###### tags: `wip` `design-document`
# Sanity Framework
### ⚠️ Handled by Tsuru, Kaga ⚠️
## Basic Goals
- A sanity statistic, ranging from 0-100%. This can be numerical, and the maximum should be modifiable.
- Should be simple to check and compare, for interactions. Unsure if it's better to be associated with the mob or the brain, but presumably the mob will be easier to pull values from while brain is more 'realistic' and should persist across transplants. Maybe have it on both, mirroring each other?
- Applies to all Carbon mobs.
- Can be affected by a simple Mental Damage type, in the same vein as Brute/Burn/Toxin/Oxy/Brain. Distinctly, should not just use Brain, as that refers to Bay's brainmed.
- Can be either *mitigated* or *healed* through the usage of psychiatric medications. Mitigation would only prevent the effects so long as the medications are in the bloodstream, Healing would recover Sanity gradually.
- A combination effect could work too: Each medication has a decently high mitigation effect, and a very slightly healing effect. Constantly having them in your bloodstream makes it easier to cope with low Sanity, and after long enough will heal it.
- Possibly passive sanity regeneration, based on current %? High sanity has highest recovery, encourages quickly seeking medication or avoiding repeated interactions that decrease sanity.
- Also consider negative effects of psychiatric medications. Reduced interaction speeds, movement speed, toxin damage, addiction (if we have that in the code)?
## Advanced Goals
- Modification of Examine text based on visible organs and Sanity level.
- Exposed Eyes/Face: Probability based on Sanity that on examine, you'll get addition warning text about their eyes darting around, a deranged expression, looking haunted, etc.
- Without exposed Eyes/Face: Lower probability based on Sanity to notice them fidgeting, shivering, shaking, looking around, seeming jumpy, etc.
- Innate Sanity effects: Forcesays, collapses/panic attacks, stuns/covering eyes, all possible. Can gate behind lower Sanity/probability scaling. Maybe even hallucinations at high levels.
## Future Goals
- Interactions with cognitohazard system and amnestics, likely as a superior option to psychiatric medications.
- Amnestics will need to have mechanical effects before this, however, such as decreasing skills/attributes (if implemented).
- A skill specifically pertaining to Mental Health, such as 'Mental Intrusion Resistance'. Will be pending with a Skill Update, however, with other stuff like 'Hume Tolerance' (vs psionics, magic, etc.)
-