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GS13NG/code/modules/reagents/chemistry/reagents.dm
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CitadelStationBotandPoojawa 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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#define SOLID 1
#define LIQUID 2
#define GAS 3
#define REM REAGENTS_EFFECT_MULTIPLIER
//Various reagents
//Toxin & acid reagents
//Hydroponics stuff
/datum/reagent
var/name = "Reagent"
var/id = "reagent"
var/description = ""
var/taste_description = "metaphorical salt"
var/taste_mult = 1 //how this taste compares to others. Higher values means it is more noticable
var/glass_name = "glass of ...what?" // use for specialty drinks.
var/glass_desc = "You can't really tell what this is."
var/glass_icon_state = null // Otherwise just sets the icon to a normal glass with the mixture of the reagents in the glass.
var/shot_glass_icon_state = null
var/datum/reagents/holder = null
var/reagent_state = LIQUID
var/list/data
var/current_cycle = 0
var/volume = 0
var/color = "#000000" // rgb: 0, 0, 0
var/can_synth = TRUE
var/metabolization_rate = REAGENTS_METABOLISM //how fast the reagent is metabolized by the mob
var/overrides_metab = 0
var/overdose_threshold = 0
var/addiction_threshold = 0
var/addiction_stage = 0
var/overdosed = 0 // You fucked up and this is now triggering its overdose effects, purge that shit quick.
var/self_consuming = FALSE
/datum/reagent/Destroy() // This should only be called by the holder, so it's already handled clearing its references
. = ..()
holder = null
/datum/reagent/proc/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message = 1, touch_protection = 0)
if(!istype(M))
return 0
if(method == VAPOR) //smoke, foam, spray
if(M.reagents)
var/modifier = CLAMP((1 - touch_protection), 0, 1)
var/amount = round(reac_volume*modifier, 0.1)
if(amount >= 0.5)
M.reagents.add_reagent(id, amount)
return 1
/datum/reagent/proc/reaction_obj(obj/O, volume)
return
/datum/reagent/proc/reaction_turf(turf/T, volume)
return
/datum/reagent/proc/on_mob_life(mob/living/M)
current_cycle++
holder.remove_reagent(src.id, metabolization_rate * M.metabolism_efficiency) //By default it slowly disappears.
return
// Called when this reagent is first added to a mob
/datum/reagent/proc/on_mob_add(mob/M)
return
// Called when this reagent is removed while inside a mob
/datum/reagent/proc/on_mob_delete(mob/M)
return
/datum/reagent/proc/on_move(mob/M)
return
// Called after add_reagents creates a new reagent.
/datum/reagent/proc/on_new(data)
return
// Called when two reagents of the same are mixing.
/datum/reagent/proc/on_merge(data)
return
/datum/reagent/proc/on_update(atom/A)
return
// Called when the reagent container is hit by an explosion
/datum/reagent/proc/on_ex_act(severity)
return
// Called if the reagent has passed the overdose threshold and is set to be triggering overdose effects
/datum/reagent/proc/overdose_process(mob/living/M)
return
/datum/reagent/proc/overdose_start(mob/living/M)
to_chat(M, "<span class='userdanger'>You feel like you took too much of [name]!</span>")
M.SendSignal(COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/drugs/overdose, name)
return
/datum/reagent/proc/addiction_act_stage1(mob/living/M)
M.SendSignal(COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/drugs/withdrawal_light, name)
if(prob(30))
to_chat(M, "<span class='notice'>You feel like having some [name] right about now.</span>")
return
/datum/reagent/proc/addiction_act_stage2(mob/living/M)
M.SendSignal(COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/drugs/withdrawal_medium, name)
if(prob(30))
to_chat(M, "<span class='notice'>You feel like you need [name]. You just can't get enough.</span>")
return
/datum/reagent/proc/addiction_act_stage3(mob/living/M)
M.SendSignal(COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/drugs/withdrawal_severe, name)
if(prob(30))
to_chat(M, "<span class='danger'>You have an intense craving for [name].</span>")
return
/datum/reagent/proc/addiction_act_stage4(mob/living/M)
M.SendSignal(COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/drugs/withdrawal_critical, name)
if(prob(30))
to_chat(M, "<span class='boldannounce'>You're not feeling good at all! You really need some [name].</span>")
return
/proc/pretty_string_from_reagent_list(var/list/reagent_list)
//Convert reagent list to a printable string for logging etc
var/result = "| "
for (var/datum/reagent/R in reagent_list)
result += "[R.name], [R.volume] | "
return result