* [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
188 lines
6.4 KiB
Plaintext
188 lines
6.4 KiB
Plaintext
/obj/effect/decal/cleanable/blood
|
|
name = "blood"
|
|
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
|
|
icon = 'icons/effects/blood.dmi'
|
|
icon_state = "floor1"
|
|
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
|
blood_state = BLOOD_STATE_HUMAN
|
|
bloodiness = MAX_SHOE_BLOODINESS
|
|
beauty = -250
|
|
|
|
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
|
|
C.add_blood_DNA(return_blood_DNA())
|
|
return ..()
|
|
|
|
/obj/effect/decal/cleanable/blood/old
|
|
name = "dried blood"
|
|
desc = "Looks like it's been here a while. Eew."
|
|
bloodiness = 0
|
|
|
|
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
|
|
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
|
|
add_blood_DNA(list("Non-human DNA" = "A+")) // Needs to happen before ..()
|
|
return ..()
|
|
|
|
/obj/effect/decal/cleanable/blood/splatter
|
|
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks
|
|
icon_state = "tracks"
|
|
desc = "They look like tracks left by wheels."
|
|
random_icon_states = null
|
|
|
|
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
|
|
name = "blood"
|
|
icon_state = "ltrails_1"
|
|
desc = "Your instincts say you shouldn't be following these."
|
|
random_icon_states = null
|
|
var/list/existing_dirs = list()
|
|
|
|
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
|
|
return TRUE
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs
|
|
name = "gibs"
|
|
desc = "They look bloody and gruesome."
|
|
icon = 'icons/effects/blood.dmi'
|
|
icon_state = "gibbl5"
|
|
layer = LOW_OBJ_LAYER
|
|
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
|
|
mergeable_decal = FALSE
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
|
|
. = ..()
|
|
reagents.add_reagent("liquidgibs", 5)
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
|
|
return
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
|
|
set waitfor = 0
|
|
var/direction = pick(directions)
|
|
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
|
|
sleep(2)
|
|
if(i > 0)
|
|
var/list/datum/disease/diseases
|
|
GET_COMPONENT(infective, /datum/component/infective)
|
|
if(infective)
|
|
diseases = infective.diseases
|
|
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
|
|
if(!step_to(src, get_step(src, direction), 0))
|
|
break
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/up
|
|
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/down
|
|
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/body
|
|
random_icon_states = list("gibhead", "gibtorso")
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/torso
|
|
random_icon_states = list("gibtorso")
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/limb
|
|
random_icon_states = list("gibleg", "gibarm")
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/core
|
|
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/old
|
|
name = "old rotting gibs"
|
|
desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
|
|
bloodiness = 0
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
|
|
. = ..()
|
|
setDir(pick(1,2,4,8))
|
|
icon_state += "-old"
|
|
add_blood_DNA(list("Non-human DNA" = "A+"))
|
|
|
|
/obj/effect/decal/cleanable/blood/drip
|
|
name = "drips of blood"
|
|
desc = "It's red."
|
|
icon_state = "1"
|
|
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
|
|
bloodiness = 0
|
|
var/drips = 1
|
|
|
|
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
|
|
return TRUE
|
|
|
|
|
|
//BLOODY FOOTPRINTS
|
|
/obj/effect/decal/cleanable/blood/footprints
|
|
name = "footprints"
|
|
icon = 'icons/effects/footprints.dmi'
|
|
icon_state = "nothingwhatsoever"
|
|
desc = "WHOSE FOOTPRINTS ARE THESE?"
|
|
random_icon_states = null
|
|
var/entered_dirs = 0
|
|
var/exited_dirs = 0
|
|
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
|
|
var/list/shoe_types = list()
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
|
|
..()
|
|
if(ishuman(O))
|
|
var/mob/living/carbon/human/H = O
|
|
var/obj/item/clothing/shoes/S = H.shoes
|
|
if(S && S.bloody_shoes[blood_state])
|
|
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
|
shoe_types |= S.type
|
|
if (!(entered_dirs & H.dir))
|
|
entered_dirs |= H.dir
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
|
|
..()
|
|
if(ishuman(O))
|
|
var/mob/living/carbon/human/H = O
|
|
var/obj/item/clothing/shoes/S = H.shoes
|
|
if(S && S.bloody_shoes[blood_state])
|
|
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
|
shoe_types |= S.type
|
|
if (!(exited_dirs & H.dir))
|
|
exited_dirs |= H.dir
|
|
update_icon()
|
|
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/update_icon()
|
|
cut_overlays()
|
|
|
|
for(var/Ddir in GLOB.cardinals)
|
|
if(entered_dirs & Ddir)
|
|
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
|
|
if(!bloodstep_overlay)
|
|
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
|
|
add_overlay(bloodstep_overlay)
|
|
if(exited_dirs & Ddir)
|
|
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
|
|
if(!bloodstep_overlay)
|
|
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
|
|
add_overlay(bloodstep_overlay)
|
|
|
|
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
|
|
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
|
|
. = ..()
|
|
if(shoe_types.len)
|
|
. += "You recognise the footprints as belonging to:\n"
|
|
for(var/shoe in shoe_types)
|
|
var/obj/item/clothing/shoes/S = shoe
|
|
. += "[icon2html(initial(S.icon), user)] Some <B>[initial(S.name)]</B>.\n"
|
|
|
|
to_chat(user, .)
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
|
|
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
|
|
return
|
|
..()
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
|
|
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
|
|
return 1
|
|
return 0
|