Files
Bubberstation/code/modules/bitrunning/server/obj_generation.dm
_0Steven fe1e071499 Bitrunning Gimmick Loadout Disks (feat. minor disk load refactor) (#88716)
## About The Pull Request

Where I forget about a pr for 5 months.

This started because there was a pr that made it so skills transfer
between the real and the digital, and so I thought it'd be really funny
if I could train boxing in virtual reality... but there's no easy way to
get boxing gloves or anything like it in the virtual world...
So! I decided to make a disk for it, but then thought about fishing and
gaming and-
Anyhow it all went downhill from there and here we are now: Gimmick
Disks. (And a refactor of disk loading)

This implements a new type of bitrunning disk that instead of a single
item or ability, grants a full set of thematic items/abilities!
Unhelpfully cosplay as a wizard! Game inside your game! Down a digital
protein shake and box some simplemobs!
As the name "Gimmick" implies, these are primarily intended to help
shake up the sometimes stale bitrunner gameplay.
By letting you invoke, if you so desire, what to me is the most
enjoyable gaming experience: doing stupid shit with your buddies.

To facilitate the new type of disk I had to refactor disk loading, as it
was hardcoded to the item types.
Instead, we make disk loading send a signal to the bitrunner, and
register for this when held in their inventory.
This allows us to do things like making the lead acid battery give you
shock touch when held, without needing to make an explicit typecheck or
iterate over every item in the bitrunner's nested contents to see if
they have a loadable item.
## Why It's Good For The Game

I think it'd be really funny if you could train your boxing in the
digital realm.
As said above, I feel the bitrunner gameplay can get stale sometimes,
and this is how I hope to help people shake it up for themselves
sometimes. By giving them more stupid shit to do.
Doing stupid extended bits with other people is one of the things I
enjoy most out of ss13, and this is there to let the bitrunners do
exactly that with each other.

And sometimes you just have to roleplay as Gamers™️ entering virtual
reality to fight the virtual syndicate in bad cosplay while roleplaying
as a wizard smoking his magic weed, an overly edgy rogue, and the healer
desperately trying to keep them from exploding into a million pieces.
## Changelog
🆑
refactor: Bitrunning item/ability loading has been refactored. Please
report any issues.
add: Added Bitrunning gimmick loadout disks. These disks contain full
sets of equipment for all your digital cosplay needs, each including
questionably helpful equipment. Currently includes Sports (Boxer,
Skater, Archer, Fisher, Gamer) and Dungeon Crawling (Alchemist, Rogue,
Healer, Wizard).
add: Taking a lead acid battery into the netpod with you now gives your
bit avatar shock touch.
/🆑
2025-01-30 13:17:08 +01:00

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/// Attempts to spawn a crate twice based on the list of available locations
/obj/machinery/quantum_server/proc/attempt_spawn_cache(list/possible_turfs)
if(!length(possible_turfs))
return TRUE
shuffle_inplace(possible_turfs)
var/turf/chosen_turf = validate_turf(pick(possible_turfs))
if(isnull(chosen_turf))
possible_turfs.Remove(chosen_turf)
chosen_turf = validate_turf(pick(possible_turfs))
if(isnull(chosen_turf))
CRASH("vdom: after two attempts, could not find a valid turf for cache")
new /obj/structure/closet/crate/secure/bitrunning/encrypted(chosen_turf)
return TRUE
/// Attempts to spawn a lootbox
/obj/machinery/quantum_server/proc/attempt_spawn_curiosity(list/possible_turfs)
if(!length(possible_turfs)) // Out of turfs to place a curiosity
return FALSE
if(generated_domain.secondary_loot_generated >= assoc_value_sum(generated_domain.secondary_loot)) // Out of curiosities to place
return FALSE
shuffle_inplace(possible_turfs)
var/turf/chosen_turf = validate_turf(pick(possible_turfs))
if(isnull(chosen_turf))
possible_turfs.Remove(chosen_turf)
chosen_turf = validate_turf(pick(possible_turfs))
if(isnull(chosen_turf))
CRASH("vdom: after two attempts, could not find a valid turf for curiosity")
new /obj/item/storage/lockbox/bitrunning/encrypted(chosen_turf)
return chosen_turf
/// Generates a new avatar for the bitrunner.
/obj/machinery/quantum_server/proc/generate_avatar(turf/destination, datum/outfit/netsuit)
var/mob/living/carbon/human/avatar = new(destination)
var/outfit_path = generated_domain.forced_outfit || netsuit
var/datum/outfit/to_wear = new outfit_path()
to_wear.belt = /obj/item/bitrunning_host_monitor
to_wear.ears = null
to_wear.glasses = null
to_wear.gloves = null
to_wear.l_pocket = null
to_wear.r_pocket = null
to_wear.suit = null
to_wear.suit_store = null
avatar.equipOutfit(to_wear, visuals_only = TRUE)
var/obj/item/clothing/under/jumpsuit = avatar.w_uniform
if(istype(jumpsuit))
jumpsuit.set_armor(/datum/armor/clothing_under)
var/obj/item/clothing/head/hat = locate() in avatar.get_equipped_items()
if(istype(hat))
hat.set_armor(/datum/armor/none)
if(!generated_domain.forced_outfit)
for(var/obj/thing in avatar.held_items)
qdel(thing)
var/obj/item/storage/backpack/bag = avatar.back
if(istype(bag))
QDEL_LIST(bag.contents)
bag.contents += list(
new /obj/item/storage/box/survival,
new /obj/item/storage/medkit/regular,
new /obj/item/flashlight,
)
var/obj/item/card/id/outfit_id = avatar.wear_id
if(outfit_id)
outfit_id.registered_account = new()
outfit_id.registered_account.replaceable = FALSE
SSid_access.apply_trim_to_card(outfit_id, /datum/id_trim/bit_avatar)
avatar.AddComponent( \
/datum/component/simple_bodycam, \
camera_name = "bitrunner bodycam", \
c_tag = "Avatar [avatar.real_name]", \
network = BITRUNNER_CAMERA_NET, \
emp_proof = TRUE, \
)
return avatar
/// Loads in any mob segments of the map
/obj/machinery/quantum_server/proc/load_mob_segments()
if(!length(generated_domain.mob_modules))
return TRUE
var/current_index = 1
shuffle_inplace(generated_domain.mob_modules)
for(var/obj/effect/landmark/bitrunning/mob_segment/landmark in GLOB.landmarks_list)
if(current_index > length(generated_domain.mob_modules))
stack_trace("vdom: mobs segments are set to unique, but there are more landmarks than available segments")
return FALSE
var/path
if(generated_domain.modular_unique_mobs)
path = generated_domain.mob_modules[current_index]
current_index += 1
else
path = pick(generated_domain.mob_modules)
var/datum/modular_mob_segment/segment = new path()
var/list/mob_spawns = landmark.spawn_mobs(get_turf(landmark), segment)
if(length(mob_spawns))
mutation_candidate_refs += mob_spawns
qdel(landmark)
qdel(segment)
return TRUE
/// Scans over neo's contents for bitrunning tech disks. Loads the items or abilities onto the avatar.
/obj/machinery/quantum_server/proc/stock_gear(mob/living/carbon/human/avatar, mob/living/carbon/human/neo, datum/lazy_template/virtual_domain/generated_domain)
var/domain_forbids_flags = generated_domain.external_load_flags
var/import_ban = list()
var/disk_ban = list()
if(domain_forbids_flags & DOMAIN_FORBIDS_ITEMS)
import_ban += "smuggled digital equipment"
disk_ban += "items"
if(domain_forbids_flags & DOMAIN_FORBIDS_ABILITIES)
import_ban += "imported_abilities"
disk_ban += "powers"
if(length(import_ban))
to_chat(neo, span_warning("This domain forbids the use of [english_list(import_ban)], your externally loaded [english_list(disk_ban)] will not be granted!"))
var/return_flags = NONE
return_flags = SEND_SIGNAL(neo, COMSIG_BITRUNNER_STOCKING_GEAR, avatar, domain_forbids_flags)
if(return_flags & BITRUNNER_GEAR_LOAD_FAILED)
to_chat(neo, span_warning("At least one of your external data sources has encountered a failure in its loading process. Check for overlapping or inactive disks."))
if(return_flags & BITRUNNER_GEAR_LOAD_BLOCKED)
to_chat(neo, span_warning("At least one of your external data sources has been blocked from fully loading. Check domain restrictions."))
var/obj/item/organ/brain/neo_brain = neo.get_organ_slot(ORGAN_SLOT_BRAIN)
for(var/obj/item/skillchip/skill_chip as anything in neo_brain?.skillchips)
if(!skill_chip.active)
continue
var/obj/item/skillchip/clone_chip = new skill_chip.type
avatar.implant_skillchip(clone_chip, force = TRUE)
clone_chip.try_activate_skillchip(silent = TRUE, force = TRUE)