER
var/datum/team/brother_team/team
antag_moodlet = /datum/mood_event/focused
/datum/antagonist/brother/create_team(datum/team/brother_team/new_team)
if(!new_team)
@@ -151,4 +152,4 @@
add_objective(new/datum/objective/steal, TRUE)
/datum/team/brother_team/antag_listing_name()
return "[name] blood brothers"
return "[name] blood brothers"

View File

@@ -7,6 +7,7 @@
roundend_category = "changelings"
antagpanel_category = "Changeling"
job_rank = ROLE_CHANGELING
antag_moodlet = /datum/mood_event/focused
var/you_are_greet = TRUE
var/give_objectives = TRUE
@@ -542,4 +543,4 @@
return ..() + "([changelingID])"
/datum/antagonist/changeling/xenobio/antag_listing_name()
return ..() + "(Xenobio)"
return ..() + "(Xenobio)"

View File

@@ -4,6 +4,7 @@
roundend_category = "clock cultists"
antagpanel_category = "Clockcult"
job_rank = ROLE_SERVANT_OF_RATVAR
antag_moodlet = /datum/mood_event/cult
var/datum/action/innate/hierophant/hierophant_network = new()
var/datum/team/clockcult/clock_team
var/make_team = TRUE //This should be only false for tutorial scarabs
@@ -216,4 +217,4 @@
parts += "<span class='header'>Ratvar's servants were:</span>"
parts += printplayerlist(members - eminence)
return "<div class='panel clockborder'>[parts.Join("<br>")]</div>"
return "<div class='panel clockborder'>[parts.Join("<br>")]</div>"

View File

@@ -4,6 +4,7 @@
name = "Cultist"
roundend_category = "cultists"
antagpanel_category = "Cult"
antag_moodlet = /datum/mood_event/cult
var/datum/action/innate/cult/comm/communion = new
var/datum/action/innate/cult/mastervote/vote = new
var/datum/action/innate/cult/blood_magic/magic = new

View File

@@ -9,6 +9,7 @@
var/role = ERT_SEC
var/high_alert = FALSE
show_in_antagpanel = FALSE
antag_moodlet = /datum/mood_event/focused
/datum/antagonist/ert/on_gain()
update_name()
@@ -71,11 +72,11 @@
/datum/antagonist/ert/greet()
if(!ert_team)
return
var/leader = role == ERT_LEADER || role == DEATHSQUAD_LEADER
to_chat(owner, "<B><font size=3 color=red>You are the [name].</font></B>")
var/missiondesc = "Your squad is being sent on a mission to [station_name()] by Nanotrasen's Security Division."
if(leader) //If Squad Leader
missiondesc += " Lead your squad to ensure the completion of the mission. Board the shuttle when your team is ready."
@@ -83,6 +84,6 @@
missiondesc += " Follow orders given to you by your squad leader."
if(role != DEATHSQUAD && role != DEATHSQUAD_LEADER)
missiondesc += "Avoid civilian casualites when possible."
missiondesc += "<BR><B>Your Mission</B> : [ert_team.mission.explanation_text]"
to_chat(owner,missiondesc)

View File

@@ -3,6 +3,7 @@
antagpanel_category = "Ninja"
job_rank = ROLE_NINJA
show_name_in_check_antagonists = TRUE
antag_moodlet = /datum/mood_event/focused
var/helping_station = FALSE
var/give_objectives = TRUE
var/give_equipment = TRUE
@@ -149,4 +150,4 @@
/datum/antagonist/ninja/proc/update_ninja_icons_removed(var/mob/living/carbon/human/ninja)
var/datum/atom_hud/antag/ninjahud = GLOB.huds[ANTAG_HUD_NINJA]
ninjahud.leave_hud(ninja)
set_antag_hud(ninja, null)
set_antag_hud(ninja, null)

View File

@@ -3,6 +3,7 @@
roundend_category = "syndicate operatives" //just in case
antagpanel_category = "NukeOp"
job_rank = ROLE_OPERATIVE
antag_moodlet = /datum/mood_event/focused
var/datum/team/nuclear/nuke_team
var/always_new_team = FALSE //If not assigned a team by default ops will try to join existing ones, set this to TRUE to always create new team.
var/send_to_spawnpoint = TRUE //Should the user be moved to default spawnpoint.
@@ -136,7 +137,7 @@
to_chat(owner.current, "The nuclear authorization code is: <B>[code]</B>")
else
to_chat(admin, "<span class='danger'>No valid nuke found!</span>")
/datum/antagonist/nukeop/leader
name = "Nuclear Operative Leader"
nukeop_outfit = /datum/outfit/syndicate/leader
@@ -366,4 +367,4 @@
return common_part + disk_report
/datum/team/nuclear/is_gamemode_hero()
return SSticker.mode.name == "nuclear emergency"
return SSticker.mode.name == "nuclear emergency"

View File

@@ -6,6 +6,7 @@
roundend_category = "revolutionaries" // if by some miracle revolutionaries without revolution happen
antagpanel_category = "Revolution"
job_rank = ROLE_REV
antag_moodlet = /datum/mood_event/revolution
var/hud_type = "rev"
var/datum/team/revolution/rev_team
@@ -365,4 +366,4 @@
return common_part + heads_report
/datum/team/revolution/is_gamemode_hero()
return SSticker.mode.name == "revolution"
return SSticker.mode.name == "revolution"

View File

@@ -3,6 +3,7 @@
roundend_category = "traitors"
antagpanel_category = "Traitor"
job_rank = ROLE_TRAITOR
antag_moodlet = /datum/mood_event/focused
var/should_specialise = TRUE //do we split into AI and human, set to true on inital assignment only
var/ai_datum = /datum/antagonist/traitor/AI
var/human_datum = /datum/antagonist/traitor/human
@@ -11,7 +12,7 @@
var/give_objectives = TRUE
var/should_give_codewords = TRUE
/datum/antagonist/traitor/human
show_in_antagpanel = FALSE
@@ -343,7 +344,7 @@
var/static/icon/badass = icon('icons/badass.dmi', "badass")
uplink_text += "<BIG>[icon2html(badass, world)]</BIG>"
result += uplink_text
result += objectives_text
var/special_role_text = lowertext(name)
@@ -361,4 +362,4 @@
<b>The code responses were:</b> <span class='codephrase'>[GLOB.syndicate_code_response]</span><br>"
/datum/antagonist/traitor/is_gamemode_hero()
return SSticker.mode.name == "traitor"
return SSticker.mode.name == "traitor"

View File

@@ -3,6 +3,7 @@
roundend_category = "wizards/witches"
antagpanel_category = "Wizard"
job_rank = ROLE_WIZARD
antag_moodlet = /datum/mood_event/focused
var/give_objectives = TRUE
var/strip = TRUE //strip before equipping
var/allow_rename = TRUE
@@ -331,4 +332,4 @@
parts += "<span class='header'>[master_wizard.owner.name] apprentices were:</span>"
parts += printplayerlist(members - master_wizard.owner)
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"

View File

@@ -21,6 +21,9 @@
if(damagetype & SHAME)
adjustStaminaLoss(200)
suiciding = FALSE
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.add_event("shameful_suicide", /datum/mood_event/shameful_suicide)
return
var/damage_mod = 0
for(var/T in list(BRUTELOSS, FIRELOSS, TOXLOSS, OXYLOSS))

View File

@@ -81,6 +81,20 @@
. = ..()
AddComponent(/datum/component/squeak, list('sound/effects/clownstep1.ogg'=1,'sound/effects/clownstep2.ogg'=1), 50)
/obj/item/clothing/shoes/clown_shoes/equipped(mob/user, slot)
. = ..()
if(user.mind && user.mind.assigned_role == "Clown")
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.clear_event("noshoes")
/obj/item/clothing/shoes/clown_shoes/dropped(mob/user)
. = ..()
if(user.mind && user.mind.assigned_role == "Clown")
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.add_event("noshoes", /datum/mood_event/noshoes)
/obj/item/clothing/shoes/clown_shoes/jester
name = "jester shoes"
desc = "A court jesters shoes, updated with modern squeaking technology."

View File

@@ -75,4 +75,4 @@
rebel.shoot_inventory = 1
if(ISMULTIPLE(activeFor, 8))
originMachine.speak(pick(rampant_speeches))
originMachine.speak(pick(rampant_speeches))

View File

@@ -23,12 +23,21 @@
if(foodtype & H.dna.species.toxic_food)
to_chat(H,"<span class='warning'>What the hell was that thing?!</span>")
H.adjust_disgust(25 + 30 * fraction)
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.add_event("toxic_food", /datum/mood_event/disgusting_food)
else if(foodtype & H.dna.species.disliked_food)
to_chat(H,"<span class='notice'>That didn't taste very good...</span>")
H.adjust_disgust(11 + 15 * fraction)
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.add_event("gross_food", /datum/mood_event/gross_food)
else if(foodtype & H.dna.species.liked_food)
to_chat(H,"<span class='notice'>I love this taste!</span>")
H.adjust_disgust(-5 + -2.5 * fraction)
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.add_event("fav_food", /datum/mood_event/favorite_food)
else
if(foodtype & H.dna.species.toxic_food)
to_chat(H, "<span class='warning'>You don't feel so good...</span>")

View File

@@ -459,4 +459,4 @@
. = O.attack(M, user, def_zone, FALSE)
update_icon()
#undef PANCAKE_MAX_STACK
#undef PANCAKE_MAX_STACK

View File

@@ -56,6 +56,9 @@
if(!H.creamed) // one layer at a time
H.add_overlay(creamoverlay)
H.creamed = TRUE
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.add_event("creampie", /datum/mood_event/creampie)
qdel(src)
/obj/item/reagent_containers/food/snacks/pie/cream/nostun
@@ -244,4 +247,4 @@
icon_state = "frostypie"
bonus_reagents = list("nutriment" = 4, "vitamin" = 6)
tastes = list("mint" = 1, "pie" = 1)
foodtype = GRAIN | FRUIT | SUGAR
foodtype = GRAIN | FRUIT | SUGAR

View File

@@ -316,6 +316,7 @@ h1.alert, h2.alert {color: #000000;}
.unconscious {color: #0000ff; font-weight: bold;}
.suicide {color: #ff5050; font-style: italic;}
.green {color: #03ff39;}
.nicegreen {color: #14a833;}
.shadowling {color: #3b2769;}
.cult {color: #960000;}

View File

@@ -206,6 +206,9 @@
if(dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.add_event("book_nerd", /datum/mood_event/book_nerd)
onclose(user, "book")
else
to_chat(user, "<span class='notice'>This book is completely blank!</span>")

View File

@@ -738,12 +738,17 @@
//called when we get cuffed/uncuffed
/mob/living/carbon/proc/update_handcuffed()
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(handcuffed)
drop_all_held_items()
stop_pulling()
throw_alert("handcuffed", /obj/screen/alert/restrained/handcuffed, new_master = src.handcuffed)
if(mood)
mood.add_event("handcuffed", /datum/mood_event/handcuffed)
else
clear_alert("handcuffed")
if(mood)
mood.clear_event("handcuffed")
update_action_buttons_icon() //some of our action buttons might be unusable when we're handcuffed.
update_inv_handcuffed()
update_hud_handcuffed()

View File

@@ -266,6 +266,9 @@
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [p_them()] feel better!</span>", \
"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.add_event("hug", /datum/mood_event/hug)
AdjustStun(-60)
AdjustKnockdown(-60)
AdjustUnconscious(-60)

View File

@@ -89,7 +89,21 @@
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner.\n"
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
switch(mood.shown_mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
msg += "[t_He] look[p_s()] depressed.\n"
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
msg += "[t_He] look[p_s()] very sad.\n"
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
msg += "[t_He] look[p_s()] a bit down.\n"
if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
msg += "[t_He] look[p_s()] quite happy.\n"
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
msg += "[t_He] look[p_s()] very happy.\n"
if(MOOD_LEVEL_HAPPY4 to INFINITY)
msg += "[t_He] look[p_s()] ecstatic.\n"
msg += "*---------*</span>"

View File

@@ -30,11 +30,17 @@
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/mob/living/carbon/human/ComponentInitialize()
if(!CONFIG_GET(flag/disable_human_mood))
AddComponent(/datum/component/mood)
/mob/living/carbon/human/Destroy()
QDEL_NULL(physiology)
QDEL_NULL_LIST(vore_organs) // CITADEL EDIT belly stuff
return ..()
/mob/living/carbon/human/OpenCraftingMenu()
handcrafting.ui_interact(src)
@@ -223,6 +229,9 @@
usr.visible_message("[usr] successfully rips [I] out of their [L.name]!","<span class='notice'>You successfully remove [I] from your [L.name].</span>")
if(!has_embedded_objects())
clear_alert("embeddedobject")
GET_COMPONENT_FROM(mood, /datum/component/mood, usr)
if(mood)
mood.clear_event("embeddedobject")
return
if(href_list["item"])
@@ -651,6 +660,9 @@
return
src.visible_message("[src] performs CPR on [C.name]!", "<span class='notice'>You perform CPR on [C.name].</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.add_event("perform_cpr", /datum/mood_event/perform_cpr)
C.cpr_time = world.time
add_logs(src, C, "CPRed")

View File

@@ -144,6 +144,9 @@
I.forceMove(src)
L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.add_event("embedded", /datum/mood_event/embedded)
hitpush = FALSE
skipcatch = TRUE //can't catch the now embedded item

View File

@@ -85,6 +85,19 @@
to_chat(src, "<span class='notice'>You don't feel like harming anybody.</span>")
a_intent_change(INTENT_HELP)
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if (getBrainLoss() >= 60 && stat == CONSCIOUS)
if(mood)
mood.add_event("brain_damage", /datum/mood_event/brain_damage)
if(prob(3))
if(prob(25))
emote("drool")
else
say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"))
else
if(mood)
mood.clear_event("brain_damage")
/mob/living/carbon/human/handle_mutations_and_radiation()
if(!dna || !dna.species.handle_mutations_and_radiation(src))
..()
@@ -330,6 +343,9 @@
visible_message("<span class='danger'>[I] falls out of [name]'s [BP.name]!</span>","<span class='userdanger'>[I] falls out of your [BP.name]!</span>")
if(!has_embedded_objects())
clear_alert("embeddedobject")
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.clear_event("embedded")
/mob/living/carbon/human/proc/handle_active_genes()
for(var/datum/mutation/human/HM in dna.mutations)

View File

@@ -1121,6 +1121,16 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if (H.nutrition > 0 && H.stat != DEAD && !H.has_trait(TRAIT_NOHUNGER))
// THEY HUNGER
var/hunger_rate = HUNGER_FACTOR
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
switch(mood.mood) //Alerts do_after delay based on how happy you are
if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
hunger_rate *= 0.9
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
hunger_rate *= 0.8
if(MOOD_LEVEL_HAPPY4 to INFINITY)
hunger_rate *= 0.7
if(H.satiety > 0)
H.satiety--
if(H.satiety < 0)
@@ -1154,14 +1164,31 @@ GLOBAL_LIST_EMPTY(roundstart_races)
to_chat(H, "<span class='notice'>You no longer feel vigorous.</span>")
H.metabolism_efficiency = 1
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
switch(H.nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
if(mood)
mood.add_event("nutrition", /datum/mood_event/nutrition/fat)
H.throw_alert("nutrition", /obj/screen/alert/fat)
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FULL)
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
if(mood)
mood.add_event("nutrition", /datum/mood_event/nutrition/wellfed)
H.clear_alert("nutrition")
if( NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
if(mood)
mood.add_event("nutrition", /datum/mood_event/nutrition/fed)
H.clear_alert("nutrition")
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
if(mood)
mood.clear_event("nutrition")
H.clear_alert("nutrition")
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
if(mood)
mood.add_event("nutrition", /datum/mood_event/nutrition/hungry)
H.throw_alert("nutrition", /obj/screen/alert/hungry)
else
if(0 to NUTRITION_LEVEL_STARVING)
if(mood)
mood.add_event("nutrition", /datum/mood_event/nutrition/starving)
H.throw_alert("nutrition", /obj/screen/alert/starving)
/datum/species/proc/update_health_hud(mob/living/carbon/human/H)
@@ -1262,14 +1289,22 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(I.flags_2 & SLOWS_WHILE_IN_HAND_2)
. += I.slowdown
var/health_deficiency = (100 - H.health + H.staminaloss)
var/hungry = (500 - H.nutrition) / 5 // So overeat would be 100 and default level would be 80
if(health_deficiency >= 40)
if(flight)
. += (health_deficiency / 75)
else
. += (health_deficiency / 25)
if((hungry >= 70) && !flight) //Being hungry won't stop you from using flightpack controls/flapping your wings although it probably will in the wing case but who cares.
. += hungry / 50
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood && !flight) //How can depression slow you down if you can just fly away from your problems?
switch(mood.mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
. += 1.5
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
. += 1
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
. += 0.5
if(H.has_trait(TRAIT_FAT))
. += (1.5 - flight)
if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
@@ -1621,6 +1656,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(H.has_trait(TRAIT_NOBREATH))
return TRUE
/datum/species/proc/handle_environment(datum/gas_mixture/environment, mob/living/carbon/human/H)
if(!environment)
return
@@ -1650,9 +1686,13 @@ GLOBAL_LIST_EMPTY(roundstart_races)
H.adjust_bodytemperature(natural*(1/(thermal_protection+1)) + min(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
// +/- 50 degrees from 310K is the 'safe' zone, where no damage is dealt.
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(H.bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !H.has_trait(TRAIT_RESISTHEAT))
//Body temperature is too hot.
var/burn_damage
if(mood)
mood.clear_event("cold")
mood.add_event("hot", /datum/mood_event/hot)
switch(H.bodytemperature)
if(BODYTEMP_HEAT_DAMAGE_LIMIT to 400)
H.throw_alert("temp", /obj/screen/alert/hot, 1)
@@ -1670,7 +1710,11 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if (H.stat < UNCONSCIOUS && (prob(burn_damage) * 10) / 4) //40% for level 3 damage on humans
H.emote("scream")
H.apply_damage(burn_damage, BURN)
else if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !(GLOB.mutations_list[COLDRES] in H.dna.mutations))
if(mood)
mood.clear_event("hot")
mood.add_event("cold", /datum/mood_event/cold)
switch(H.bodytemperature)
if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
H.throw_alert("temp", /obj/screen/alert/cold, 1)
@@ -1684,6 +1728,9 @@ GLOBAL_LIST_EMPTY(roundstart_races)
else
H.clear_alert("temp")
if(mood)
mood.clear_event("cold")
mood.clear_event("hot")
var/pressure = environment.return_pressure()
var/adjusted_pressure = H.calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
@@ -1778,6 +1825,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
else
H.adjust_bodytemperature(BODYTEMP_HEATING_MAX + (H.fire_stacks * 12))
/datum/species/proc/CanIgniteMob(mob/living/carbon/human/H)
if(H.has_trait(TRAIT_NOFIRE))
return FALSE

View File

@@ -144,6 +144,7 @@
//OXYGEN
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(O2_partialpressure < safe_oxy_min) //Not enough oxygen
if(prob(20))
emote("gasp")
@@ -156,6 +157,8 @@
adjustOxyLoss(3)
failed_last_breath = 1
throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
if(mood)
mood.add_event("suffocation", /datum/mood_event/suffocation)
else //Enough oxygen
failed_last_breath = 0
@@ -163,6 +166,8 @@
adjustOxyLoss(-5)
oxygen_used = breath_gases[/datum/gas/oxygen][MOLES]
clear_alert("not_enough_oxy")
if(mood)
mood.clear_event("suffocation")
breath_gases[/datum/gas/oxygen][MOLES] -= oxygen_used
breath_gases[/datum/gas/carbon_dioxide][MOLES] += oxygen_used

View File

@@ -42,12 +42,17 @@
/mob/living/carbon/adjust_drugginess(amount)
druggy = max(druggy+amount, 0)
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(druggy)
overlay_fullscreen("high", /obj/screen/fullscreen/high)
throw_alert("high", /obj/screen/alert/high)
if(mood)
mood.add_event("high", /datum/mood_event/drugs/high)
else
clear_fullscreen("high")
clear_alert("high")
if(mood)
mood.clear_event("high")
/mob/living/carbon/set_drugginess(amount)
druggy = max(amount, 0)
@@ -97,4 +102,3 @@
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
. = B.cure_all_traumas(resilience)

View File

@@ -952,6 +952,9 @@
"<span class='userdanger'>You're set on fire!</span>")
new/obj/effect/dummy/fire(src)
throw_alert("fire", /obj/screen/alert/fire)
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.add_event("on_fire", /datum/mood_event/on_fire)
update_fire()
return TRUE
return FALSE
@@ -963,6 +966,9 @@
for(var/obj/effect/dummy/fire/F in src)
qdel(F)
clear_alert("fire")
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.clear_event("on_fire")
update_fire()
/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person

View File

@@ -58,3 +58,4 @@
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
beauty = -300

View File

@@ -231,6 +231,9 @@
return
if(!item_to_add)
user.visible_message("[user] pets [src].","<span class='notice'>You rest your hand on [src]'s head for a moment.</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, user)
if(mood)
mood.add_event("pet_corgi", /datum/mood_event/pet_corgi)
return
if(user && !user.temporarilyRemoveItemFromInventory(item_to_add))
@@ -613,6 +616,9 @@
if(M && stat != DEAD) // Added check to see if this mob (the dog) is dead to fix issue 2454
new /obj/effect/temp_visual/heart(loc)
emote("me", 1, "yaps happily!")
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("pet_corgi", /datum/mood_event/pet_corgi)
else
if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
emote("me", 1, "growls!")

View File

@@ -66,6 +66,7 @@
desc = "A small pool of sludge, containing trace amounts of leaper venom."
icon = 'icons/effects/tomatodecal.dmi'
icon_state = "tomato_floor1"
beauty = -200
/obj/structure/leaper_bubble
name = "leaper bubble"

View File

@@ -233,6 +233,9 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_shard)
if(M.z == z)
SEND_SOUND(M, 'sound/magic/charge.ogg')
to_chat(M, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("delam", /datum/mood_event/delam)
if(combined_gas > MOLE_PENALTY_THRESHOLD)
investigate_log("has collapsed into a singularity.", INVESTIGATE_SUPERMATTER)
if(T)

View File

@@ -0,0 +1,203 @@
/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
is_reflectable = TRUE
/obj/item/projectile/energy/chameleon
nodamage = TRUE
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
knockdown = 100
stutter = 5
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
do_sparks(1, TRUE, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if((C.status_flags & CANKNOCKDOWN) && !C.has_trait(TRAIT_STUNIMMUNE))
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, TRUE, src)
..()
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/net/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
if(isliving(target))
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new /obj/effect/nettingportal(Tloc)
..()
/obj/item/projectile/energy/net/on_range()
do_sparks(1, TRUE, src)
..()
/obj/effect/nettingportal
name = "DRAGnet teleportation field"
desc = "A field of bluespace energy, locking on to teleport a target."
icon = 'icons/effects/effects.dmi'
icon_state = "dragnetfield"
light_range = 3
anchored = TRUE
/obj/effect/nettingportal/Initialize()
. = ..()
var/obj/item/device/radio/beacon/teletarget = null
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
teletarget = com.target
addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
/obj/effect/nettingportal/proc/pop(teletarget)
if(teletarget)
for(var/mob/living/L in get_turf(src))
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
else
for(var/mob/living/L in get_turf(src))
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
qdel(src)
/obj/effect/nettingportal/singularity_act()
return
/obj/effect/nettingportal/singularity_pull()
return
/obj/item/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
nodamage = 1
knockdown = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 4
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
else if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
/obj/item/projectile/energy/trap/on_range()
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
..()
/obj/item/projectile/energy/trap/cyborg
name = "Energy Bola"
icon_state = "e_snare"
nodamage = 1
knockdown = 0
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100)
do_sparks(1, TRUE, src)
qdel(src)
if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
B.Crossed(target)
QDEL_IN(src, 10)
..()
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
qdel(src)
/obj/item/projectile/energy/declone
name = "radiation beam"
icon_state = "declone"
damage = 20
damage_type = CLONE
irradiate = 10
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart //ninja throwing dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
knockdown = 100
range = 7
/obj/item/projectile/energy/bolt //ebow bolts
name = "bolt"
icon_state = "cbbolt"
damage = 8
damage_type = TOX
nodamage = 0
knockdown = 100
stutter = 5
/obj/item/projectile/energy/bolt/halloween
name = "candy corn"
icon_state = "candy_corn"
/obj/item/projectile/energy/bolt/large
damage = 20
/obj/item/projectile/energy/tesla
name = "tesla bolt"
icon_state = "tesla_projectile"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
var/chain
/obj/item/projectile/energy/tesla/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/item/projectile/energy/tesla/Destroy()
qdel(chain)
return ..()
/obj/item/projectile/energy/tesla/revolver
name = "energy orb"
/obj/item/projectile/energy/tesla/revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(target, 3, 10000)
qdel(src)
/obj/item/projectile/energy/tesla/cannon
name = "tesla orb"
/obj/item/projectile/energy/tesla/cannon/on_hit(atom/target)
. = ..()
tesla_zap(target, 3, 10000, explosive = FALSE, stun_mobs = FALSE)
qdel(src)

View File

@@ -1,3 +1,4 @@
<<<<<<< HEAD
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
@@ -96,3 +97,103 @@
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
qdel(src)
=======
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/net/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
if(isliving(target))
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new /obj/effect/nettingportal(Tloc)
..()
/obj/item/projectile/energy/net/on_range()
do_sparks(1, TRUE, src)
..()
/obj/effect/nettingportal
name = "DRAGnet teleportation field"
desc = "A field of bluespace energy, locking on to teleport a target."
icon = 'icons/effects/effects.dmi'
icon_state = "dragnetfield"
light_range = 3
anchored = TRUE
/obj/effect/nettingportal/Initialize()
. = ..()
var/obj/item/device/beacon/teletarget = null
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
teletarget = com.target
addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
/obj/effect/nettingportal/proc/pop(teletarget)
if(teletarget)
for(var/mob/living/L in get_turf(src))
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
else
for(var/mob/living/L in get_turf(src))
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
qdel(src)
/obj/effect/nettingportal/singularity_act()
return
/obj/effect/nettingportal/singularity_pull()
return
/obj/item/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
nodamage = 1
knockdown = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 4
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
else if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
/obj/item/projectile/energy/trap/on_range()
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
..()
/obj/item/projectile/energy/trap/cyborg
name = "Energy Bola"
icon_state = "e_snare"
nodamage = 1
knockdown = 0
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100)
do_sparks(1, TRUE, src)
qdel(src)
if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
B.Crossed(target)
QDEL_IN(src, 10)
..()
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
qdel(src)
>>>>>>> 5140cff... [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)

View File

@@ -18,6 +18,9 @@
do_sparks(1, TRUE, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
GET_COMPONENT_FROM(mood, /datum/component/mood, C)
if(mood)
mood.add_event("tased", /datum/mood_event/tased)
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if((C.status_flags & CANKNOCKDOWN) && !C.has_trait(TRAIT_STUNIMMUNE))

View File

@@ -303,6 +303,9 @@
need_mob_update += R.addiction_act_stage4(C)
if(40 to INFINITY)
to_chat(C, "<span class='notice'>You feel like you've gotten over your need for [R.name].</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, C)
if(mood)
mood.clear_event("[R.id]_addiction")
cached_addictions.Remove(R)
addiction_tick++
if(C && need_mob_update) //some of the metabolized reagents had effects on the mob that requires some updates.

View File

@@ -91,24 +91,39 @@
/datum/reagent/proc/overdose_start(mob/living/M)
to_chat(M, "<span class='userdanger'>You feel like you took too much of [name]!</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("[id]_overdose", /datum/mood_event/drugs/overdose, name)
return
/datum/reagent/proc/addiction_act_stage1(mob/living/M)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("[id]_overdose", /datum/mood_event/drugs/withdrawal_light, name)
if(prob(30))
to_chat(M, "<span class='notice'>You feel like having some [name] right about now.</span>")
return
/datum/reagent/proc/addiction_act_stage2(mob/living/M)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("[id]_overdose", /datum/mood_event/drugs/withdrawal_medium, name)
if(prob(30))
to_chat(M, "<span class='notice'>You feel like you need [name]. You just can't get enough.</span>")
return
/datum/reagent/proc/addiction_act_stage3(mob/living/M)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("[id]_overdose", /datum/mood_event/drugs/withdrawal_severe, name)
if(prob(30))
to_chat(M, "<span class='danger'>You have an intense craving for [name].</span>")
return
/datum/reagent/proc/addiction_act_stage4(mob/living/M)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("[id]_overdose", /datum/mood_event/drugs/withdrawal_critical, name)
if(prob(30))
to_chat(M, "<span class='boldannounce'>You're not feeling good at all! You really need some [name].</span>")
return

View File

@@ -3,6 +3,12 @@
id = "drug"
metabolization_rate = 0.5 * REAGENTS_METABOLISM
taste_description = "bitterness"
var/trippy = TRUE //Does this drug make you trip?
/datum/reagent/drug/on_mob_delete(mob/living/M)
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood && trippy)
mood.clear_event("[id]_high")
/datum/reagent/drug/space_drugs
name = "Space drugs"
@@ -23,7 +29,9 @@
/datum/reagent/drug/space_drugs/overdose_start(mob/living/M)
to_chat(M, "<span class='userdanger'>You start tripping hard!</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("[id]_overdose", /datum/mood_event/drugs/overdose, name)
/datum/reagent/drug/space_drugs/overdose_process(mob/living/M)
if(M.hallucination < volume && prob(20))
@@ -38,11 +46,15 @@
color = "#60A584" // rgb: 96, 165, 132
addiction_threshold = 30
taste_description = "smoke"
trippy = FALSE
/datum/reagent/drug/nicotine/on_mob_life(mob/living/M)
if(prob(1))
var/smoke_message = pick("You feel relaxed.", "You feel calmed.","You feel alert.","You feel rugged.")
to_chat(M, "<span class='notice'>[smoke_message]</span>")
GET_COMPONENT_FROM(mood, /datum/component/mood, M)
if(mood)
mood.add_event("smoked", /datum/mood_event/drugs/smoked, name)
M.AdjustStun(-20, 0)
M.AdjustKnockdown(-20, 0)
M.AdjustUnconscious(-20, 0)
@@ -57,6 +69,7 @@
taste_description = "mint"
reagent_state = LIQUID
color = "#80AF9C"
trippy = FALSE
/datum/reagent/drug/crank
name = "Crank"

View File

@@ -378,7 +378,7 @@
M.adjust_bodytemperature(5 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL)
..()
/datum/reagent/mushroomhallucinogen
/datum/reagent/drug/mushroomhallucinogen
name = "Mushroom Hallucinogen"
id = "mushroomhallucinogen"
description = "A strong hallucinogenic drug derived from certain species of mushroom."

View File

@@ -56,10 +56,15 @@
/obj/effect/proc_holder/spell/targeted/mime/speak/cast(list/targets,mob/user = usr)
for(var/mob/living/carbon/human/H in targets)
H.mind.miming=!H.mind.miming
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(H.mind.miming)
to_chat(H, "<span class='notice'>You make a vow of silence.</span>")
if(mood)
mood.clear_event("vow")
else
to_chat(H, "<span class='notice'>You break your vow of silence.</span>")
if(mood)
mood.add_event("vow", /datum/mood_event/broken_vow)
// These spells can only be gotten from the "Guide for Advanced Mimery series" for Mime Traitors.

View File

@@ -83,6 +83,9 @@
to_chat(C, "<span class='warning'>The [item_to_retrieve] that was embedded in your [L] has mysteriously vanished. How fortunate!</span>")
if(!C.has_embedded_objects())
C.clear_alert("embeddedobject")
GET_COMPONENT_FROM(mood, /datum/component/mood, C)
if(mood)
mood.clear_event("embedded")
break
else

View File

@@ -19,6 +19,9 @@
affecting.receive_damage(CLAMP(brute_dam/2, 15, 50), CLAMP(burn_dam/2, 0, 50)) //Damage the chest based on limb's existing damage
C.visible_message("<span class='danger'><B>[C]'s [src.name] has been violently dismembered!</B></span>")
C.emote("scream")
GET_COMPONENT_FROM(mood, /datum/component/mood, C)
if(mood)
mood.add_event("dismembered", /datum/mood_event/dismembered)
drop_limb()
if(dam_type == BURN)
@@ -101,6 +104,9 @@
I.forceMove(src)
if(!C.has_embedded_objects())
C.clear_alert("embeddedobject")
GET_COMPONENT_FROM(mood, /datum/component/mood, C)
if(mood)
mood.add_event("embedded")
if(!special)
if(C.dna)

View File

@@ -121,6 +121,9 @@
I.forceMove(T)
clear_alert("embeddedobject")
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
if(mood)
mood.clear_event("embedded")
/mob/living/carbon/proc/has_embedded_objects()
. = 0

View File

@@ -36,21 +36,32 @@
H.blur_eyes(3) //We need to add more shit down here
H.adjust_disgust(-0.5 * disgust_metabolism)
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
switch(H.disgust)
if(0 to DISGUST_LEVEL_GROSS)
H.clear_alert("disgust")
if(mood)
mood.clear_event("disgust")
if(DISGUST_LEVEL_GROSS to DISGUST_LEVEL_VERYGROSS)
H.throw_alert("disgust", /obj/screen/alert/gross)
if(mood)
mood.add_event("disgust", /datum/mood_event/disgust/gross)
if(DISGUST_LEVEL_VERYGROSS to DISGUST_LEVEL_DISGUSTED)
H.throw_alert("disgust", /obj/screen/alert/verygross)
if(mood)
mood.add_event("disgust", /datum/mood_event/disgust/verygross)
if(DISGUST_LEVEL_DISGUSTED to INFINITY)
H.throw_alert("disgust", /obj/screen/alert/disgusted)
if(mood)
mood.add_event("disgust", /datum/mood_event/disgust/disgusted)
/obj/item/organ/stomach/Remove(mob/living/carbon/M, special = 0)
var/mob/living/carbon/human/H = owner
if(istype(H))
H.clear_alert("disgust")
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.clear_event("disgust")
..()

View File

@@ -30,6 +30,9 @@
L.embedded_objects -= I
if(!H.has_embedded_objects())
H.clear_alert("embeddedobject")
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.clear_event("embedded")
if(objects > 0)
user.visible_message("[user] successfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")

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View File

@@ -81,6 +81,7 @@ h1.alert, h2.alert {color: #000000;}
.unconscious {color: #0000ff; font-weight: bold;}
.suicide {color: #ff5050; font-style: italic;}
.green {color: #03ff39;}
.nicegreen {color: #14a833;}
.shadowling {color: #3b2769;}
.cult {color: #960000;}
.cultlarge {color: #960000; font-weight: bold; font-size: 3;}

View File

@@ -222,6 +222,7 @@
#include "code\controllers\subsystem\medals.dm"
#include "code\controllers\subsystem\minimap.dm"
#include "code\controllers\subsystem\mobs.dm"
#include "code\controllers\subsystem\moods.dm"
#include "code\controllers\subsystem\nightshift.dm"
#include "code\controllers\subsystem\npcpool.dm"
#include "code\controllers\subsystem\orbit.dm"
@@ -321,6 +322,7 @@
#include "code\datums\components\jousting.dm"
#include "code\datums\components\knockoff.dm"
#include "code\datums\components\material_container.dm"
#include "code\datums\components\mood.dm"
#include "code\datums\components\ntnet_interface.dm"
#include "code\datums\components\paintable.dm"
#include "code\datums\components\rad_insulation.dm"
@@ -401,6 +403,11 @@
#include "code\datums\martial\psychotic_brawl.dm"
#include "code\datums\martial\sleeping_carp.dm"
#include "code\datums\martial\wrestling.dm"
#include "code\datums\mood_events\drug_events.dm"
#include "code\datums\mood_events\generic_negative_events.dm"
#include "code\datums\mood_events\generic_positive_events.dm"
#include "code\datums\mood_events\mood_event.dm"
#include "code\datums\mood_events\needs_events.dm"
#include "code\datums\mutations\body.dm"
#include "code\datums\mutations\chameleon.dm"
#include "code\datums\mutations\cold_resistance.dm"