mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
248 lines
10 KiB
Plaintext
248 lines
10 KiB
Plaintext
/**
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* The virtual reality turned component.
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* Originally created to overcome issues of mob polymorphing locking the player inside virtual reality
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* and allow for a more "immersive" virtual reality in a virtual reality experience.
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* It relies on comically complex order of logic, expect things to break if procs such as mind/transfer_to() are revamped.
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* In short, a barebone not so hardcoded VR framework.
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* If you plan to add more devices that make use of this component, remember to isolate their code outta here where possible.
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*/
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/datum/component/virtual_reality
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can_transfer = TRUE
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//the player's mind (not the parent's), should something happen to them or to their mob.
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var/datum/mind/mastermind
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//the current mob's mind, which we need to keep track for mind transfer.
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var/datum/mind/current_mind
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//the action datum used by the mob to quit the vr session.
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var/datum/action/quit_vr/quit_action
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//This one's name should be self explainatory, currently used for emags.
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var/you_die_in_the_game_you_die_for_real = FALSE
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//Used to allow people to play recursively playing vr while playing vr without many issues.
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var/datum/component/virtual_reality/level_below
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var/datum/component/virtual_reality/level_above
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//Used to stop the component from executing certain functions that'd cause us some issues otherwise.
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//FALSE if there is a connected player, otherwise TRUE.
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var/session_paused = TRUE
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//Used to stop unwarranted behaviour from happening in cases where the master mind transference is unsupported. Set on Initialize().
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var/allow_mastermind_transfer = FALSE
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/datum/component/virtual_reality/Initialize(yolo = FALSE, _allow_mastermind_transfer = FALSE)
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var/mob/M = parent
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if(!istype(M) || !M.mind)
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return COMPONENT_INCOMPATIBLE
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you_die_in_the_game_you_die_for_real = yolo
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allow_mastermind_transfer = _allow_mastermind_transfer
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quit_action = new
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/datum/component/virtual_reality/Destroy()
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QDEL_NULL(quit_action)
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if(level_above)
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level_above.level_below = null
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level_above = null
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if(level_below)
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level_below.level_above = null
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level_below = null
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return ..()
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/datum/component/virtual_reality/RegisterWithParent()
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. = ..()
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var/mob/M = parent
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current_mind = M.mind
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if(!quit_action)
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quit_action = new
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quit_action.Grant(M)
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RegisterSignal(quit_action, COMSIG_ACTION_TRIGGER, .proc/action_trigger)
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RegisterSignal(M, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING), .proc/game_over)
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RegisterSignal(M, COMSIG_MOB_GHOSTIZE, .proc/be_a_quitter)
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RegisterSignal(M, COMSIG_MOB_KEY_CHANGE, .proc/on_player_transfer)
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RegisterSignal(current_mind, COMSIG_MIND_TRANSFER, .proc/on_player_transfer)
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RegisterSignal(current_mind, COMSIG_PRE_MIND_TRANSFER, .proc/pre_player_transfer)
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if(mastermind?.current)
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mastermind.current.audiovisual_redirect = M
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ADD_TRAIT(M, TRAIT_NO_MIDROUND_ANTAG, VIRTUAL_REALITY_TRAIT)
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/datum/component/virtual_reality/UnregisterFromParent()
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. = ..()
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if(quit_action)
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quit_action.Remove(parent)
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UnregisterSignal(quit_action, COMSIG_ACTION_TRIGGER)
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UnregisterSignal(parent, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING, COMSIG_MOB_KEY_CHANGE, COMSIG_MOB_GHOSTIZE))
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UnregisterSignal(current_mind, list(COMSIG_MIND_TRANSFER, COMSIG_PRE_MIND_TRANSFER))
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current_mind = null
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if(mastermind?.current)
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mastermind.current.audiovisual_redirect = null
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REMOVE_TRAIT(parent, TRAIT_NO_MIDROUND_ANTAG, VIRTUAL_REALITY_TRAIT)
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/**
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* Called when attempting to connect a mob to a virtual reality mob.
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* This will return FALSE if the mob is without player or dead. TRUE otherwise
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*/
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/datum/component/virtual_reality/proc/connect(mob/M)
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var/mob/vr_M = parent
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if(!M.mind || M.stat == DEAD || !vr_M.mind || vr_M.stat == DEAD)
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return FALSE
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var/datum/component/virtual_reality/VR = M.GetComponent(/datum/component/virtual_reality)
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if(VR)
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VR.level_below = src
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level_above = VR
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mastermind = M.mind
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mastermind.current.audiovisual_redirect = parent
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M.transfer_ckey(vr_M, FALSE)
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RegisterSignal(mastermind, COMSIG_PRE_MIND_TRANSFER, .proc/switch_player)
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RegisterSignal(M, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING), .proc/game_over)
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RegisterSignal(M, COMSIG_MOB_PRE_PLAYER_CHANGE, .proc/player_hijacked)
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SStgui.close_user_uis(vr_M, src)
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session_paused = FALSE
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return TRUE
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/**
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* emag_act() hook. Makes the game deadlier, killing the mastermind mob too should the parent die.
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*/
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/datum/component/virtual_reality/proc/you_only_live_once()
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if(you_die_in_the_game_you_die_for_real)
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return FALSE
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you_die_in_the_game_you_die_for_real = TRUE
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return TRUE
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/**
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* Called when the mastermind mind is transferred to another mob.
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* This is pretty much just going to simply quit the session until machineries support polymorphed occupants etcetera.
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*/
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/datum/component/virtual_reality/proc/switch_player(datum/source, mob/new_mob, mob/old_mob)
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if(session_paused)
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return
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if(!allow_mastermind_transfer)
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quit()
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return COMPONENT_STOP_MIND_TRANSFER
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UnregisterSignal(old_mob, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING, COMSIG_MOB_PRE_PLAYER_CHANGE))
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RegisterSignal(new_mob, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING), .proc/game_over)
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RegisterSignal(new_mob, COMSIG_MOB_PRE_PLAYER_CHANGE, .proc/player_hijacked)
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old_mob.audiovisual_redirect = null
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new_mob.audiovisual_redirect = parent
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/**
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* Called to stop the player mind from being transferred should the new mob happen to be one of our masterminds'.
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* Since the target's mind.current is going to be null'd in the mind transfer process,
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* This has to be done in a different signal proc than on_player_transfer(), by then the mastermind.current will be null.
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*/
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/datum/component/virtual_reality/proc/pre_player_transfer(datum/source, mob/new_mob, mob/old_mob)
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if(!mastermind || session_paused)
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return
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if(new_mob == mastermind.current)
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quit()
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return COMPONENT_STOP_MIND_TRANSFER
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if(!level_above)
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return
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var/datum/component/virtual_reality/VR = level_above
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while(VR)
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if(VR.mastermind.current == new_mob)
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VR.quit() //this will revert the ckey back to new_mob.
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return COMPONENT_STOP_MIND_TRANSFER
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VR = VR.level_above
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/**
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* Called when someone or something else is somewhat about to replace the mastermind's mob key somehow.
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* And potentially lock the player in a broken virtual reality plot. Not really something to be proud of.
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*/
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/datum/component/virtual_reality/proc/player_hijacked(datum/source, mob/our_character, mob/their_character)
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if(session_paused)
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return
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if(!their_character)
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quit(cleanup = TRUE)
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return
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var/will_it_be_handled_in_their_pre_player_transfer = FALSE
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var/datum/component/virtual_reality/VR = src
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while(VR)
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if(VR.parent == their_character)
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will_it_be_handled_in_their_pre_player_transfer = TRUE
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break
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VR = VR.level_below
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if(!will_it_be_handled_in_their_pre_player_transfer) //it's not the player playing shenanigeans, abandon all ships.
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quit(cleanup = TRUE)
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/**
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* Takes care of moving the component from a mob to another when their mind or ckey is transferred.
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* The very reason this component even exists (else one would be stuck playing as a monky if monkyified)
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*/
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/datum/component/virtual_reality/proc/on_player_transfer(datum/source, mob/new_mob, mob/old_mob)
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new_mob.TakeComponent(src)
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/**
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* Required for the component to be transferable from mob to mob.
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*/
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/datum/component/virtual_reality/PostTransfer()
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if(!ismob(parent))
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return COMPONENT_INCOMPATIBLE
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/**
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*The following procs simply acts as hooks for quit(), since components do not use callbacks anymore
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*/
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/datum/component/virtual_reality/proc/action_trigger(datum/action/source, obj/target)
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quit()
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return COMPONENT_ACTION_BLOCK_TRIGGER
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/datum/component/virtual_reality/proc/revert_to_reality(datum/source)
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quit()
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/datum/component/virtual_reality/proc/game_over(datum/source)
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quit(you_die_in_the_game_you_die_for_real, TRUE)
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return COMPONENT_BLOCK_DEATH_BROADCAST
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/datum/component/virtual_reality/proc/be_a_quitter(datum/source, can_reenter_corpse, special = FALSE, penalize = FALSE)
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if(!special)
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quit()
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return COMPONENT_BLOCK_GHOSTING
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/datum/component/virtual_reality/proc/machine_destroyed(datum/source)
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quit(cleanup = TRUE)
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/**
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* Takes care of deleting itself, moving the player back to the mastermind's current and queueing the parent for deletion.
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* It supports nested virtual realities by recursively calling vr_in_a_vr(), which in turns calls quit(),
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* up to the deepest level, where the ckey will be transferred back to our mastermind's mob instead.
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* The above operation is skipped when session_paused is TRUE (ergo no player in control of the current mob).
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* vars:
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* * deathcheck is used to kill the master, you want this FALSE unless for stuff that doesn't involve emagging.
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* * cleanup is used to queue the parent for the next vr_clean_master's run, where they'll be deleted should they be dead.
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* * mob/override is used for the recursive virtual reality explained above and shouldn't be used outside of vr_in_a_vr().
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*/
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/datum/component/virtual_reality/proc/quit(deathcheck = FALSE, cleanup = FALSE, mob/override)
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var/mob/M = parent
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if(!session_paused)
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session_paused = TRUE
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var/mob/dreamer = override || mastermind.current
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if(!dreamer) //This shouldn't happen.
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stack_trace("virtual reality component quit() called without a mob to transfer the parent ckey to.")
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to_chat(M, "<span class='warning'>You feel a dreadful sensation, something terrible happened. You try to wake up, but you find yourself unable to...</span>")
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qdel(src)
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return
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if(level_below?.parent)
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level_below.vr_in_a_vr(dreamer, deathcheck, (deathcheck && cleanup))
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else
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M.transfer_ckey(dreamer, FALSE)
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if(deathcheck)
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to_chat(dreamer, "<span class='warning'>You feel everything fading away...</span>")
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dreamer.death(FALSE)
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mastermind.current.audiovisual_redirect = null
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if(!cleanup)
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if(level_above)
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level_above.level_below = null
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level_above = null
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UnregisterSignal(mastermind.current, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING, COMSIG_MOB_PRE_PLAYER_CHANGE))
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UnregisterSignal(mastermind, COMSIG_PRE_MIND_TRANSFER)
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mastermind = null
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if(cleanup)
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var/obj/effect/vr_clean_master/cleanbot = locate() in get_base_area(M)
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if(cleanbot)
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LAZYOR(cleanbot.corpse_party, M)
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qdel(src)
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/**
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* Used for recursive virtual realities shenanigeans and should be called by the above proc.
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*/
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/datum/component/virtual_reality/proc/vr_in_a_vr(mob/player, deathcheck = FALSE, lethal_cleanup = FALSE)
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var/mob/M = parent
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quit(deathcheck, lethal_cleanup, player)
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M.audiovisual_redirect = null
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if(lethal_cleanup)
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M.death(FALSE)
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