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GS13NG/code/game/area/areas.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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// Areas.dm
/area
level = null
name = "Space"
icon = 'icons/turf/areas.dmi'
icon_state = "unknown"
layer = AREA_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
invisibility = INVISIBILITY_LIGHTING
var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
var/valid_territory = TRUE // If it's a valid territory for gangs to claim
var/blob_allowed = TRUE // Does it count for blobs score? By default, all areas count.
var/clockwork_warp_allowed = TRUE // Can servants warp into this area from Reebe?
var/clockwork_warp_fail = "The structure there is too dense for warping to pierce. (This is normal in high-security areas.)"
var/eject = null
var/fire = null
var/atmos = TRUE
var/atmosalm = FALSE
var/poweralm = TRUE
var/party = null
var/lightswitch = TRUE
var/requires_power = TRUE
var/always_unpowered = FALSE // This gets overriden to 1 for space in area/Initialize().
var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/totalbeauty = 0 //All beauty in this area combined, only includes indoor area.
var/beauty = 0 // Beauty average per open turf in the area
var/areasize = 0 //Size of the area in open turfs, only calculated for indoors areas.
var/power_equip = TRUE
var/power_light = TRUE
var/power_environ = TRUE
var/music = null
var/used_equip = 0
var/used_light = 0
var/used_environ = 0
var/static_equip
var/static_light = 0
var/static_environ
var/has_gravity = FALSE
var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
var/hidden = FALSE //Hides area from player Teleport function.
var/safe = FALSE //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
var/no_air = null
var/list/related // the other areas of the same type as this
var/parallax_movedir = 0
var/global/global_uid = 0
var/uid
var/list/ambientsounds = GENERIC
flags_1 = CAN_BE_DIRTY_1
var/list/firedoors
var/list/cameras
var/list/firealarms
var/firedoors_last_closed_on = 0
var/xenobiology_compatible = FALSE //Can the Xenobio management console transverse this area by default?
var/list/canSmoothWithAreas //typecache to limit the areas that atoms in this area can smooth with
/*Adding a wizard area teleport list because motherfucking lag -- Urist*/
/*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/
GLOBAL_LIST_EMPTY(teleportlocs)
/proc/process_teleport_locs()
for(var/V in GLOB.sortedAreas)
var/area/AR = V
if(istype(AR, /area/shuttle) || AR.noteleport)
continue
if(GLOB.teleportlocs[AR.name])
continue
var/turf/picked = safepick(get_area_turfs(AR.type))
if (picked && is_station_level(picked.z))
GLOB.teleportlocs[AR.name] = AR
sortTim(GLOB.teleportlocs, /proc/cmp_text_dsc)
// ===
// Added to fix mech fabs 05/2013 ~Sayu
// This is necessary due to lighting subareas. If you were to go in assuming that things in
// the same logical /area have the parent /area object... well, you would be mistaken. If you
// want to find machines, mobs, etc, in the same logical area, you will need to check all the
// related areas. This returns a master contents list to assist in that.
/proc/area_contents(area/A)
if(!istype(A))
return null
var/list/contents = list()
for(var/area/LSA in A.related)
contents += LSA.contents
return contents
/area/Initialize()
icon_state = ""
layer = AREA_LAYER
uid = ++global_uid
related = list(src)
map_name = name // Save the initial (the name set in the map) name of the area.
canSmoothWithAreas = typecacheof(canSmoothWithAreas)
if(requires_power)
luminosity = 0
else
power_light = TRUE
power_equip = TRUE
power_environ = TRUE
if(dynamic_lighting == DYNAMIC_LIGHTING_FORCED)
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
luminosity = 0
else if(dynamic_lighting != DYNAMIC_LIGHTING_IFSTARLIGHT)
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
if(dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
dynamic_lighting = CONFIG_GET(flag/starlight) ? DYNAMIC_LIGHTING_ENABLED : DYNAMIC_LIGHTING_DISABLED
. = ..()
blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
if(!IS_DYNAMIC_LIGHTING(src))
add_overlay(/obj/effect/fullbright)
if(contents.len)
var/list/areas_in_z = SSmapping.areas_in_z
var/z
update_areasize()
for(var/i in 1 to contents.len)
var/atom/thing = contents[i]
if(!thing)
continue
z = thing.z
break
if(!z)
WARNING("No z found for [src]")
return
if(!areas_in_z["[z]"])
areas_in_z["[z]"] = list()
areas_in_z["[z]"] += src
return INITIALIZE_HINT_LATELOAD
/area/LateInitialize()
power_change() // all machines set to current power level, also updates icon
update_beauty()
/area/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/area/proc/poweralert(state, obj/source)
if (state != poweralm)
poweralm = state
if(istype(source)) //Only report power alarms on the z-level where the source is located.
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
if (state == 1)
aiPlayer.cancelAlarm("Power", src, source)
else
aiPlayer.triggerAlarm("Power", src, cameras, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
if(state == 1)
a.cancelAlarm("Power", src, source)
else
a.triggerAlarm("Power", src, cameras, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
if(state == 1)
D.cancelAlarm("Power", src, source)
else
D.triggerAlarm("Power", src, cameras, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
if(state == 1)
p.cancelAlarm("Power", src, source)
else
p.triggerAlarm("Power", src, cameras, source)
/area/proc/atmosalert(danger_level, obj/source)
if(danger_level != atmosalm)
if (danger_level==2)
var/list/cameras = list()
for(var/area/RA in related)
for (var/item in RA.cameras)
var/obj/machinery/camera/C = item
cameras += C
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.triggerAlarm("Atmosphere", src, cameras, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.triggerAlarm("Atmosphere", src, cameras, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.triggerAlarm("Atmosphere", src, cameras, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.triggerAlarm("Atmosphere", src, cameras, source)
else if (src.atmosalm == 2)
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.cancelAlarm("Atmosphere", src, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.cancelAlarm("Atmosphere", src, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.cancelAlarm("Atmosphere", src, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.cancelAlarm("Atmosphere", src, source)
src.atmosalm = danger_level
return 1
return 0
/area/proc/ModifyFiredoors(opening)
if(firedoors)
firedoors_last_closed_on = world.time
for(var/FD in firedoors)
var/obj/machinery/door/firedoor/D = FD
var/cont = !D.welded
if(cont && opening) //don't open if adjacent area is on fire
for(var/I in D.affecting_areas)
var/area/A = I
if(A.fire)
cont = FALSE
break
if(cont && D.is_operational())
if(D.operating)
D.nextstate = opening ? FIREDOOR_OPEN : FIREDOOR_CLOSED
else if(!(D.density ^ opening))
INVOKE_ASYNC(D, (opening ? /obj/machinery/door/firedoor.proc/open : /obj/machinery/door/firedoor.proc/close))
/area/proc/firealert(obj/source)
if(always_unpowered == 1) //no fire alarms in space/asteroid
return
var/list/cameras = list()
for(var/area/RA in related)
if (!( RA.fire ))
RA.set_fire_alarm_effect()
RA.ModifyFiredoors(FALSE)
for(var/item in RA.firealarms)
var/obj/machinery/firealarm/F = item
F.update_icon()
for (var/item in RA.cameras)
var/obj/machinery/camera/C = item
cameras += C
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.triggerAlarm("Fire", src, cameras, source)
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.triggerAlarm("Fire", src, cameras, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.triggerAlarm("Fire", src, cameras, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.triggerAlarm("Fire", src, cameras, source)
START_PROCESSING(SSobj, src)
/area/proc/firereset(obj/source)
for(var/area/RA in related)
if (RA.fire)
RA.fire = 0
RA.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
RA.updateicon()
RA.ModifyFiredoors(TRUE)
for(var/item in RA.firealarms)
var/obj/machinery/firealarm/F = item
F.update_icon()
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.cancelAlarm("Fire", src, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.cancelAlarm("Fire", src, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.cancelAlarm("Fire", src, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.cancelAlarm("Fire", src, source)
STOP_PROCESSING(SSobj, src)
/area/process()
if(firedoors_last_closed_on + 100 < world.time) //every 10 seconds
for(var/area/RA in related)
RA.ModifyFiredoors(FALSE)
/area/proc/close_and_lock_door(obj/machinery/door/DOOR)
set waitfor = FALSE
DOOR.close()
if(DOOR.density)
DOOR.lock()
/area/proc/burglaralert(obj/trigger)
if(always_unpowered == 1) //no burglar alarms in space/asteroid
return
var/list/cameras = list()
for(var/area/RA in related)
//Trigger alarm effect
RA.set_fire_alarm_effect()
//Lockdown airlocks
for(var/obj/machinery/door/DOOR in RA)
close_and_lock_door(DOOR)
for (var/item in RA.cameras)
var/obj/machinery/camera/C = item
cameras += C
for (var/i in GLOB.silicon_mobs)
var/mob/living/silicon/SILICON = i
if(SILICON.triggerAlarm("Burglar", src, cameras, trigger))
//Cancel silicon alert after 1 minute
addtimer(CALLBACK(SILICON, /mob/living/silicon.proc/cancelAlarm,"Burglar",src,trigger), 600)
/area/proc/set_fire_alarm_effect()
fire = 1
updateicon()
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/area/proc/readyalert()
if(name == "Space")
return
if(!eject)
eject = 1
updateicon()
/area/proc/readyreset()
if(eject)
eject = 0
updateicon()
/area/proc/partyalert()
if(src.name == "Space") //no parties in space!!!
return
if (!( src.party ))
src.party = 1
src.updateicon()
src.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/area/proc/partyreset()
if (src.party)
src.party = 0
src.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
src.updateicon()
for(var/obj/machinery/door/firedoor/D in src)
if(!D.welded)
if(D.operating)
D.nextstate = OPEN
else if(D.density)
INVOKE_ASYNC(D, /obj/machinery/door/firedoor.proc/open)
/area/proc/updateicon()
if ((fire || eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc.
if(fire && !eject && !party)
icon_state = "blue"
else if(!fire && eject && !party)
icon_state = "red"
else if(party && !fire && !eject)
icon_state = "party"
else
icon_state = "blue-red"
else
var/weather_icon
for(var/V in SSweather.processing)
var/datum/weather/W = V
if(W.stage != END_STAGE && (src in W.impacted_areas))
W.update_areas()
weather_icon = TRUE
if(!weather_icon)
icon_state = null
/area/space/updateicon()
icon_state = null
/*
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
*/
/area/proc/powered(chan) // return true if the area has power to given channel
if(!requires_power)
return 1
if(always_unpowered)
return 0
switch(chan)
if(EQUIP)
return power_equip
if(LIGHT)
return power_light
if(ENVIRON)
return power_environ
return 0
/area/space/powered(chan) //Nope.avi
return 0
// called when power status changes
/area/proc/power_change()
for(var/area/RA in related)
for(var/obj/machinery/M in RA) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
RA.updateicon()
/area/proc/usage(chan)
var/used = 0
switch(chan)
if(LIGHT)
used += used_light
if(EQUIP)
used += used_equip
if(ENVIRON)
used += used_environ
if(TOTAL)
used += used_light + used_equip + used_environ
if(STATIC_EQUIP)
used += static_equip
if(STATIC_LIGHT)
used += static_light
if(STATIC_ENVIRON)
used += static_environ
return used
/area/proc/addStaticPower(value, powerchannel)
switch(powerchannel)
if(STATIC_EQUIP)
static_equip += value
if(STATIC_LIGHT)
static_light += value
if(STATIC_ENVIRON)
static_environ += value
/area/proc/clear_usage()
used_equip = 0
used_light = 0
used_environ = 0
/area/proc/use_power(amount, chan)
switch(chan)
if(EQUIP)
used_equip += amount
if(LIGHT)
used_light += amount
if(ENVIRON)
used_environ += amount
/area/Entered(atom/movable/M)
set waitfor = FALSE
SendSignal(COMSIG_AREA_ENTERED, M)
M.SendSignal(COMSIG_ENTER_AREA, src) //The atom that enters the area
if(!isliving(M))
return
var/mob/living/L = M
if(!L.ckey)
return
// Ambience goes down here -- make sure to list each area separately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
if(L.client && !L.client.ambience_playing && L.client.prefs.toggles & SOUND_SHIP_AMBIENCE)
L.client.ambience_playing = 1
SEND_SOUND(L, sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ))
if(!(L.client && (L.client.prefs.toggles & SOUND_AMBIENCE)))
return //General ambience check is below the ship ambience so one can play without the other
if(prob(35))
var/sound = pick(ambientsounds)
if(!L.client.played)
SEND_SOUND(L, sound(sound, repeat = 0, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE))
L.client.played = TRUE
addtimer(CALLBACK(L.client, /client/proc/ResetAmbiencePlayed), 600)
/area/Exited(atom/movable/M)
SendSignal(COMSIG_AREA_EXITED, M)
M.SendSignal(COMSIG_EXIT_AREA, src) //The atom that exits the area
/client/proc/ResetAmbiencePlayed()
played = FALSE
/atom/proc/has_gravity(turf/T)
if(!T || !isturf(T))
T = get_turf(src)
var/area/A = get_area(T)
if(isspaceturf(T)) // Turf never has gravity
return FALSE
else if(A && A.has_gravity) // Areas which always has gravity
return TRUE
else
// There's a gravity generator on our z level
if(T && GLOB.gravity_generators["[T.z]"] && length(GLOB.gravity_generators["[T.z]"]))
return TRUE
return FALSE
/area/proc/setup(a_name)
name = a_name
power_equip = FALSE
power_light = FALSE
power_environ = FALSE
always_unpowered = FALSE
valid_territory = FALSE
blob_allowed = FALSE
addSorted()
/area/proc/update_beauty()
if(!areasize)
return FALSE
beauty = totalbeauty / areasize
/area/proc/update_areasize()
if(outdoors)
return FALSE
areasize = 0
for(var/turf/open/T in contents)
areasize++
/area/AllowDrop()
CRASH("Bad op: area/AllowDrop() called")
/area/drop_location()
CRASH("Bad op: area/drop_location() called")