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GS13NG/code/datums/components/mood.dm
CitadelStationBot dad2d44ea2 [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
2018-03-19 21:33:18 -05:00

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/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 = 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))
. = 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
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"
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
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
update_mood_icon()
/datum/component/mood/proc/update_mood_icon()
if(owner.client && owner.hud_used)
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(sanity)
if(SANITY_INSANE to SANITY_CRAZY)
owner.overlay_fullscreen("depression", /obj/screen/fullscreen/depression, 3)
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(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)
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(0.05))
add_event("depression", /datum/mood_event/depression)
clear_event("jolly")
if(owner.has_trait(TRAIT_JOLLY))
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)
else
return 0 //Don't have to update the event.
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(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/horridroom)
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
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/goodroom)
if(BEAUTY_LEVEL_GREAT to INFINITY)
add_event("area_beauty", /datum/mood_event/greatroom)