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GS13NG/code/game/objects/structures/flora.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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/obj/structure/flora
resistance_flags = FLAMMABLE
max_integrity = 150
anchored = TRUE
//trees
/obj/structure/flora/tree
name = "tree"
desc = "A large tree."
density = TRUE
pixel_x = -16
layer = FLY_LAYER
var/log_amount = 10
/obj/structure/flora/tree/attackby(obj/item/W, mob/user, params)
if(log_amount && (!(flags_1 & NODECONSTRUCT_1)))
if(W.sharpness && W.force > 0)
if(W.hitsound)
playsound(get_turf(src), W.hitsound, 100, 0, 0)
user.visible_message("<span class='notice'>[user] begins to cut down [src] with [W].</span>","<span class='notice'>You begin to cut down [src] with [W].</span>", "You hear the sound of sawing.")
if(do_after(user, 1000/W.force, target = src)) //5 seconds with 20 force, 8 seconds with a hatchet, 20 seconds with a shard.
user.visible_message("<span class='notice'>[user] fells [src] with the [W].</span>","<span class='notice'>You fell [src] with the [W].</span>", "You hear the sound of a tree falling.")
playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100 , 0, 0)
for(var/i=1 to log_amount)
new /obj/item/grown/log/tree(get_turf(src))
var/obj/structure/flora/stump/S = new(loc)
S.name = "[name] stump"
qdel(src)
else
return ..()
/obj/structure/flora/stump
name = "stump"
desc = "This represents our promise to the crew, and the station itself, to cut down as many trees as possible." //running naked through the trees
icon = 'icons/obj/flora/pinetrees.dmi'
icon_state = "tree_stump"
density = FALSE
pixel_x = -16
/obj/structure/flora/tree/pine
name = "pine tree"
desc = "A coniferous pine tree."
icon = 'icons/obj/flora/pinetrees.dmi'
icon_state = "pine_1"
var/list/icon_states = list("pine_1", "pine_2", "pine_3")
/obj/structure/flora/tree/pine/Initialize()
. = ..()
if(islist(icon_states && icon_states.len))
icon_state = pick(icon_states)
/obj/structure/flora/tree/pine/xmas
name = "xmas tree"
desc = "A wondrous decorated Christmas tree."
icon_state = "pine_c"
icon_states = null
/obj/structure/flora/tree/pine/xmas/presents
icon_state = "pinepresents"
desc = "A wondrous decorated Christmas tree. It has presents!"
var/gift_type = /obj/item/a_gift/anything
var/list/ckeys_that_took = list()
/obj/structure/flora/tree/pine/xmas/presents/attack_hand(mob/living/user)
if(!user.ckey)
return
if(ckeys_that_took[user.ckey])
to_chat(user, "<span class='warning'>There are no presents with your name on.</span>")
return
to_chat(user, "<span class='warning'>After a bit of rummaging, you locate a gift with your name on it!</span>")
ckeys_that_took[user.ckey] = TRUE
var/obj/item/G = new gift_type(src)
user.put_in_hands(G)
/obj/structure/flora/tree/dead
icon = 'icons/obj/flora/deadtrees.dmi'
desc = "A dead tree. How it died, you know not."
icon_state = "tree_1"
/obj/structure/flora/tree/palm
icon = 'icons/misc/beach2.dmi'
desc = "A tree straight from the tropics."
icon_state = "palm1"
/obj/structure/flora/tree/palm/Initialize()
. = ..()
icon_state = pick("palm1","palm2")
pixel_x = 0
/obj/structure/festivus
name = "festivus pole"
icon = 'icons/obj/flora/pinetrees.dmi'
icon_state = "festivus_pole"
desc = "During last year's Feats of Strength the Research Director was able to suplex this passing immobile rod into a planter."
/obj/structure/flora/tree/dead/Initialize()
icon_state = "tree_[rand(1, 6)]"
. = ..()
/obj/structure/flora/tree/jungle
name = "tree"
icon_state = "tree"
desc = "It's seriously hampering your view of the jungle."
icon = 'icons/obj/flora/jungletrees.dmi'
pixel_x = -48
pixel_y = -20
/obj/structure/flora/tree/jungle/Initialize()
icon_state = "[icon_state][rand(1, 6)]"
. = ..()
/obj/structure/flora/tree/jungle/small
pixel_y = 0
pixel_x = -32
icon = 'icons/obj/flora/jungletreesmall.dmi'
//grass
/obj/structure/flora/grass
name = "grass"
desc = "A patch of overgrown grass."
icon = 'icons/obj/flora/snowflora.dmi'
gender = PLURAL //"this is grass" not "this is a grass"
/obj/structure/flora/grass/brown
icon_state = "snowgrass1bb"
/obj/structure/flora/grass/brown/Initialize()
icon_state = "snowgrass[rand(1, 3)]bb"
. = ..()
/obj/structure/flora/grass/green
icon_state = "snowgrass1gb"
/obj/structure/flora/grass/green/Initialize()
icon_state = "snowgrass[rand(1, 3)]gb"
. = ..()
/obj/structure/flora/grass/both
icon_state = "snowgrassall1"
/obj/structure/flora/grass/both/Initialize()
icon_state = "snowgrassall[rand(1, 3)]"
. = ..()
//bushes
/obj/structure/flora/bush
name = "bush"
desc = "Some type of shrub."
icon = 'icons/obj/flora/snowflora.dmi'
icon_state = "snowbush1"
anchored = TRUE
/obj/structure/flora/bush/Initialize()
icon_state = "snowbush[rand(1, 6)]"
. = ..()
//newbushes
/obj/structure/flora/ausbushes
name = "bush"
desc = "Some kind of plant."
icon = 'icons/obj/flora/ausflora.dmi'
icon_state = "firstbush_1"
/obj/structure/flora/ausbushes/Initialize()
if(icon_state == "firstbush_1")
icon_state = "firstbush_[rand(1, 4)]"
. = ..()
/obj/structure/flora/ausbushes/reedbush
icon_state = "reedbush_1"
/obj/structure/flora/ausbushes/reedbush/Initialize()
icon_state = "reedbush_[rand(1, 4)]"
. = ..()
/obj/structure/flora/ausbushes/leafybush
icon_state = "leafybush_1"
/obj/structure/flora/ausbushes/leafybush/Initialize()
icon_state = "leafybush_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/palebush
icon_state = "palebush_1"
/obj/structure/flora/ausbushes/palebush/Initialize()
icon_state = "palebush_[rand(1, 4)]"
. = ..()
/obj/structure/flora/ausbushes/stalkybush
icon_state = "stalkybush_1"
/obj/structure/flora/ausbushes/stalkybush/Initialize()
icon_state = "stalkybush_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/grassybush
icon_state = "grassybush_1"
/obj/structure/flora/ausbushes/grassybush/Initialize()
icon_state = "grassybush_[rand(1, 4)]"
. = ..()
/obj/structure/flora/ausbushes/fernybush
icon_state = "fernybush_1"
/obj/structure/flora/ausbushes/fernybush/Initialize()
icon_state = "fernybush_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/sunnybush
icon_state = "sunnybush_1"
/obj/structure/flora/ausbushes/sunnybush/Initialize()
icon_state = "sunnybush_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/genericbush
icon_state = "genericbush_1"
/obj/structure/flora/ausbushes/genericbush/Initialize()
icon_state = "genericbush_[rand(1, 4)]"
. = ..()
/obj/structure/flora/ausbushes/pointybush
icon_state = "pointybush_1"
/obj/structure/flora/ausbushes/pointybush/Initialize()
icon_state = "pointybush_[rand(1, 4)]"
. = ..()
/obj/structure/flora/ausbushes/lavendergrass
icon_state = "lavendergrass_1"
/obj/structure/flora/ausbushes/lavendergrass/Initialize()
icon_state = "lavendergrass_[rand(1, 4)]"
. = ..()
/obj/structure/flora/ausbushes/ywflowers
icon_state = "ywflowers_1"
/obj/structure/flora/ausbushes/ywflowers/Initialize()
icon_state = "ywflowers_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/brflowers
icon_state = "brflowers_1"
/obj/structure/flora/ausbushes/brflowers/Initialize()
icon_state = "brflowers_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/ppflowers
icon_state = "ppflowers_1"
/obj/structure/flora/ausbushes/ppflowers/Initialize()
icon_state = "ppflowers_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/sparsegrass
icon_state = "sparsegrass_1"
/obj/structure/flora/ausbushes/sparsegrass/Initialize()
icon_state = "sparsegrass_[rand(1, 3)]"
. = ..()
/obj/structure/flora/ausbushes/fullgrass
icon_state = "fullgrass_1"
/obj/structure/flora/ausbushes/fullgrass/Initialize()
icon_state = "fullgrass_[rand(1, 3)]"
. = ..()
/obj/item/twohanded/required/kirbyplants
name = "potted plant"
icon = 'icons/obj/flora/plants.dmi'
icon_state = "plant-01"
desc = "A little bit of nature contained in a pot."
layer = ABOVE_MOB_LAYER
w_class = WEIGHT_CLASS_HUGE
force = 10
throwforce = 13
throw_speed = 2
throw_range = 4
/obj/item/twohanded/required/kirbyplants/Initialize()
. = ..()
addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, 750), 0)
/obj/item/twohanded/required/kirbyplants/equipped(mob/living/user)
var/image/I = image(icon = 'icons/obj/flora/plants.dmi' , icon_state = src.icon_state, loc = user)
I.copy_overlays(src)
I.override = 1
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/everyone, "sneaking_mission", I)
I.layer = ABOVE_MOB_LAYER
..()
/obj/item/twohanded/required/kirbyplants/dropped(mob/living/user)
..()
user.remove_alt_appearance("sneaking_mission")
/obj/item/twohanded/required/kirbyplants/random
icon = 'icons/obj/flora/_flora.dmi'
icon_state = "random_plant"
var/list/static/states
/obj/item/twohanded/required/kirbyplants/random/Initialize()
. = ..()
icon = 'icons/obj/flora/plants.dmi'
if(!states)
generate_states()
icon_state = pick(states)
/obj/item/twohanded/required/kirbyplants/random/proc/generate_states()
states = list()
for(var/i in 1 to 25)
var/number
if(i < 10)
number = "0[i]"
else
number = "[i]"
states += "plant-[number]"
states += "applebush"
/obj/item/twohanded/required/kirbyplants/dead
name = "RD's potted plant"
desc = "A gift from the botanical staff, presented after the RD's reassignment. There's a tag on it that says \"Y'all come back now, y'hear?\"\nIt doesn't look very healthy..."
icon_state = "plant-25"
/obj/item/twohanded/required/kirbyplants/photosynthetic
name = "photosynthetic potted plant"
desc = "A bioluminescent plant."
icon_state = "plant-09"
light_color = "#2cb2e8"
light_range = 3
//a rock is flora according to where the icon file is
//and now these defines
/obj/structure/flora/rock
icon_state = "basalt"
desc = "A volcanic rock. Pioneers used to ride these babies for miles."
icon = 'icons/obj/flora/rocks.dmi'
resistance_flags = FIRE_PROOF
density = TRUE
/obj/structure/flora/rock/Initialize()
. = ..()
icon_state = "[icon_state][rand(1,3)]"
/obj/structure/flora/rock/pile
icon_state = "lavarocks"
desc = "A pile of rocks."
/obj/structure/flora/rock/pile/Initialize()
. = ..()
icon_state = "[icon_state][rand(1,3)]"
//Jungle grass
/obj/structure/flora/grass/jungle
name = "jungle grass"
desc = "Thick alien flora."
icon = 'icons/obj/flora/jungleflora.dmi'
icon_state = "grassa"
/obj/structure/flora/grass/jungle/Initialize()
icon_state = "[icon_state][rand(1, 5)]"
. = ..()
/obj/structure/flora/grass/jungle/b
icon_state = "grassb"
//Jungle rocks
/obj/structure/flora/rock/jungle
icon_state = "pile of rocks"
desc = "A pile of rocks."
icon_state = "rock"
icon = 'icons/obj/flora/jungleflora.dmi'
density = FALSE
/obj/structure/flora/rock/jungle/Initialize()
. = ..()
icon_state = "[initial(icon_state)][rand(1,5)]"
//Jungle bushes
/obj/structure/flora/junglebush
name = "bush"
desc = "A wild plant that is found in jungles."
icon = 'icons/obj/flora/jungleflora.dmi'
icon_state = "busha"
/obj/structure/flora/junglebush/Initialize()
icon_state = "[icon_state][rand(1, 3)]"
. = ..()
/obj/structure/flora/junglebush/b
icon_state = "bushb"
/obj/structure/flora/junglebush/c
icon_state = "bushc"
/obj/structure/flora/junglebush/large
icon_state = "bush"
icon = 'icons/obj/flora/largejungleflora.dmi'
pixel_x = -16
pixel_y = -12
layer = ABOVE_ALL_MOB_LAYER
/obj/structure/flora/rock/pile/largejungle
name = "rocks"
icon_state = "rocks"
icon = 'icons/obj/flora/largejungleflora.dmi'
density = FALSE
pixel_x = -16
pixel_y = -16
/obj/structure/flora/rock/pile/largejungle/Initialize()
. = ..()
icon_state = "[initial(icon_state)][rand(1,3)]"