BeeStation-Hornet
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Refactors area moods to optionally restrict to jobs (+ new area moods!)
About The Pull Request
Refactored how the area mood system works, now theres a list var called mood_job. It defaults to an empty list, and if unset, will not affect how the mood is run. If its set, it will check whether someones mind.assigned_role is in the list, and grant the mood if it is. As a demonstration, I added a few role restricted mood buffs to armory (assistant), ai upload (assistant, rd, captain), and telecomms (rd, scientist, roboticist)
Why It's Good For The Game
More variety for area moods, its just fun in general
Testing Photographs and Procedure
Screenshots&Videos
Changelog
:cl: refactor: area mood buffs can now be applied to only certain jobs add: added new job restricted area mood buffs /:cl:
Tcomms is an engineering area, not a science area. Science almost never deals with tcomms or machinery in general, just upgrading, so the buff doesn't make sense. Assistant armory bonus just seems really powergamey as now antag assistants can fight better in armory, as mood directly affects your speed. The upload change IMO is okay since it makes it harder to stunlock RD and captain inside, but assistants also shouldn't have this.
wait mood affects speed? also my thoughts for the tcomm mood thing was the sciency people, being more familiar with tech, are absolutely fasccinated by all the tcomm machinery
wait mood affects speed?
yes, literally the only thing mood does is affect your move speed
Assistant will still feel happy even if the armory has none of guns there somehow
Since you're touching this mood code, can you check for Warden and the ''i hate cramped cells'' mood? I'm not sure if that's the one but you do get a mood debuff on sec as a Warden