mirror of
https://github.com/Bubberstation/Bubberstation.git
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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
236 lines
8.2 KiB
Plaintext
236 lines
8.2 KiB
Plaintext
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//Glorified teleporter that puts you in a new human body.
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// it's """VR"""
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/obj/machinery/vr_sleeper
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name = "virtual reality sleeper"
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desc = "A sleeper modified to alter the subconscious state of the user, allowing them to visit virtual worlds."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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state_open = TRUE
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occupant_typecache = list(/mob/living/carbon/human) // turned into typecache in Initialize
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circuit = /obj/item/circuitboard/machine/vr_sleeper
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var/you_die_in_the_game_you_die_for_real = FALSE
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var/datum/effect_system/spark_spread/sparks
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var/mob/living/carbon/human/virtual_reality/vr_human
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var/vr_category = "default" //Specific category of spawn points to pick from
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var/allow_creating_vr_humans = TRUE //So you can have vr_sleepers that always spawn you as a specific person or 1 life/chance vr games
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var/only_current_user_can_interact = FALSE
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/obj/machinery/vr_sleeper/Initialize()
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. = ..()
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sparks = new /datum/effect_system/spark_spread()
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sparks.set_up(2,0)
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sparks.attach(src)
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update_icon()
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/obj/machinery/vr_sleeper/attackby(obj/item/I, mob/user, params)
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if(!state_open && !occupant)
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if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
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return
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if(default_change_direction_wrench(user, I))
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return
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if(default_pry_open(I))
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return
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if(default_deconstruction_crowbar(I))
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return
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return ..()
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/obj/machinery/vr_sleeper/relaymove(mob/user)
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open_machine()
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/obj/machinery/vr_sleeper/container_resist(mob/living/user)
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open_machine()
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/obj/machinery/vr_sleeper/Destroy()
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open_machine()
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cleanup_vr_human()
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QDEL_NULL(sparks)
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return ..()
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/obj/machinery/vr_sleeper/hugbox
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desc = "A sleeper modified to alter the subconscious state of the user, allowing them to visit virtual worlds. Seems slightly more secure."
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flags_1 = NODECONSTRUCT_1
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only_current_user_can_interact = TRUE
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/obj/machinery/vr_sleeper/hugbox/emag_act(mob/user)
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return
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/obj/machinery/vr_sleeper/emag_act(mob/user)
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you_die_in_the_game_you_die_for_real = TRUE
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sparks.start()
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addtimer(CALLBACK(src, .proc/emagNotify), 150)
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/obj/machinery/vr_sleeper/update_icon()
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icon_state = "[initial(icon_state)][state_open ? "-open" : ""]"
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/obj/machinery/vr_sleeper/open_machine()
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if(!state_open)
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if(vr_human)
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vr_human.revert_to_reality(FALSE)
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if(occupant)
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SStgui.close_user_uis(occupant, src)
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..()
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/obj/machinery/vr_sleeper/MouseDrop_T(mob/target, mob/living/user)
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if(!istype(user))
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return
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if(user.stat || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
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return
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if(isliving(user))
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var/mob/living/L = user
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if(!(L.mobility_flags & MOBILITY_STAND))
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return
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close_machine(target)
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/obj/machinery/vr_sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "vr_sleeper", "VR Sleeper", 475, 340, master_ui, state)
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ui.open()
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/obj/machinery/vr_sleeper/ui_act(action, params)
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if(..())
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return
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switch(action)
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if("vr_connect")
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var/mob/living/carbon/human/human_occupant = occupant
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if(human_occupant && human_occupant.mind && usr == occupant)
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to_chat(occupant, "<span class='warning'>Transferring to virtual reality...</span>")
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if(vr_human && vr_human.stat == CONSCIOUS && !vr_human.real_mind)
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SStgui.close_user_uis(occupant, src)
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vr_human.real_mind = human_occupant.mind
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vr_human.ckey = human_occupant.ckey
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to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
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else
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if(allow_creating_vr_humans)
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to_chat(occupant, "<span class='warning'>Virtual avatar not found, attempting to create one...</span>")
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var/obj/effect/landmark/vr_spawn/V = get_vr_spawnpoint()
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var/turf/T = get_turf(V)
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if(T)
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SStgui.close_user_uis(occupant, src)
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build_virtual_human(occupant, T, V.vr_outfit)
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to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
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else
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to_chat(occupant, "<span class='warning'>Virtual world misconfigured, aborting transfer</span>")
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else
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to_chat(occupant, "<span class='warning'>The virtual world does not support the creation of new virtual avatars, aborting transfer</span>")
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. = TRUE
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if("delete_avatar")
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if(!occupant || usr == occupant)
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if(vr_human)
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cleanup_vr_human()
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else
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to_chat(usr, "<span class='warning'>The VR Sleeper's safeties prevent you from doing that.</span>")
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. = TRUE
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if("toggle_open")
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if(state_open)
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close_machine()
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else if ((!occupant || usr == occupant) || !only_current_user_can_interact)
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open_machine()
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. = TRUE
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/obj/machinery/vr_sleeper/ui_data(mob/user)
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var/list/data = list()
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if(vr_human && !QDELETED(vr_human))
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data["can_delete_avatar"] = TRUE
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var/status
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switch(vr_human.stat)
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if(CONSCIOUS)
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status = "Conscious"
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if(DEAD)
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status = "Dead"
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if(UNCONSCIOUS)
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status = "Unconscious"
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if(SOFT_CRIT)
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status = "Barely Conscious"
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data["vr_avatar"] = list("name" = vr_human.name, "status" = status, "health" = vr_human.health, "maxhealth" = vr_human.maxHealth)
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data["toggle_open"] = state_open
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data["emagged"] = you_die_in_the_game_you_die_for_real
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data["isoccupant"] = (user == occupant)
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return data
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/obj/machinery/vr_sleeper/proc/get_vr_spawnpoint() //proc so it can be overridden for team games or something
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return safepick(GLOB.vr_spawnpoints[vr_category])
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/obj/machinery/vr_sleeper/proc/build_spawnpoints() // used to rebuild the list for admins if need be
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GLOB.vr_spawnpoints = list()
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for(var/obj/effect/landmark/vr_spawn/V in GLOB.landmarks_list)
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GLOB.vr_spawnpoints[V.vr_category] = V
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/obj/machinery/vr_sleeper/proc/build_virtual_human(mob/living/carbon/human/H, location, var/datum/outfit/outfit, transfer = TRUE)
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if(H)
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cleanup_vr_human()
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vr_human = new /mob/living/carbon/human/virtual_reality(location)
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vr_human.mind_initialize()
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vr_human.vr_sleeper = src
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vr_human.real_mind = H.mind
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H.dna.transfer_identity(vr_human)
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vr_human.name = H.name
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vr_human.real_name = H.real_name
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vr_human.socks = H.socks
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vr_human.undershirt = H.undershirt
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vr_human.underwear = H.underwear
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vr_human.updateappearance(TRUE, TRUE, TRUE)
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if(outfit)
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var/datum/outfit/O = new outfit()
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O.equip(vr_human)
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if(transfer && H.mind)
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SStgui.close_user_uis(H, src)
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vr_human.ckey = H.ckey
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/obj/machinery/vr_sleeper/proc/cleanup_vr_human()
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if(vr_human)
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vr_human.vr_sleeper = null // Prevents race condition where a new human could get created out of order and set to null.
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QDEL_NULL(vr_human)
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/obj/machinery/vr_sleeper/proc/emagNotify()
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if(vr_human)
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vr_human.Dizzy(10)
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/obj/effect/landmark/vr_spawn //places you can spawn in VR, auto selected by the vr_sleeper during get_vr_spawnpoint()
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var/vr_category = "default" //So we can have specific sleepers, eg: "Basketball VR Sleeper", etc.
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var/vr_outfit = /datum/outfit/vr
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/obj/effect/landmark/vr_spawn/Initialize()
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. = ..()
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LAZYADD(GLOB.vr_spawnpoints[vr_category], src)
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/obj/effect/landmark/vr_spawn/Destroy()
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LAZYREMOVE(GLOB.vr_spawnpoints[vr_category], src)
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return ..()
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/obj/effect/landmark/vr_spawn/team_1
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vr_category = "team_1"
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/obj/effect/landmark/vr_spawn/team_2
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vr_category = "team_2"
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/obj/effect/landmark/vr_spawn/admin
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vr_category = "event"
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/obj/effect/landmark/vr_spawn/syndicate // Multiple missions will use syndicate gear
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vr_outfit = /datum/outfit/vr/syndicate
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/obj/effect/vr_clean_master // Will keep VR areas that have this relatively clean.
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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color = "#00FF00"
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invisibility = INVISIBILITY_ABSTRACT
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var/area/vr_area
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/obj/effect/vr_clean_master/Initialize()
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. = ..()
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vr_area = get_area(src)
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addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES)
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/obj/effect/vr_clean_master/proc/clean_up()
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if (vr_area)
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for (var/obj/item/ammo_casing/casing in vr_area)
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qdel(casing)
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for(var/obj/effect/decal/cleanable/C in vr_area)
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qdel(C)
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for (var/mob/living/carbon/human/virtual_reality/H in vr_area)
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if (H.stat == DEAD && !H.vr_sleeper && !H.real_mind)
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qdel(H)
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addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES) |