/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 = "*---------*\nYour current mood\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)