#define DREAMING_SOURCE "dreaming_source" /** * Begins the dreaming process on a sleeping carbon. * * Checks a 10% chance and whether or not the carbon this is called on is already dreaming. If * the prob() passes and there are no dream images left to display, a new dream is constructed. */ /mob/living/carbon/proc/handle_dreams() if(!HAS_TRAIT(src, TRAIT_DREAMING) && prob(10)) dream() /** * Generates a dream sequence to be displayed to the sleeper. * * Generates the "dream" to display to the sleeper. A dream consists of a subject, a verb, and (most of the time) an object, displayed in sequence to the sleeper. * Dreams are generated as a list of strings stored inside dream_fragments, which is passed to and displayed in dream_sequence(). * Bedsheets on the sleeper will provide a custom subject for the dream, pulled from the dream_messages on each bedsheet. */ /mob/living/carbon/proc/dream() set waitfor = FALSE var/list/dream_pool = list() SEND_SIGNAL(src, COMSIG_PRE_DREAMING, dream_pool) if(!length(dream_pool)) dream_pool = GLOB.dreams var/datum/dream/chosen_dream = pick_weight(dream_pool) ADD_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE) SEND_SIGNAL(src, COMSIG_START_DREAMING, chosen_dream) dream_sequence(chosen_dream.GenerateDream(src), chosen_dream) /** * Displays the passed list of dream fragments to a sleeping carbon. * * Displays the first string of the passed dream fragments, then either ends the dream sequence * or performs a callback on itself depending on if there are any remaining dream fragments to display. * * Arguments: * * dream_fragments - A list of strings, in the order they will be displayed. * * current_dream - The dream datum used for the current dream */ /mob/living/carbon/proc/dream_sequence(list/dream_fragments, datum/dream/current_dream) if(stat != UNCONSCIOUS || HAS_TRAIT(src, TRAIT_CRITICAL_CONDITION)) REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE) current_dream.OnDreamEnd(src) SEND_SIGNAL(src, COMSIG_END_DREAMING, current_dream) return var/next_message = dream_fragments[1] dream_fragments.Cut(1,2) if(istype(next_message, /datum/callback)) var/datum/callback/something_happens = next_message next_message = something_happens.InvokeAsync(src) to_chat(src, span_notice("... [next_message] ...")) if(LAZYLEN(dream_fragments)) var/next_wait = rand(10, 30) if(current_dream.sleep_until_finished) AdjustSleeping(next_wait) addtimer(CALLBACK(src, PROC_REF(dream_sequence), dream_fragments, current_dream), next_wait) else REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE) current_dream.OnDreamEnd(src) SEND_SIGNAL(src, COMSIG_END_DREAMING, current_dream) //------------------------- // DREAM DATUMS GLOBAL_LIST_INIT(dreams, populate_dream_list()) /proc/populate_dream_list() var/list/output = list() for(var/datum/dream/dream_type as anything in subtypesof(/datum/dream)) output[new dream_type] = initial(dream_type.weight) return output /** * Contains all the behavior needed to play a kind of dream. * All dream types get randomly selected from based on weight when an appropriate mobs dreams. */ /datum/dream /// The relative chance this dream will be randomly selected var/weight = 0 /// Causes the mob to sleep long enough for the dream to finish if begun var/sleep_until_finished = FALSE /** * Called when beginning a new dream for the dreamer. * Gives back a list of dream events. Events can be text or callbacks that return text. */ /datum/dream/proc/GenerateDream(mob/living/carbon/dreamer) return list() /** * Called when the dream ends or is interrupted. */ /datum/dream/proc/OnDreamEnd(mob/living/carbon/dreamer) return /// The classic random dream of various words that might form a cohesive narrative, but usually wont /datum/dream/random weight = 1000 /datum/dream/random/GenerateDream(mob/living/carbon/dreamer) var/list/custom_dream_nouns = get_dream_nouns(dreamer) || list() var/fragment = "" . = list() . += "you see" //Subject if(custom_dream_nouns.len && prob(90)) fragment += pick(custom_dream_nouns) else fragment += pick(GLOB.dream_strings) if(prob(50)) //Replace the adjective space with an adjective, or just get rid of it fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives)) else fragment = replacetext(fragment, "%ADJECTIVE% ", "") if(findtext(fragment, "%A% ")) fragment = "\a [replacetext(fragment, "%A% ", "")]" . += fragment //Verb fragment = "" if(prob(50)) if(prob(35)) fragment += "[pick(GLOB.adverbs)] " fragment += pick(GLOB.ing_verbs) else fragment += "will " fragment += pick(GLOB.verbs) . += fragment if(prob(25)) return //Object fragment = "" fragment += pick(GLOB.dream_strings) if(prob(50)) fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives)) else fragment = replacetext(fragment, "%ADJECTIVE% ", "") if(findtext(fragment, "%A% ")) fragment = "\a [replacetext(fragment, "%A% ", "")]" . += fragment /datum/dream/random/proc/get_dream_nouns(mob/living/carbon/dreamer) var/list/custom_dream_nouns = list() for(var/obj/item/bedsheet/sheet in dreamer.loc) custom_dream_nouns += sheet.dream_messages return custom_dream_nouns /// Dream plays a random sound at you, chosen from all sounds in the folder /datum/dream/hear_something weight = 500 var/reserved_sound_channel /datum/dream/hear_something/New() . = ..() RegisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(ReserveSoundChannel)) /datum/dream/hear_something/GenerateDream(mob/living/carbon/dreamer) . = ..() . += pick("you wind up a toy", "you hear something strange", "you pick out a record to play", "you hit shuffle on your music player") . += CALLBACK(src, PROC_REF(PlayRandomSound)) . += "it reminds you of something" /datum/dream/hear_something/OnDreamEnd(mob/living/carbon/dreamer) . = ..() // In case we play some long ass music track addtimer(CALLBACK(src, PROC_REF(StopSound), dreamer), 5 SECONDS) /datum/dream/hear_something/proc/ReserveSoundChannel() reserved_sound_channel = SSsounds.reserve_sound_channel_for_datum(src) UnregisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE) /datum/dream/hear_something/proc/PlayRandomSound(mob/living/carbon/dreamer) var/sound/random_sound = sound(pick(SSsounds.all_sounds), channel=reserved_sound_channel) random_sound.status = SOUND_STREAM SEND_SOUND(dreamer, random_sound) return "you hear something you weren't expecting!" /datum/dream/hear_something/proc/StopSound(mob/living/carbon/dreamer) SEND_SOUND(dreamer, sound(channel=reserved_sound_channel)) #undef DREAMING_SOURCE