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S.P.L.U.R.T-Station-13/code/modules/VR/vr_sleeper.dm
2019-07-04 00:30:28 +02:00

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//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/vr_mob
var/virtual_mob_type = /mob/living/carbon/human
var/vr_category = "default" //Specific category of spawn points to pick from
var/allow_creating_vr_mobs = 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_mob()
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)
. = ..()
if(!(obj_flags & EMAGGED))
return
obj_flags |= EMAGGED
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)
return
if(occupant)
SStgui.close_user_uis(occupant, src)
return ..()
/obj/machinery/vr_sleeper/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
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_mob && (!istype(vr_mob) || !vr_mob.InCritical()) && !vr_mob.GetComponent(/datum/component/virtual_reality))
vr_mob.AddComponent(/datum/component/virtual_reality, human_occupant, src, you_die_in_the_game_you_die_for_real)
to_chat(vr_mob, "<span class='notice'>Transfer successful! You are now playing as [vr_mob] in VR!</span>")
else
if(allow_creating_vr_mobs)
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)
new_player(occupant, T, V.vr_outfit)
to_chat(vr_mob, "<span class='notice'>Transfer successful! You are now playing as [vr_mob] 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_mob)
cleanup_vr_mob()
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_mob && !QDELETED(vr_mob))
data["can_delete_avatar"] = TRUE
data["vr_avatar"] = list("name" = vr_mob.name)
data["isliving"] = istype(vr_mob)
if(data["isliving"])
var/status
switch(vr_mob.stat)
if(CONSCIOUS)
status = "Conscious"
if(DEAD)
status = "Dead"
if(UNCONSCIOUS)
status = "Unconscious"
if(SOFT_CRIT)
status = "Barely Conscious"
data["vr_avatar"] += list("status" = status, "health" = vr_mob.health, "maxhealth" = vr_mob.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/new_player(mob/living/carbon/human/H, location, datum/outfit/outfit, transfer = TRUE)
if(!H)
return
cleanup_vr_mob()
vr_mob = new virtual_mob_type(location)
if(vr_mob.build_virtual_character(H, outfit))
var/mob/living/carbon/human/vr_H = vr_mob
vr_H.updateappearance(TRUE, TRUE, TRUE)
if(!transfer || !H.mind)
return
vr_mob.AddComponent(/datum/component/virtual_reality, H, src, you_die_in_the_game_you_die_for_real)
/obj/machinery/vr_sleeper/proc/cleanup_vr_mob()
if(vr_mob)
QDEL_NULL(vr_mob)
/obj/machinery/vr_sleeper/proc/emagNotify()
if(vr_mob)
vr_mob.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
var/list/corpse_party
/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/A in corpse_party)
var/mob/M = A
if(get_area(M) == vr_area && M.stat == DEAD)
qdel(M)
addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES)