[MIRROR] [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#5992)

* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)

cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.

* [READY] Several fixes/changes to mood, longterm mood effects, beauty component
This commit is contained in:
CitadelStationBot
2018-03-19 21:33:18 -05:00
committed by Poojawa
parent 088f3fda5d
commit dad2d44ea2
64 changed files with 394 additions and 345 deletions
+2 -6
View File
@@ -43,9 +43,7 @@
/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)
owner.SendSignal(COMSIG_ADD_MOOD_EVENT, "dumb", /datum/mood_event/oblivious)
..()
/datum/brain_trauma/mild/dumbness/on_life()
@@ -59,9 +57,7 @@
/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")
owner.SendSignal(COMSIG_CLEAR_MOOD_EVENT, "dumb")
..()
/datum/brain_trauma/mild/speech_impediment
+35
View File
@@ -0,0 +1,35 @@
/datum/component/beauty
var/beauty = 0
/datum/component/beauty/Initialize(beautyamount)
if(!ismovableatom(parent))
. = COMPONENT_INCOMPATIBLE
CRASH("Someone put a beauty component on a non-atom/movable, not everything can be pretty.")
beauty = beautyamount
RegisterSignal(COMSIG_ENTER_AREA, .proc/enter_area)
RegisterSignal(COMSIG_EXIT_AREA, .proc/exit_area)
var/area/A = get_area(parent)
if(!A || A.outdoors)
return
A.totalbeauty += beauty
A.update_beauty()
/datum/component/beauty/proc/enter_area(area/A)
if(A.outdoors) //Fuck the outside.
return FALSE
A.totalbeauty += beauty
A.update_beauty()
/datum/component/beauty/proc/exit_area(area/A)
if(A.outdoors) //Fuck the outside.
return FALSE
A.totalbeauty -= beauty
A.update_beauty()
/datum/component/beauty/Destroy()
. = ..()
var/area/A = get_area(parent)
if(!A || A.outdoors)
return
A.totalbeauty -= beauty
A.update_beauty()
+117 -20
View File
@@ -1,10 +1,12 @@
/datum/component/mood
var/mood //Real happiness
var/sanity = 100 //Current sanity
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_level = 5 //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
var/datum/looping_sound/reverse_bear_trap/slow/soundloop //Insanity ticking
/datum/component/mood/Initialize()
if(!isliving(parent))
@@ -12,16 +14,61 @@
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
soundloop = new(list(owner), FALSE, TRUE)
RegisterSignal(COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(COMSIG_ENTER_AREA, .proc/update_beauty)
/datum/component/mood/Destroy()
STOP_PROCESSING(SSmood, src)
QDEL_NULL(soundloop)
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
msg += "<span class='notice'>My mental status: </span>" //Long term
switch(sanity)
if(SANITY_GREAT to INFINITY)
msg += "<span class='nicegreen'>My mind feels like a temple!<span>\n"
if(SANITY_NEUTRAL to SANITY_GREAT)
msg += "<span class='nicegreen'>I have been feeling great lately!<span>\n"
if(SANITY_DISTURBED to SANITY_NEUTRAL)
msg += "<span class='nicegreen'>I have felt quite decent lately.<span>\n"
if(SANITY_UNSTABLE to SANITY_DISTURBED)
msg += "<span class='warning'>I'm feeling a little bit unhinged...</span>\n"
if(SANITY_CRAZY to SANITY_UNSTABLE)
msg += "<span class='boldwarning'>I'm freaking out!!</span>\n"
if(SANITY_INSANE to SANITY_CRAZY)
msg += "<span class='boldwarning'>AHAHAHAHAHAHAHAHAHAH!!</span>\n"
msg += "<span class='notice'>My current mood: </span>" //Short term
switch(mood_level)
if(1)
msg += "<span class='boldwarning'>I wish I was dead!<span>\n"
if(2)
msg += "<span class='boldwarning'>I feel terrible...<span>\n"
if(3)
msg += "<span class='boldwarning'>I feel very upset.<span>\n"
if(4)
msg += "<span class='boldwarning'>I'm a bit sad.<span>\n"
if(5)
msg += "<span class='nicegreen'>I'm alright.<span>\n"
if(6)
msg += "<span class='nicegreen'>I feel pretty okay.<span>\n"
if(7)
msg += "<span class='nicegreen'>I feel pretty good.<span>\n"
if(8)
msg += "<span class='nicegreen'>I feel amazing!<span>\n"
if(9)
msg += "<span class='nicegreen'>I love life!<span>\n"
msg += "<span class='notice'>Moodlets:\n</span>"//All moodlets
if(mood_events.len)
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
msg += event.description
else
msg += "<span class='nicegreen'>Nothing special has happend to me lately!<span>\n"
to_chat(owner, msg)
/datum/component/mood/proc/update_mood() //Called whenever a mood event is added or removed
@@ -54,41 +101,87 @@
mood_level = 8
if(MOOD_LEVEL_HAPPY4 to INFINITY)
mood_level = 9
update_mood_icon()
/datum/component/mood/proc/update_mood_icon()
if(owner.client && owner.hud_used)
owner.hud_used.mood.icon_state = "mood[mood_level]"
if(sanity < 25)
owner.hud_used.mood.icon_state = "mood_insane"
else
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)
switch(sanity)
if(SANITY_INSANE to SANITY_CRAZY)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 3)
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
update_mood_icon()
if(prob(7))
owner.playsound_local(null, pick(CREEPY_SOUNDS), 100, 1)
soundloop.start()
if(SANITY_INSANE to SANITY_UNSTABLE)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 2)
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
if(prob(3))
owner.playsound_local(null, pick(CREEPY_SOUNDS), 60, 1)
soundloop.stop()
if(SANITY_UNSTABLE to SANITY_DISTURBED)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 1)
if(MOOD_LEVEL_SAD2 to INFINITY)
soundloop.stop()
if(SANITY_DISTURBED to SANITY_GREAT)
owner.clear_fullscreen("depression")
soundloop.stop()
switch(mood_level)
if(1)
DecreaseSanity(0.4)
if(2)
DecreaseSanity(0.25)
if(3)
DecreaseSanity(0.15)
if(4)
DecreaseSanity(0.05)
if(5)
IncreaseSanity(0.1)
if(6)
IncreaseSanity(0.15)
if(7)
IncreaseSanity(0.20)
if(8)
IncreaseSanity(0.25, 125)
if(9)
IncreaseSanity(0.4, 125)
if(owner.has_trait(TRAIT_DEPRESSION))
if(prob(0.1))
if(prob(0.05))
add_event("depression", /datum/mood_event/depression)
clear_event("jolly")
if(owner.has_trait(TRAIT_JOLLY))
if(prob(0.1))
if(prob(0.05))
add_event("jolly", /datum/mood_event/jolly)
clear_event("depression")
var/area/A = get_area(owner)
if(A)
update_beauty(A)
/datum/component/mood/proc/DecreaseSanity(amount)
sanity = max(0, sanity - amount)
/datum/component/mood/proc/IncreaseSanity(amount, limit = 99)
if(sanity > limit)
DecreaseSanity(-0.5) //Removes some sanity to go back to our current limit.
else
sanity = min(limit, sanity + amount)
/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)
the_event = new type(src, param)
mood_events[category] = the_event
update_mood()
@@ -105,18 +198,22 @@
qdel(event)
update_mood()
/datum/component/mood/proc/update_beauty(var/area/A)
/datum/component/mood/proc/update_beauty(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)
add_event("area_beauty", /datum/mood_event/horridroom)
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
add_event("area_beauty", /datum/mood_event/grossroom)
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_GOOD)
add_event("area_beauty", /datum/mood_event/badroom)
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_MEH)
add_event("area_beauty", /datum/mood_event/mehroom)
if(BEAUTY_LEVEL_MEH to BEAUTY_LEVEL_DECENT)
clear_event("area_beauty")
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
add_event("area_beauty", /datum/mood_event/decentroom)
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
add_event("area_beauty", /datum/mood_event/niceroom)
add_event("area_beauty", /datum/mood_event/goodroom)
if(BEAUTY_LEVEL_GREAT to INFINITY)
add_event("area_beauty", /datum/mood_event/greatroom)
@@ -41,6 +41,12 @@
mid_length = 3.5
volume = 25
/datum/looping_sound/reverse_bear_trap/slow
mid_sounds = list('sound/effects/clock_tick.ogg')
mid_length = 10
volume = 40
/datum/looping_sound/reverse_bear_trap_beep
mid_sounds = list('sound/machines/beep.ogg')
mid_length = 60
+23
View File
@@ -0,0 +1,23 @@
/datum/mood_event/horridroom
description = "<span class='boldwarning'>This room looks terrible!</span>\n"
mood_change = -5
/datum/mood_event/badroom
description = "<span class='warning'>This room looks really bad.</span>\n"
mood_change = -3
/datum/mood_event/mehroom
description = "<span class='warning'>This room doesn't look great.</span>\n"
mood_change = -1
/datum/mood_event/decentroom
description = "<span class='nicegreen'>This room looks alright.</span>\n"
mood_change = 2
/datum/mood_event/goodroom
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
@@ -49,7 +49,7 @@
/datum/mood_event/depression
description = "<span class='warning'>I feel sad for no particular reason.</span>\n"
mood_change = -6
mood_change = -9
timeout = 1200
/datum/mood_event/shameful_suicide //suicide_acts that return SHAME, like sord
@@ -64,7 +64,7 @@
/datum/mood_event/noshoes
description = "<span class='warning'>I am a disgrace to comedy everywhere!</span>\n"
mood_change = -3
mood_change = -5
/datum/mood_event/tased
description = "<span class='warning'>There's no \"z\" in \"taser\". It's in the zap.</span>\n"
@@ -73,13 +73,22 @@
/datum/mood_event/embedded
description = "<span class='boldwarning'>Pull it out!</span>\n"
mood_change = -6
mood_change = -7
/datum/mood_event/table
description = "<span class='warning'>Someone threw me on a table!</span>\n"
mood_change = -2
timeout = 1200
/datum/mood_event/table/add_effects()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(iscatperson(H))
H.startTailWag()
addtimer(CALLBACK(H, /mob/living/carbon/human.proc/endTailWag), 30)
description = "<span class='nicegreen'>They want to play on the table!</span>\n"
mood_change = 2
/datum/mood_event/brain_damage
mood_change = -3
@@ -96,15 +105,6 @@
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"
@@ -37,11 +37,6 @@
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
@@ -61,11 +56,3 @@
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
+1 -3
View File
@@ -11,9 +11,7 @@
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)
owner.SendSignal(COMSIG_ADD_MOOD_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)
+3 -7
View File
@@ -14,9 +14,7 @@
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)
owner.SendSignal(COMSIG_ADD_MOOD_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
@@ -33,10 +31,8 @@
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")
owner.SendSignal(COMSIG_CLEAR_MOOD_EVENT, "hulk")
/datum/mutation/human/hulk/say_mod(message)
if(message)
message = "[uppertext(replacetext(message, ".", "!"))]!!"