Files
Bubberstation/code/modules/VR/vr_sleeper.dm
kevinz000 3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
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.
2018-10-11 11:22:21 +13:00

236 lines
8.2 KiB
Plaintext

//Glorified teleporter that puts you in a new human body.
// it's """VR"""
/obj/machinery/vr_sleeper
name = "virtual reality sleeper"
desc = "A sleeper modified to alter the subconscious state of the user, allowing them to visit virtual worlds."
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
state_open = TRUE
occupant_typecache = list(/mob/living/carbon/human) // turned into typecache in Initialize
circuit = /obj/item/circuitboard/machine/vr_sleeper
var/you_die_in_the_game_you_die_for_real = FALSE
var/datum/effect_system/spark_spread/sparks
var/mob/living/carbon/human/virtual_reality/vr_human
var/vr_category = "default" //Specific category of spawn points to pick from
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
var/only_current_user_can_interact = FALSE
/obj/machinery/vr_sleeper/Initialize()
. = ..()
sparks = new /datum/effect_system/spark_spread()
sparks.set_up(2,0)
sparks.attach(src)
update_icon()
/obj/machinery/vr_sleeper/attackby(obj/item/I, mob/user, params)
if(!state_open && !occupant)
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
return
if(default_change_direction_wrench(user, I))
return
if(default_pry_open(I))
return
if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/vr_sleeper/relaymove(mob/user)
open_machine()
/obj/machinery/vr_sleeper/container_resist(mob/living/user)
open_machine()
/obj/machinery/vr_sleeper/Destroy()
open_machine()
cleanup_vr_human()
QDEL_NULL(sparks)
return ..()
/obj/machinery/vr_sleeper/hugbox
desc = "A sleeper modified to alter the subconscious state of the user, allowing them to visit virtual worlds. Seems slightly more secure."
flags_1 = NODECONSTRUCT_1
only_current_user_can_interact = TRUE
/obj/machinery/vr_sleeper/hugbox/emag_act(mob/user)
return
/obj/machinery/vr_sleeper/emag_act(mob/user)
you_die_in_the_game_you_die_for_real = TRUE
sparks.start()
addtimer(CALLBACK(src, .proc/emagNotify), 150)
/obj/machinery/vr_sleeper/update_icon()
icon_state = "[initial(icon_state)][state_open ? "-open" : ""]"
/obj/machinery/vr_sleeper/open_machine()
if(!state_open)
if(vr_human)
vr_human.revert_to_reality(FALSE)
if(occupant)
SStgui.close_user_uis(occupant, src)
..()
/obj/machinery/vr_sleeper/MouseDrop_T(mob/target, mob/living/user)
if(!istype(user))
return
if(user.stat || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
if(isliving(user))
var/mob/living/L = user
if(!(L.mobility_flags & MOBILITY_STAND))
return
close_machine(target)
/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)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "vr_sleeper", "VR Sleeper", 475, 340, master_ui, state)
ui.open()
/obj/machinery/vr_sleeper/ui_act(action, params)
if(..())
return
switch(action)
if("vr_connect")
var/mob/living/carbon/human/human_occupant = occupant
if(human_occupant && human_occupant.mind && usr == occupant)
to_chat(occupant, "<span class='warning'>Transferring to virtual reality...</span>")
if(vr_human && vr_human.stat == CONSCIOUS && !vr_human.real_mind)
SStgui.close_user_uis(occupant, src)
vr_human.real_mind = human_occupant.mind
vr_human.ckey = human_occupant.ckey
to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
else
if(allow_creating_vr_humans)
to_chat(occupant, "<span class='warning'>Virtual avatar not found, attempting to create one...</span>")
var/obj/effect/landmark/vr_spawn/V = get_vr_spawnpoint()
var/turf/T = get_turf(V)
if(T)
SStgui.close_user_uis(occupant, src)
build_virtual_human(occupant, T, V.vr_outfit)
to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
else
to_chat(occupant, "<span class='warning'>Virtual world misconfigured, aborting transfer</span>")
else
to_chat(occupant, "<span class='warning'>The virtual world does not support the creation of new virtual avatars, aborting transfer</span>")
. = TRUE
if("delete_avatar")
if(!occupant || usr == occupant)
if(vr_human)
cleanup_vr_human()
else
to_chat(usr, "<span class='warning'>The VR Sleeper's safeties prevent you from doing that.</span>")
. = TRUE
if("toggle_open")
if(state_open)
close_machine()
else if ((!occupant || usr == occupant) || !only_current_user_can_interact)
open_machine()
. = TRUE
/obj/machinery/vr_sleeper/ui_data(mob/user)
var/list/data = list()
if(vr_human && !QDELETED(vr_human))
data["can_delete_avatar"] = TRUE
var/status
switch(vr_human.stat)
if(CONSCIOUS)
status = "Conscious"
if(DEAD)
status = "Dead"
if(UNCONSCIOUS)
status = "Unconscious"
if(SOFT_CRIT)
status = "Barely Conscious"
data["vr_avatar"] = list("name" = vr_human.name, "status" = status, "health" = vr_human.health, "maxhealth" = vr_human.maxHealth)
data["toggle_open"] = state_open
data["emagged"] = you_die_in_the_game_you_die_for_real
data["isoccupant"] = (user == occupant)
return data
/obj/machinery/vr_sleeper/proc/get_vr_spawnpoint() //proc so it can be overridden for team games or something
return safepick(GLOB.vr_spawnpoints[vr_category])
/obj/machinery/vr_sleeper/proc/build_spawnpoints() // used to rebuild the list for admins if need be
GLOB.vr_spawnpoints = list()
for(var/obj/effect/landmark/vr_spawn/V in GLOB.landmarks_list)
GLOB.vr_spawnpoints[V.vr_category] = V
/obj/machinery/vr_sleeper/proc/build_virtual_human(mob/living/carbon/human/H, location, var/datum/outfit/outfit, transfer = TRUE)
if(H)
cleanup_vr_human()
vr_human = new /mob/living/carbon/human/virtual_reality(location)
vr_human.mind_initialize()
vr_human.vr_sleeper = src
vr_human.real_mind = H.mind
H.dna.transfer_identity(vr_human)
vr_human.name = H.name
vr_human.real_name = H.real_name
vr_human.socks = H.socks
vr_human.undershirt = H.undershirt
vr_human.underwear = H.underwear
vr_human.updateappearance(TRUE, TRUE, TRUE)
if(outfit)
var/datum/outfit/O = new outfit()
O.equip(vr_human)
if(transfer && H.mind)
SStgui.close_user_uis(H, src)
vr_human.ckey = H.ckey
/obj/machinery/vr_sleeper/proc/cleanup_vr_human()
if(vr_human)
vr_human.vr_sleeper = null // Prevents race condition where a new human could get created out of order and set to null.
QDEL_NULL(vr_human)
/obj/machinery/vr_sleeper/proc/emagNotify()
if(vr_human)
vr_human.Dizzy(10)
/obj/effect/landmark/vr_spawn //places you can spawn in VR, auto selected by the vr_sleeper during get_vr_spawnpoint()
var/vr_category = "default" //So we can have specific sleepers, eg: "Basketball VR Sleeper", etc.
var/vr_outfit = /datum/outfit/vr
/obj/effect/landmark/vr_spawn/Initialize()
. = ..()
LAZYADD(GLOB.vr_spawnpoints[vr_category], src)
/obj/effect/landmark/vr_spawn/Destroy()
LAZYREMOVE(GLOB.vr_spawnpoints[vr_category], src)
return ..()
/obj/effect/landmark/vr_spawn/team_1
vr_category = "team_1"
/obj/effect/landmark/vr_spawn/team_2
vr_category = "team_2"
/obj/effect/landmark/vr_spawn/admin
vr_category = "event"
/obj/effect/landmark/vr_spawn/syndicate // Multiple missions will use syndicate gear
vr_outfit = /datum/outfit/vr/syndicate
/obj/effect/vr_clean_master // Will keep VR areas that have this relatively clean.
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
color = "#00FF00"
invisibility = INVISIBILITY_ABSTRACT
var/area/vr_area
/obj/effect/vr_clean_master/Initialize()
. = ..()
vr_area = get_area(src)
addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES)
/obj/effect/vr_clean_master/proc/clean_up()
if (vr_area)
for (var/obj/item/ammo_casing/casing in vr_area)
qdel(casing)
for(var/obj/effect/decal/cleanable/C in vr_area)
qdel(C)
for (var/mob/living/carbon/human/virtual_reality/H in vr_area)
if (H.stat == DEAD && !H.vr_sleeper && !H.real_mind)
qdel(H)
addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES)