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GS13NG/code/game/turfs/open.dm
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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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/turf/open
var/slowdown = 0 //negative for faster, positive for slower
var/mutable_appearance/wet_overlay
var/postdig_icon_change = FALSE
var/postdig_icon
var/list/archdrops
var/wet
/turf/open/ComponentInitialize()
. = ..()
if(wet)
AddComponent(/datum/component/wet_floor, wet, INFINITY, 0, INFINITY, TRUE)
/turf/open/indestructible
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "floor"
/turf/open/indestructible/TerraformTurf(path, defer_change = FALSE, ignore_air = FALSE)
return
/turf/open/indestructible/sound
name = "squeeky floor"
var/sound
/turf/open/indestructible/sound/Entered(var/mob/AM)
..()
if(istype(AM))
playsound(src,sound,50,1)
/turf/open/indestructible/necropolis
name = "necropolis floor"
desc = "It's regarding you suspiciously."
icon = 'icons/turf/floors.dmi'
icon_state = "necro1"
baseturfs = /turf/open/indestructible/necropolis
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
/turf/open/indestructible/necropolis/Initialize()
. = ..()
if(prob(12))
icon_state = "necro[rand(2,3)]"
/turf/open/indestructible/necropolis/air
initial_gas_mix = "o2=22;n2=82;TEMP=293.15"
/turf/open/indestructible/boss //you put stone tiles on this and use it as a base
name = "necropolis floor"
icon = 'icons/turf/boss_floors.dmi'
icon_state = "boss"
baseturfs = /turf/open/indestructible/boss
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
/turf/open/indestructible/boss/air
initial_gas_mix = "o2=22;n2=82;TEMP=293.15"
/turf/open/indestructible/hierophant
icon = 'icons/turf/floors/hierophant_floor.dmi'
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
baseturfs = /turf/open/indestructible/hierophant
smooth = SMOOTH_TRUE
/turf/open/indestructible/hierophant/two
/turf/open/indestructible/hierophant/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
return FALSE
/turf/open/indestructible/paper
name = "notebook floor"
desc = "A floor made of invulnerable notebook paper."
icon_state = "paperfloor"
/turf/open/indestructible/clock_spawn_room
name = "cogmetal"
desc = "Brass plating that gently radiates heat. For some reason, it reminds you of blood."
icon_state = "reebe"
baseturfs = /turf/open/indestructible/clock_spawn_room
/turf/open/indestructible/clock_spawn_room/Entered()
..()
START_PROCESSING(SSfastprocess, src)
/turf/open/indestructible/clock_spawn_room/Destroy()
STOP_PROCESSING(SSfastprocess, src)
. = ..()
/turf/open/indestructible/clock_spawn_room/process()
if(!port_servants())
STOP_PROCESSING(SSfastprocess, src)
/turf/open/indestructible/clock_spawn_room/proc/port_servants()
. = FALSE
for(var/mob/living/L in src)
if(is_servant_of_ratvar(L) && L.stat != DEAD)
. = TRUE
L.forceMove(get_turf(pick(GLOB.servant_spawns)))
visible_message("<span class='warning'>[L] vanishes in a flash of red!</span>")
L.visible_message("<span class='warning'>[L] appears in a flash of red!</span>", \
"<span class='bold cult'>sas'so c'arta forbici</span><br><span class='danger'>You're yanked away from [src]!</span>")
playsound(src, 'sound/magic/enter_blood.ogg', 50, TRUE)
playsound(L, 'sound/magic/exit_blood.ogg', 50, TRUE)
flash_color(L, flash_color = "#C80000", flash_time = 10)
/turf/open/Initalize_Atmos(times_fired)
excited = 0
update_visuals()
current_cycle = times_fired
//cache some vars
var/list/atmos_adjacent_turfs = src.atmos_adjacent_turfs
for(var/direction in GLOB.cardinals)
var/turf/open/enemy_tile = get_step(src, direction)
if(!istype(enemy_tile))
if (atmos_adjacent_turfs)
atmos_adjacent_turfs -= enemy_tile
continue
var/datum/gas_mixture/enemy_air = enemy_tile.return_air()
//only check this turf, if it didn't check us when it was initalized
if(enemy_tile.current_cycle < times_fired)
if(CANATMOSPASS(src, enemy_tile))
LAZYINITLIST(atmos_adjacent_turfs)
LAZYINITLIST(enemy_tile.atmos_adjacent_turfs)
atmos_adjacent_turfs[enemy_tile] = TRUE
enemy_tile.atmos_adjacent_turfs[src] = TRUE
else
if (atmos_adjacent_turfs)
atmos_adjacent_turfs -= enemy_tile
if (enemy_tile.atmos_adjacent_turfs)
enemy_tile.atmos_adjacent_turfs -= src
UNSETEMPTY(enemy_tile.atmos_adjacent_turfs)
continue
else
if (!atmos_adjacent_turfs || !atmos_adjacent_turfs[enemy_tile])
continue
var/is_active = air.compare(enemy_air)
if(is_active)
//testing("Active turf found. Return value of compare(): [is_active]")
if(!excited) //make sure we aren't already excited
excited = 1
SSair.active_turfs |= src
UNSETEMPTY(atmos_adjacent_turfs)
if (atmos_adjacent_turfs)
src.atmos_adjacent_turfs = atmos_adjacent_turfs
/turf/open/proc/GetHeatCapacity()
. = air.heat_capacity()
/turf/open/proc/GetTemperature()
. = air.temperature
/turf/open/proc/TakeTemperature(temp)
air.temperature += temp
air_update_turf()
/turf/open/proc/freon_gas_act()
for(var/obj/I in contents)
if(I.resistance_flags & FREEZE_PROOF)
return
if(!(I.flags_2 & FROZEN_2)) //let it go
I.make_frozen_visual()
for(var/mob/living/L in contents)
if(L.bodytemperature <= 50)
L.apply_status_effect(/datum/status_effect/freon)
MakeSlippery(TURF_WET_PERMAFROST, 50)
return 1
/turf/open/proc/water_vapor_gas_act()
MakeSlippery(TURF_WET_WATER, min_wet_time = 100, wet_time_to_add = 50)
for(var/mob/living/simple_animal/slime/M in src)
M.apply_water()
SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
for(var/obj/effect/O in src)
if(is_cleanable(O))
qdel(O)
return TRUE
/turf/open/handle_slip(mob/living/carbon/C, knockdown_amount, obj/O, lube)
if(C.movement_type & FLYING)
return 0
if(has_gravity(src))
var/obj/buckled_obj
if(C.buckled)
buckled_obj = C.buckled
if(!(lube&GALOSHES_DONT_HELP)) //can't slip while buckled unless it's lube.
return 0
else
if(C.lying || !(C.status_flags & CANKNOCKDOWN)) // can't slip unbuckled mob if they're lying or can't fall.
return 0
if(C.m_intent == MOVE_INTENT_WALK && (lube&NO_SLIP_WHEN_WALKING))
return 0
if(!(lube&SLIDE_ICE))
to_chat(C, "<span class='notice'>You slipped[ O ? " on the [O.name]" : ""]!</span>")
C.log_message("<font color='orange'>Slipped[O ? " on the [O.name]" : ""][(lube&SLIDE)? " (LUBE)" : ""]!</font>", INDIVIDUAL_ATTACK_LOG)
if(!(lube&SLIDE_ICE))
playsound(C.loc, 'sound/misc/slip.ogg', 50, 1, -3)
C.SendSignal(COMSIG_ADD_MOOD_EVENT, "slipped", /datum/mood_event/slipped)
for(var/obj/item/I in C.held_items)
C.accident(I)
var/olddir = C.dir
if(!(lube & SLIDE_ICE))
C.Knockdown(knockdown_amount)
C.stop_pulling()
else
C.Stun(20)
if(buckled_obj)
buckled_obj.unbuckle_mob(C)
lube |= SLIDE_ICE
if(lube&SLIDE)
new /datum/forced_movement(C, get_ranged_target_turf(C, olddir, 4), 1, FALSE, CALLBACK(C, /mob/living/carbon/.proc/spin, 1, 1))
else if(lube&SLIDE_ICE)
new /datum/forced_movement(C, get_ranged_target_turf(C, olddir, 1), 1, FALSE) //spinning would be bad for ice, fucks up the next dir
return 1
/turf/open/copyTurf(turf/T)
. = ..()
if(. && isopenturf(T))
GET_COMPONENT(slip, /datum/component/wet_floor)
if(slip)
var/datum/component/wet_floor/WF = T.AddComponent(/datum/component/wet_floor)
WF.InheritComponent(slip)
/turf/open/proc/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0, max_wet_time = MAXIMUM_WET_TIME, permanent)
AddComponent(/datum/component/wet_floor, wet_setting, min_wet_time, wet_time_to_add, max_wet_time, permanent)
/turf/open/proc/MakeDry(wet_setting = TURF_WET_WATER, immediate = FALSE, amount = INFINITY)
SendSignal(COMSIG_TURF_MAKE_DRY, wet_setting, immediate, amount)
/turf/open/get_dumping_location()
return src
/turf/open/proc/ClearWet()//Nuclear option of immediately removing slipperyness from the tile instead of the natural drying over time
qdel(GetComponent(/datum/component/wet_floor))
/turf/open/rad_act(pulse_strength)
. = ..()
if (air.gases[/datum/gas/carbon_dioxide] && air.gases[/datum/gas/oxygen])
pulse_strength = min(pulse_strength,air.gases[/datum/gas/carbon_dioxide][MOLES]*1000,air.gases[/datum/gas/oxygen][MOLES]*2000) //Ensures matter is conserved properly
air.gases[/datum/gas/carbon_dioxide][MOLES]=max(air.gases[/datum/gas/carbon_dioxide][MOLES]-(pulse_strength/1000),0)
air.gases[/datum/gas/oxygen][MOLES]=max(air.gases[/datum/gas/oxygen][MOLES]-(pulse_strength/2000),0)
air.assert_gas(/datum/gas/pluoxium)
air.gases[/datum/gas/pluoxium][MOLES]+=(pulse_strength/4000)
air.garbage_collect()