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https://github.com/CHOMPStation2/CHOMPStation2.git
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340 lines
10 KiB
Plaintext
340 lines
10 KiB
Plaintext
/obj/machinery/vr_sleeper
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name = "virtual reality sleeper"
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desc = "A fancy bed with built-in sensory I/O ports and connectors to interface users' minds with their bodies in virtual reality."
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "body_scanner_0"
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var/base_state = "body_scanner_"
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density = TRUE
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anchored = TRUE
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circuit = /obj/item/circuitboard/vr_sleeper
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var/mob/living/carbon/human/occupant = null
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var/mob/living/carbon/human/avatar = null
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var/datum/mind/vr_mind = null
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var/datum/effect/effect/system/smoke_spread/bad/smoke
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var/eject_dead = TRUE
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var/mirror_first_occupant = TRUE // Do we force the newly produced body to look like the occupant?
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var/spawn_with_clothing = TRUE // Do we spawn the avatar with clothing?
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/// If we have a perfect replica of the mob's species that is entering us!
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/// Because of our player population, I have defaulted this to TRUE.
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/// If you are a downstream and want to have people spawn as VR prometheans by default, change this to FALSE
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var/perfect_replica = TRUE
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use_power = USE_POWER_IDLE
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idle_power_usage = 15
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active_power_usage = 200
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light_color = "#FF0000"
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/obj/machinery/vr_sleeper/perfect
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perfect_replica = TRUE
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/obj/machinery/vr_sleeper/Initialize(mapload)
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. = ..()
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default_apply_parts()
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smoke = new
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update_icon()
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/obj/machinery/vr_sleeper/Destroy()
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if(occupant && occupant.vr_link)
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occupant.vr_link.exit_vr()
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//The below deals with the edge case of there being no occupant but there IS things inside, somehow.
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//Just in case some weirdness happened.
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for(var/atom/movable/A in src)
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if(A == circuit)
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continue
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if(A in component_parts)
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continue
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A.loc = src.loc
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. = ..()
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/obj/machinery/vr_sleeper/process()
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if(stat & (NOPOWER|BROKEN))
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if(occupant)
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occupant.exit_vr(FALSE)
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visible_message(span_infoplain(span_bold("\The [src]") + " emits a low droning sound, before the pod door clicks open."))
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return
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else if(eject_dead && occupant && occupant.stat == DEAD) // If someone dies somehow while inside, spit them out.
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visible_message(span_warning("\The [src] sounds an alarm, swinging its hatch open."))
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occupant.exit_vr(FALSE)
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/obj/machinery/vr_sleeper/update_icon()
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icon_state = "[base_state][occupant ? "1" : "0"]"
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/obj/machinery/vr_sleeper/examine(mob/user)
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. = ..()
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if(occupant)
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. += span_notice("[occupant] is inside.")
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/obj/machinery/vr_sleeper/Topic(href, href_list)
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if(..())
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return 1
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if(usr == occupant)
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to_chat(usr, span_warning("You can't reach the controls from the inside."))
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return
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add_fingerprint(usr)
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if(href_list["eject"])
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go_out()
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return 1
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/obj/machinery/vr_sleeper/attackby(var/obj/item/I, var/mob/user)
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add_fingerprint(user)
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if(occupant && (istype(I, /obj/item/healthanalyzer) || istype(I, /obj/item/robotanalyzer)))
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I.attack(occupant, user)
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return
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if(default_deconstruction_screwdriver(user, I))
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return
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else if(default_deconstruction_crowbar(user, I))
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if(occupant && avatar)
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avatar.exit_vr()
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avatar = null
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perform_exit()
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return
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/obj/machinery/vr_sleeper/MouseDrop_T(var/mob/target, var/mob/user)
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if(user.stat || user.lying || !Adjacent(user) || !target.Adjacent(user)|| !isliving(target))
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return
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go_in(target, user)
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/obj/machinery/vr_sleeper/relaymove(var/mob/user)
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..()
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if(user.incapacitated())
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return
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go_out()
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/obj/machinery/vr_sleeper/emp_act(var/severity)
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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if(occupant)
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// This will eject the user from VR
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// ### Fry the brain? Yes. Maybe.
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if(prob(15 / ( severity / 4 )) && occupant.species.has_organ[O_BRAIN] && occupant.internal_organs_by_name[O_BRAIN])
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var/obj/item/organ/O = occupant.internal_organs_by_name[O_BRAIN]
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O.take_damage(severity * 2)
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visible_message(span_danger("\The [src]'s internal lighting flashes rapidly, before the hatch swings open with a cloud of smoke."))
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smoke.set_up(severity, 0, src)
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smoke.start("#202020")
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perform_exit()
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..(severity)
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/obj/machinery/vr_sleeper/verb/eject()
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set src in view(1)
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set category = "Object"
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set name = "Eject VR Capsule"
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if(usr.incapacitated())
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return
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if(stat & (BROKEN|NOPOWER) || occupant && occupant.stat == DEAD)
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perform_exit()
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else
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go_out()
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add_fingerprint(usr)
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/obj/machinery/vr_sleeper/verb/climb_in()
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set src in oview(1)
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set category = "Object"
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set name = "Enter VR Capsule"
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if(usr.incapacitated())
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return
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go_in(usr, usr)
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add_fingerprint(usr)
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/obj/machinery/vr_sleeper/relaymove(mob/user as mob)
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if(user.incapacitated())
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return 0 //maybe they should be able to get out with cuffs, but whatever
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perform_exit()
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/obj/machinery/vr_sleeper/proc/go_in(var/mob/M, var/mob/user)
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if(!M)
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return
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if(stat & (BROKEN|NOPOWER))
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return
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if(!ishuman(M))
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to_chat(user, span_warning("\The [src] rejects [M] with a sharp beep."))
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return
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if(occupant)
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to_chat(user, span_warning("\The [src] is already occupied."))
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return
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if(M == user)
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visible_message("\The [user] starts climbing into \the [src].")
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else
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visible_message("\The [user] starts putting [M] into \the [src].")
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if(do_after(user, 2 SECONDS, target = src))
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if(occupant)
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to_chat(user, span_warning("\The [src] is already occupied."))
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return
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M.stop_pulling()
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if(M.client)
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M.client.perspective = EYE_PERSPECTIVE
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M.client.eye = src
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M.loc = src
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occupant = M
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update_icon()
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if(!M.has_brain_worms())
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update_use_power(USE_POWER_ACTIVE)
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enter_vr()
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else
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to_chat(user, span_warning("\The [src] rejects [M] with a sharp beep."))
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return
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/obj/machinery/vr_sleeper/proc/go_out()
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if(!occupant)
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return
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if(avatar)
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if(tgui_alert(avatar, "Someone wants to remove you from virtual reality. Do you want to leave?", "Leave VR?", list("Yes", "No")) != "Yes")
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return
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perform_exit()
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//The actual bulk of the exit code.
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/obj/machinery/vr_sleeper/proc/perform_exit()
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if(!occupant)
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return
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avatar = null
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if(occupant.vr_link)
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occupant.vr_link.exit_vr(FALSE)
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if(occupant.client)
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occupant.client.eye = occupant.client.mob
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occupant.client.perspective = MOB_PERSPECTIVE
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occupant.forceMove(get_turf(src))
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occupant = null
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for(var/atom/movable/A in src) // In case an object was dropped inside or something
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if(A == circuit)
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continue
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if(A in component_parts)
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continue
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A.loc = src.loc
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update_use_power(USE_POWER_IDLE)
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update_icon()
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/obj/machinery/vr_sleeper/proc/enter_vr()
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// No mob to transfer a mind from
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if(!occupant)
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return
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// No mind to transfer
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if(!occupant.mind)
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return
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// Mob doesn't have an active consciousness to send/receive from
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if(occupant.stat == DEAD)
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return
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if(QDELETED(occupant.vr_link)) //Hardrefs...
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occupant.vr_link = null
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avatar = occupant.vr_link
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// If they've already enterred VR, and are reconnecting, prompt if they want a new body
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if(avatar && tgui_alert(occupant, "You already have a [avatar.stat == DEAD ? "" : "deceased "]Virtual Reality avatar. Would you like to use it?", "New avatar", list("Yes", "No")) != "Yes")
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// Delink the mob
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if(!occupant) //We can walk out of this before we give a prompt...A TGUI state won't help here sadly.
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return
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occupant.vr_link = null
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avatar = null
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if(!avatar)
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// Get the desired spawn location to put the body
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var/S = null
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var/list/vr_landmarks = list()
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for(var/obj/effect/landmark/virtual_reality/sloc in GLOB.landmarks_list)
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vr_landmarks += sloc.name
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S = tgui_input_list(occupant, "Please select a location to spawn your avatar at:", "Spawn location", vr_landmarks)
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if(!S)
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return 0
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var/tf = null
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if(tgui_alert(occupant, "Would you like to play as a different creature?", "Join as a mob?", list("Yes", "No")) == "Yes")
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var/k = tgui_input_list(occupant, "Please select a creature:", "Mob list", GLOB.vr_mob_tf_options)
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if(!k || !occupant) //Our occupant can walk out.
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return 0
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tf = GLOB.vr_mob_tf_options[k]
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for(var/obj/effect/landmark/virtual_reality/i in GLOB.landmarks_list)
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if(i.name == S)
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S = i
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break
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if(!perfect_replica)
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avatar = new(S, "Virtual Reality Avatar")
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else
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avatar = new(src, occupant.species.name)
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// If the user has a non-default (Human) bodyshape, make it match theirs.
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if(occupant.species.name != "Promethean" && occupant.species.name != "Human" && mirror_first_occupant)
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avatar.shapeshifter_change_shape(occupant.species.name)
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avatar.forceMove(get_turf(S)) // Put the mob on the landmark, instead of inside it
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occupant.enter_vr(avatar)
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if(spawn_with_clothing)
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job_master.EquipRank(avatar,"Visitor", 1, FALSE)
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add_verb(avatar,/mob/living/carbon/human/proc/perform_exit_vr)
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add_verb(avatar,/mob/living/carbon/human/proc/vr_transform_into_mob)
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add_verb(avatar,/mob/living/proc/set_size)
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avatar.virtual_reality_mob = TRUE
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//This handles all the 'We make it look like ourself' code.
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//We do this BEFORE any mob tf so prefs carry over properly!
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if(perfect_replica)
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avatar.species.create_organs(avatar) // Reset our organs/limbs.
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avatar.restore_all_organs()
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avatar.client.prefs.copy_to(avatar)
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avatar.dna.ResetUIFrom(avatar)
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avatar.sync_dna_traits(TRUE) // Traitgenes Sync traits to genetics if needed
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avatar.sync_organ_dna()
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avatar.initialize_vessel()
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SEND_SIGNAL(avatar, COMSIG_HUMAN_DNA_FINALIZED)
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if(tf)
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var/mob/living/new_form = avatar.transform_into_mob(tf, TRUE) // No need to check prefs when the occupant already chose to transform.
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if(isliving(new_form)) // Make sure the mob spawned properly.
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add_verb(new_form,/mob/living/proc/vr_revert_mob_tf)
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new_form.virtual_reality_mob = TRUE
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add_verb(avatar, /mob/living/carbon/human/proc/perform_exit_vr) //ahealing removes the prommie verbs and the VR verbs, giving it back
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avatar.Sleeping(1)
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// Prompt for username after they've enterred the body.
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var/newname = tgui_input_text(avatar, "You are entering virtual reality. Your username is currently [src.name]. Would you like to change it to something else?", "Name change", null, MAX_NAME_LEN)
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if(newname)
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avatar.real_name = newname
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avatar.name = newname
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else
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// If TFed, revert TF. Easier than coding mind transfer stuff for edge cases.
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if(avatar.tfed_into_mob_check())
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var/mob/living/M = loc
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if(istype(M)) // Sanity check, though shouldn't be needed since this is already checked by the proc.
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M.revert_mob_tf()
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occupant.enter_vr(avatar)
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