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
Original PR: https://github.com/BeeStation/BeeStation-Hornet/pull/7502
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
![image](https://user-images.githubusercontent.com/73374039/184508984-aa5a72b7-453f-4066-9085-3c33dd5e3892.png)Changelog
:cl: refactor: area mood buffs can now be applied to only certain jobs add: added new job restricted area mood buffs /:cl: