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* Changes `dreaming` variable on carbons to a trait (#79940) ## About The Pull Request The documentation lied, it was a boolean that we only used in one file, so lets just make it a trait and cut down on how much scrolling the average person has to do when looking at carbon variables ## Changelog Does not concern players. * Changes `dreaming` variable on carbons to a trait --------- Co-authored-by: san7890 <the@san7890.com>
187 lines
6.0 KiB
Plaintext
187 lines
6.0 KiB
Plaintext
#define DREAMING_SOURCE "dreaming_source"
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/**
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* Begins the dreaming process on a sleeping carbon.
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*
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* Checks a 10% chance and whether or not the carbon this is called on is already dreaming. If
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* the prob() passes and there are no dream images left to display, a new dream is constructed.
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*/
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/mob/living/carbon/proc/handle_dreams()
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if(!HAS_TRAIT(src, TRAIT_DREAMING) && prob(10))
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dream()
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/**
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* Generates a dream sequence to be displayed to the sleeper.
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*
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* 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.
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* Dreams are generated as a list of strings stored inside dream_fragments, which is passed to and displayed in dream_sequence().
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* Bedsheets on the sleeper will provide a custom subject for the dream, pulled from the dream_messages on each bedsheet.
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*/
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/mob/living/carbon/proc/dream()
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set waitfor = FALSE
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var/datum/dream/chosen_dream = pick_weight(GLOB.dreams)
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ADD_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
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dream_sequence(chosen_dream.GenerateDream(src), chosen_dream)
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/**
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* Displays the passed list of dream fragments to a sleeping carbon.
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*
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* Displays the first string of the passed dream fragments, then either ends the dream sequence
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* or performs a callback on itself depending on if there are any remaining dream fragments to display.
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*
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* Arguments:
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* * dream_fragments - A list of strings, in the order they will be displayed.
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* * current_dream - The dream datum used for the current dream
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*/
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/mob/living/carbon/proc/dream_sequence(list/dream_fragments, datum/dream/current_dream)
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if(stat != UNCONSCIOUS || HAS_TRAIT(src, TRAIT_CRITICAL_CONDITION))
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REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
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current_dream.OnDreamEnd(src)
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return
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var/next_message = dream_fragments[1]
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dream_fragments.Cut(1,2)
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if(istype(next_message, /datum/callback))
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var/datum/callback/something_happens = next_message
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next_message = something_happens.InvokeAsync(src)
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to_chat(src, span_notice("<i>... [next_message] ...</i>"))
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if(LAZYLEN(dream_fragments))
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var/next_wait = rand(10, 30)
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if(current_dream.sleep_until_finished)
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AdjustSleeping(next_wait)
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addtimer(CALLBACK(src, PROC_REF(dream_sequence), dream_fragments, current_dream), next_wait)
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else
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REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
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current_dream.OnDreamEnd(src)
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//-------------------------
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// DREAM DATUMS
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GLOBAL_LIST_INIT(dreams, populate_dream_list())
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/proc/populate_dream_list()
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var/list/output = list()
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for(var/datum/dream/dream_type as anything in subtypesof(/datum/dream))
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output[new dream_type] = initial(dream_type.weight)
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return output
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/**
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* Contains all the behavior needed to play a kind of dream.
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* All dream types get randomly selected from based on weight when an appropriate mobs dreams.
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*/
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/datum/dream
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/// The relative chance this dream will be randomly selected
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var/weight = 0
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/// Causes the mob to sleep long enough for the dream to finish if begun
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var/sleep_until_finished = FALSE
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/**
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* Called when beginning a new dream for the dreamer.
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* Gives back a list of dream events. Events can be text or callbacks that return text.
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*/
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/datum/dream/proc/GenerateDream(mob/living/carbon/dreamer)
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return list()
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/**
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* Called when the dream ends or is interrupted.
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*/
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/datum/dream/proc/OnDreamEnd(mob/living/carbon/dreamer)
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return
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/// The classic random dream of various words that might form a cohesive narrative, but usually wont
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/datum/dream/random
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weight = 1000
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/datum/dream/random/GenerateDream(mob/living/carbon/dreamer)
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var/list/custom_dream_nouns = list()
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var/fragment = ""
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for(var/obj/item/bedsheet/sheet in dreamer.loc)
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custom_dream_nouns += sheet.dream_messages
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. = list()
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. += "you see"
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//Subject
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if(custom_dream_nouns.len && prob(90))
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fragment += pick(custom_dream_nouns)
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else
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fragment += pick(GLOB.dream_strings)
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if(prob(50)) //Replace the adjective space with an adjective, or just get rid of it
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fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives))
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else
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fragment = replacetext(fragment, "%ADJECTIVE% ", "")
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if(findtext(fragment, "%A% "))
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fragment = "\a [replacetext(fragment, "%A% ", "")]"
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. += fragment
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//Verb
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fragment = ""
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if(prob(50))
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if(prob(35))
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fragment += "[pick(GLOB.adverbs)] "
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fragment += pick(GLOB.ing_verbs)
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else
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fragment += "will "
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fragment += pick(GLOB.verbs)
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. += fragment
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if(prob(25))
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return
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//Object
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fragment = ""
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fragment += pick(GLOB.dream_strings)
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if(prob(50))
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fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives))
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else
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fragment = replacetext(fragment, "%ADJECTIVE% ", "")
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if(findtext(fragment, "%A% "))
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fragment = "\a [replacetext(fragment, "%A% ", "")]"
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. += fragment
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/// Dream plays a random sound at you, chosen from all sounds in the folder
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/datum/dream/hear_something
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weight = 500
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var/reserved_sound_channel
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/datum/dream/hear_something/New()
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. = ..()
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RegisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(ReserveSoundChannel))
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/datum/dream/hear_something/GenerateDream(mob/living/carbon/dreamer)
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. = ..()
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. += pick("you wind up a toy", "you hear something strange", "you pick out a record to play", "you hit shuffle on your music player")
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. += CALLBACK(src, PROC_REF(PlayRandomSound))
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. += "it reminds you of something"
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/datum/dream/hear_something/OnDreamEnd(mob/living/carbon/dreamer)
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. = ..()
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// In case we play some long ass music track
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addtimer(CALLBACK(src, PROC_REF(StopSound), dreamer), 5 SECONDS)
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/datum/dream/hear_something/proc/ReserveSoundChannel()
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reserved_sound_channel = SSsounds.reserve_sound_channel(src)
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UnregisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE)
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/datum/dream/hear_something/proc/PlayRandomSound(mob/living/carbon/dreamer)
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var/sound/random_sound = sound(pick(SSsounds.all_sounds), channel=reserved_sound_channel)
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random_sound.status = SOUND_STREAM
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SEND_SOUND(dreamer, random_sound)
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return "you hear something you weren't expecting!"
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/datum/dream/hear_something/proc/StopSound(mob/living/carbon/dreamer)
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SEND_SOUND(dreamer, sound(channel=reserved_sound_channel))
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#undef DREAMING_SOURCE
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