Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into syntheticbloods
This commit is contained in:
@@ -46,7 +46,7 @@
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s imaginary friend?", ROLE_PAI, null, null, 75, friend)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/C = pick(candidates)
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friend.key = C.key
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C.transfer_ckey(friend, FALSE)
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friend_initialized = TRUE
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else
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qdel(src)
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@@ -26,7 +26,7 @@
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s split personality?", ROLE_PAI, null, null, 75, stranger_backseat)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/C = pick(candidates)
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stranger_backseat.key = C.key
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C.transfer_ckey(stranger_backseat, FALSE)
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log_game("[key_name(stranger_backseat)] became [key_name(owner)]'s split personality.")
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message_admins("[ADMIN_LOOKUPFLW(stranger_backseat)] became [ADMIN_LOOKUPFLW(owner)]'s split personality.")
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else
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@@ -184,7 +184,7 @@
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s brainwashed mind?", null, null, null, 75, stranger_backseat)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/C = pick(candidates)
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stranger_backseat.key = C.key
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C.transfer_ckey(stranger_backseat, FALSE)
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else
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qdel(src)
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@@ -162,12 +162,12 @@
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if(!Process_Spacemove(direction) || !isturf(AM.loc))
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return
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step(AM, direction)
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if((direction & (direction - 1)) && (AM.loc == next)) //moved diagonally
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last_move_diagonal = TRUE
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else
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last_move_diagonal = FALSE
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handle_vehicle_layer()
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handle_vehicle_offsets()
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else
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@@ -234,7 +234,7 @@
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return list(TEXT_NORTH = list(0, 6), TEXT_SOUTH = list(0, 6), TEXT_EAST = list(0, 6), TEXT_WEST = list(0, 6))
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else
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return list(TEXT_NORTH = list(0, 6), TEXT_SOUTH = list(0, 6), TEXT_EAST = list(-6, 4), TEXT_WEST = list( 6, 4))
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/datum/component/riding/human/force_dismount(mob/living/user)
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var/atom/movable/AM = parent
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@@ -24,8 +24,9 @@ GLOBAL_LIST_EMPTY(uplinks)
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var/unlock_note
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var/unlock_code
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var/failsafe_code
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var/datum/ui_state/checkstate
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/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20)
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/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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@@ -57,6 +58,7 @@ GLOBAL_LIST_EMPTY(uplinks)
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active = _enabled
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gamemode = _gamemode
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telecrystals = starting_tc
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checkstate = _checkstate
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if(!lockable)
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active = TRUE
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locked = FALSE
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@@ -115,6 +117,7 @@ GLOBAL_LIST_EMPTY(uplinks)
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/datum/component/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
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datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
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state = checkstate ? checkstate : state
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active = TRUE
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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@@ -123,6 +126,12 @@ GLOBAL_LIST_EMPTY(uplinks)
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ui.set_style("syndicate")
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ui.open()
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/datum/component/uplink/ui_host(mob/user)
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if(istype(parent, /obj/item/implant)) //implants are like organs, not really located inside mobs codewise.
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var/obj/item/implant/I = parent
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return I.imp_in
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return ..()
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/datum/component/uplink/ui_data(mob/user)
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if(!user.mind)
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return
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@@ -0,0 +1,128 @@
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/datum/component/virtual_reality
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dupe_mode = COMPONENT_DUPE_ALLOWED //mindswap memes, shouldn't stack up otherwise.
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var/datum/mind/mastermind // where is my mind t. pixies
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var/datum/mind/current_mind
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var/obj/machinery/vr_sleeper/vr_sleeper
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var/datum/action/quit_vr/quit_action
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var/you_die_in_the_game_you_die_for_real = FALSE
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var/datum/component/virtual_reality/inception //The component works on a very fragile link betwixt mind, ckey and death.
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/datum/component/virtual_reality/Initialize(mob/M, obj/machinery/vr_sleeper/gaming_pod, yolo = FALSE, new_char = TRUE)
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if(!ismob(parent) || !istype(M))
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return COMPONENT_INCOMPATIBLE
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var/mob/vr_M = parent
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mastermind = M.mind
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RegisterSignal(M, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETED), .proc/game_over)
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RegisterSignal(M, COMSIG_MOB_KEY_CHANGE, .proc/switch_player)
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RegisterSignal(mastermind, COMSIG_MIND_TRANSFER, .proc/switch_player)
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you_die_in_the_game_you_die_for_real = yolo
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quit_action = new()
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if(gaming_pod)
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vr_sleeper = gaming_pod
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RegisterSignal(vr_sleeper, COMSIG_ATOM_EMAG_ACT, .proc/you_only_live_once)
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RegisterSignal(vr_sleeper, COMSIG_MACHINE_EJECT_OCCUPANT, .proc/revert_to_reality)
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vr_M.ckey = M.ckey
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var/datum/component/virtual_reality/clusterfk = M.GetComponent(/datum/component/virtual_reality)
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if(clusterfk && !clusterfk.inception)
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clusterfk.inception = src
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SStgui.close_user_uis(M, src)
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/datum/component/virtual_reality/RegisterWithParent()
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var/mob/M = parent
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current_mind = M.mind
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quit_action.Grant(M)
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RegisterSignal(quit_action, COMSIG_ACTION_TRIGGER, .proc/revert_to_reality)
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RegisterSignal(M, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETED), .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/pass_me_the_remote)
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RegisterSignal(current_mind, COMSIG_MIND_TRANSFER, .proc/pass_me_the_remote)
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mastermind.current.audiovisual_redirect = M
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if(vr_sleeper)
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vr_sleeper.vr_mob = M
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/datum/component/virtual_reality/UnregisterFromParent()
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quit_action.Remove(parent)
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UnregisterSignal(parent, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETED, COMSIG_MOB_KEY_CHANGE, COMSIG_MOB_GHOSTIZE))
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UnregisterSignal(current_mind, COMSIG_MIND_TRANSFER)
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UnregisterSignal(quit_action, COMSIG_ACTION_TRIGGER)
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current_mind = null
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mastermind.current.audiovisual_redirect = null
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/datum/component/virtual_reality/proc/switch_player(datum/source, mob/new_mob, mob/old_mob)
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if(vr_sleeper || !new_mob.mind)
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// Machineries currently don't deal up with the occupant being polymorphed et similar... Or did something fuck up?
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revert_to_reality()
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return
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old_mob.audiovisual_redirect = null
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new_mob.audiovisual_redirect = parent
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/datum/component/virtual_reality/proc/action_trigger(datum/signal_source, datum/action/source)
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if(source != quit_action)
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return COMPONENT_ACTION_BLOCK_TRIGGER
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revert_to_reality(signal_source)
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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 || vr_sleeper?.only_current_user_can_interact)
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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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/datum/component/virtual_reality/proc/pass_me_the_remote(datum/source, mob/new_mob)
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if(new_mob == mastermind.current)
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revert_to_reality(source)
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return TRUE
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new_mob.TakeComponent(src)
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return TRUE
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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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/datum/component/virtual_reality/proc/revert_to_reality(datum/source)
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quit_it()
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/datum/component/virtual_reality/proc/game_over(datum/source)
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quit_it(TRUE, TRUE)
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/datum/component/virtual_reality/proc/be_a_quitter(datum/source, can_reenter_corpse)
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quit_it()
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return COMPONENT_BLOCK_GHOSTING
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/datum/component/virtual_reality/proc/virtual_reality_in_a_virtual_reality(mob/player, killme = FALSE, datum/component/virtual_reality/yo_dawg)
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var/mob/M = parent
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quit_it(FALSE, killme, player, yo_dawg)
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yo_dawg.inception = null
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if(killme)
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M.death(FALSE)
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/datum/component/virtual_reality/proc/quit_it(deathcheck = FALSE, cleanup = FALSE, mob/override)
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var/mob/M = parent
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var/mob/dreamer = override ? override : mastermind.current
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if(!mastermind)
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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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else
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var/key_transfer = FALSE
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if(inception?.parent)
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inception.virtual_reality_in_a_virtual_reality(dreamer, cleanup, src)
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else
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key_transfer = TRUE
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if(key_transfer)
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M.transfer_ckey(dreamer, FALSE)
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dreamer.stop_sound_channel(CHANNEL_HEARTBEAT)
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dreamer.audiovisual_redirect = null
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if(deathcheck && you_die_in_the_game_you_die_for_real)
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to_chat(mastermind, "<span class='warning'>You feel everything fading away...</span>")
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dreamer.death(FALSE)
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if(cleanup)
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var/obj/effect/vr_clean_master/cleanbot = locate() in get_area(M)
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if(cleanbot)
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LAZYADD(cleanbot.corpse_party, M)
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if(vr_sleeper)
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vr_sleeper.vr_mob = null
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vr_sleeper = null
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qdel(src)
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/datum/component/virtual_reality/Destroy()
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var/datum/action/quit_vr/delet_me = quit_action
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. = ..()
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qdel(delet_me)
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@@ -67,7 +67,7 @@
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if(affected_mob.mind)
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affected_mob.mind.transfer_to(new_mob)
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else
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new_mob.key = affected_mob.key
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affected_mob.transfer_ckey(new_mob)
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new_mob.name = affected_mob.real_name
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new_mob.real_name = new_mob.name
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@@ -82,7 +82,7 @@
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to_chat(affected_mob, "Your mob has been taken over by a ghost! Appeal your job ban if you want to avoid this in the future!")
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message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(affected_mob)]) to replace a jobbaned player.")
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affected_mob.ghostize(0)
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affected_mob.key = C.key
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C.transfer_ckey(affected_mob)
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else
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to_chat(new_mob, "Your mob has been claimed by death! Appeal your job ban if you want to avoid this in the future!")
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new_mob.death()
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+5
-3
@@ -19,9 +19,9 @@
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- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
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- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
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a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
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a ghost to become a xeno during an event), use this mob proc.
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new_mob.key = key
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mob.transfer_ckey(new_mob)
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The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple!
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However if you want that mind to have any special properties like being a traitor etc you will have to do that
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@@ -89,6 +89,7 @@
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return language_holder
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/datum/mind/proc/transfer_to(mob/new_character, var/force_key_move = 0)
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var/old_character = current
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if(current) // remove ourself from our old body's mind variable
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current.mind = null
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SStgui.on_transfer(current, new_character)
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@@ -99,7 +100,7 @@
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if(key)
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if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours
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new_character.ghostize(1) //we'll need to ghostize so that key isn't mobless.
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new_character.ghostize(TRUE, TRUE) //we'll need to ghostize so that key isn't mobless.
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else
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key = new_character.key
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@@ -123,6 +124,7 @@
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transfer_martial_arts(new_character)
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if(active || force_key_move)
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new_character.key = key //now transfer the key to link the client to our new body
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SEND_SIGNAL(src, COMSIG_MIND_TRANSFER, new_character, old_character)
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//CIT CHANGE - makes arousal update when transfering bodies
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if(isliving(new_character)) //New humans and such are by default enabled arousal. Let's always use the new mind's prefs.
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@@ -112,7 +112,7 @@
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H.update_action_buttons_icon()
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if(implants)
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for(var/implant_type in implants)
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var/obj/item/implant/I = new implant_type(H)
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var/obj/item/implant/I = new implant_type
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I.implant(H, null, TRUE)
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H.update_body()
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@@ -103,7 +103,6 @@
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/obj/structure/cable,
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/obj/machinery/atmospherics,
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/obj/item/ammo_casing,
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/obj/item/implant,
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/obj/singularity
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))
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if(!can_contaminate || blacklisted[thing.type])
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@@ -259,9 +259,9 @@
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status_type = STATUS_EFFECT_REPLACE
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alert_type = null
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var/mutable_appearance/marked_underlay
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var/obj/item/twohanded/required/kinetic_crusher/hammer_synced
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var/obj/item/twohanded/kinetic_crusher/hammer_synced
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/datum/status_effect/crusher_mark/on_creation(mob/living/new_owner, obj/item/twohanded/required/kinetic_crusher/new_hammer_synced)
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/datum/status_effect/crusher_mark/on_creation(mob/living/new_owner, obj/item/twohanded/kinetic_crusher/new_hammer_synced)
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. = ..()
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if(.)
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hammer_synced = new_hammer_synced
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@@ -357,6 +357,7 @@
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to_chat(quirk_holder, "<span class='boldannounce'>Your antagonistic nature has caused your voice to be heard.</span>")
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qdel(src)
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/datum/quirk/unstable
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name = "Unstable"
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desc = "Due to past troubles, you are unable to recover your sanity if you lose it. Be very careful managing your mood!"
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@@ -365,3 +366,21 @@
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gain_text = "<span class='danger'>There's a lot on your mind right now.</span>"
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lose_text = "<span class='notice'>Your mind finally feels calm.</span>"
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medical_record_text = "Patient's mind is in a vulnerable state, and cannot recover from traumatic events."
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/datum/quirk/blindness
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name = "Blind"
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desc = "You are completely blind, nothing can counteract this."
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value = -4
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gain_text = "<span class='danger'>You can't see anything.</span>"
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lose_text = "<span class='notice'>You miraculously gain back your vision.</span>"
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medical_record_text = "Subject has permanent blindness."
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/datum/quirk/blindness/add()
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quirk_holder.become_blind(ROUNDSTART_TRAIT)
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/datum/quirk/blindness/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/glasses/sunglasses/blindfold/white/glasses = new(get_turf(H))
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if(!H.equip_to_slot_if_possible(glasses, SLOT_GLASSES, bypass_equip_delay_self = TRUE)) //if you can't put it on the user's eyes, put it in their hands, otherwise put it on their eyes eyes
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H.put_in_hands(glasses)
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H.regenerate_icons()
|
||||
|
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