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GS13NG/code/__DEFINES/mobs.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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/*ALL MOB-RELATED DEFINES THAT DON'T BELONG IN ANOTHER FILE GO HERE*/
//Misc mob defines
//Ready states at roundstart for mob/dead/new_player
#define PLAYER_NOT_READY 0
#define PLAYER_READY_TO_PLAY 1
#define PLAYER_READY_TO_OBSERVE 2
//movement intent defines for the m_intent var
#define MOVE_INTENT_WALK "walk"
#define MOVE_INTENT_RUN "run"
//Blood levels
#define BLOOD_VOLUME_MAXIMUM 2000
#define BLOOD_VOLUME_SLIME_SPLIT 1120
#define BLOOD_VOLUME_NORMAL 560
#define BLOOD_VOLUME_SAFE 475
#define BLOOD_VOLUME_OKAY 336
#define BLOOD_VOLUME_BAD 224
#define BLOOD_VOLUME_SURVIVE 122
//Sizes of mobs, used by mob/living/var/mob_size
#define MOB_SIZE_TINY 0
#define MOB_SIZE_SMALL 1
#define MOB_SIZE_HUMAN 2
#define MOB_SIZE_LARGE 3
//Ventcrawling defines
#define VENTCRAWLER_NONE 0
#define VENTCRAWLER_NUDE 1
#define VENTCRAWLER_ALWAYS 2
//Bloodcrawling defines
#define BLOODCRAWL 1
#define BLOODCRAWL_EAT 2
//Organ defines for carbon mobs
#define ORGAN_ORGANIC 1
#define ORGAN_ROBOTIC 2
#define BODYPART_ORGANIC 1
#define BODYPART_ROBOTIC 2
#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
#define MONKEY_BODYPART "monkey"
#define ALIEN_BODYPART "alien"
#define LARVA_BODYPART "larva"
#define DEVIL_BODYPART "devil"
/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
//Brain Damage defines
#define BRAIN_DAMAGE_MILD 20
#define BRAIN_DAMAGE_SEVERE 100
#define BRAIN_DAMAGE_DEATH 200
#define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild
#define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe
#define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special
#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
#define TRAUMA_RESILIENCE_MAGIC 4 //Curable only with magic
#define TRAUMA_RESILIENCE_ABSOLUTE 5 //This is here to stay
//Limit of traumas for each resilience tier
#define TRAUMA_LIMIT_BASIC 3
#define TRAUMA_LIMIT_SURGERY 2
#define TRAUMA_LIMIT_LOBOTOMY 3
#define TRAUMA_LIMIT_MAGIC 3
#define TRAUMA_LIMIT_ABSOLUTE INFINITY
#define BRAIN_DAMAGE_INTEGRITY_MULTIPLIER 0.5
//Surgery Defines
#define BIOWARE_GENERIC "generic"
#define BIOWARE_NERVES "nerves"
#define BIOWARE_CIRCULATION "circulation"
//Health hud screws for carbon mobs
#define SCREWYHUD_NONE 0
#define SCREWYHUD_CRIT 1
#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 -12
#define MOOD_LEVEL_SAD3 -18
#define MOOD_LEVEL_SAD4 -25
//Sanity levels for humans
#define SANITY_GREAT 125
#define SANITY_NEUTRAL 100
#define SANITY_DISTURBED 75
#define SANITY_UNSTABLE 50
#define SANITY_CRAZY 25
#define SANITY_INSANE 0
//Beauty levels of areas for carbons
#define BEAUTY_LEVEL_HORRID -100
#define BEAUTY_LEVEL_BAD -66
#define BEAUTY_LEVEL_MEH -33
#define BEAUTY_LEVEL_DECENT 33
#define BEAUTY_LEVEL_GOOD 66
#define BEAUTY_LEVEL_GREAT 100
//Nutrition levels for humans
#define NUTRITION_LEVEL_FAT 600
#define NUTRITION_LEVEL_FULL 550
#define NUTRITION_LEVEL_WELL_FED 450
#define NUTRITION_LEVEL_FED 350
#define NUTRITION_LEVEL_HUNGRY 250
#define NUTRITION_LEVEL_STARVING 150
#define NUTRITION_LEVEL_START_MIN 250
#define NUTRITION_LEVEL_START_MAX 400
//Disgust levels for humans
#define DISGUST_LEVEL_MAXEDOUT 150
#define DISGUST_LEVEL_DISGUSTED 75
#define DISGUST_LEVEL_VERYGROSS 50
#define DISGUST_LEVEL_GROSS 25
//Slime evolution threshold. Controls how fast slimes can split/grow
#define SLIME_EVOLUTION_THRESHOLD 10
//Slime commands defines
#define SLIME_FRIENDSHIP_FOLLOW 3 //Min friendship to order it to follow
#define SLIME_FRIENDSHIP_STOPEAT 5 //Min friendship to order it to stop eating someone
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 //Min friendship to order it to stop eating someone without it losing friendship
#define SLIME_FRIENDSHIP_STOPCHASE 4 //Min friendship to order it to stop chasing someone (their target)
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 //Min friendship to order it to stop chasing someone (their target) without it losing friendship
#define SLIME_FRIENDSHIP_STAY 3 //Min friendship to order it to stay
#define SLIME_FRIENDSHIP_ATTACK 8 //Min friendship to order it to attack
//Sentience types, to prevent things like sentience potions from giving bosses sentience
#define SENTIENCE_ORGANIC 1
#define SENTIENCE_ARTIFICIAL 2
// #define SENTIENCE_OTHER 3 unused
#define SENTIENCE_MINEBOT 4
#define SENTIENCE_BOSS 5
//Mob AI Status
//Hostile simple animals
//If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
#define AI_ON 1
#define AI_IDLE 2
#define AI_OFF 3
#define AI_Z_OFF 4
//determines if a mob can smash through it
#define ENVIRONMENT_SMASH_NONE 0
#define ENVIRONMENT_SMASH_STRUCTURES 1 //crates, lockers, ect
#define ENVIRONMENT_SMASH_WALLS 2 //walls
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
#define NO_SLIP_WHEN_WALKING 1
#define SLIDE 2
#define GALOSHES_DONT_HELP 4
#define SLIDE_ICE 8
#define MAX_CHICKENS 50
#define UNHEALING_EAR_DAMAGE 100
#define INCORPOREAL_MOVE_BASIC 1
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
//Secbot and ED209 judgement criteria bitflag values
#define JUDGE_EMAGGED 1
#define JUDGE_IDCHECK 2
#define JUDGE_WEAPONCHECK 4
#define JUDGE_RECORDCHECK 8
//ED209's ignore monkeys
#define JUDGE_IGNOREMONKEYS 16
#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
#define SHADOW_SPECIES_LIGHT_THRESHOLD 0.2
// Offsets defines
#define OFFSET_UNIFORM "uniform"
#define OFFSET_ID "id"
#define OFFSET_GLOVES "gloves"
#define OFFSET_GLASSES "glasses"
#define OFFSET_EARS "ears"
#define OFFSET_SHOES "shoes"
#define OFFSET_S_STORE "s_store"
#define OFFSET_FACEMASK "mask"
#define OFFSET_HEAD "head"
#define OFFSET_FACE "face"
#define OFFSET_BELT "belt"
#define OFFSET_BACK "back"
#define OFFSET_SUIT "suit"
#define OFFSET_NECK "neck"
//MINOR TWEAKS/MISC
#define AGE_MIN 18 //youngest a character can be
#define AGE_MAX 85 //oldest a character can be
#define WIZARD_AGE_MIN 30 //youngest a wizard can be
#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
// Roundstart trait system
#define MAX_TRAITS 6 //The maximum amount of traits one character can have at roundstart
// AI Toggles
#define AI_CAMERA_LUMINOSITY 5
#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.