componentization part 1: "The flawed theorical code"

This commit is contained in:
Ghommie
2019-06-10 22:37:38 +02:00
parent 17febdd07c
commit 3cbe9cf6b0
55 changed files with 288 additions and 209 deletions
+1 -1
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@@ -46,7 +46,7 @@
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s imaginary friend?", ROLE_PAI, null, null, 75, friend)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
friend.key = C.key
C.transfer_key(friend, FALSE)
friend_initialized = TRUE
else
qdel(src)
@@ -26,7 +26,7 @@
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s split personality?", ROLE_PAI, null, null, 75, stranger_backseat)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
stranger_backseat.key = C.key
C.transfer_key(stranger_backseat, FALSE)
log_game("[key_name(stranger_backseat)] became [key_name(owner)]'s split personality.")
message_admins("[ADMIN_LOOKUPFLW(stranger_backseat)] became [ADMIN_LOOKUPFLW(owner)]'s split personality.")
else
@@ -184,7 +184,7 @@
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s brainwashed mind?", null, null, null, 75, stranger_backseat)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
stranger_backseat.key = C.key
C.transfer_key(stranger_backseat, FALSE)
else
qdel(src)
+88
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@@ -0,0 +1,88 @@
/datum/component/virtual_reality
dupe_mode = COMPONENT_DUPE_UNIQUE
var/datum/mind/real_mind // where is my mind t. pixies
var/datum/mind/current_mind
var/obj/machinery/vr_sleeper/vr_sleeper
var/datum/action/quit_vr/quit_action
var/you_die_in_the_game_you_die_for_real = FALSE
/datum/component/virtual_reality/Initialize(datum/mind/mastermind, obj/machinery/vr_sleeper/gaming_pod, yolo = FALSE, new_char = TRUE)
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
you_die_in_the_game_you_die_for_real = yolo
quit_action = new()
quit_action.Grant(parent)
if(gaming_pod)
vr_sleeper = gaming_pod
RegisterSignal(vr_sleeper, COMSIG_ATOM_EMAG_ACT, .proc/you_only_live_once)
RegisterSignal(vr_sleeper, COMSIG_MACHINE_EJECT_OCCUPANT, .proc/revert_to_reality)
/datum/component/virtual_reality/RegisterWithParent()
var/mob/M = parent
current_mind = M.mind
RegisterSignal(parent, COMSIG_MOB_DEATH, .proc/game_over)
RegisterSignal(parent, COMSIG_MOB_KEY_CHANGE, .proc/pass_me_the_remote)
RegisterSignal(current_mind, COMSIG_MIND_TRANSFER, .proc/pass_me_the_remote)
RegisterSignal(parent, COMSIG_MOB_GHOSTIZE, .proc/be_a_quitter)
RegisterSignal(quit_action, COMSIG_ACTION_TRIGGER, .proc/revert_to_reality)
/datum/component/virtual_reality/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOB_DEATH, COMSIG_MOB_KEY_CHANGE, COMSIG_MOB_GHOSTIZE))
UnregisterSignal(quit_action, COMSIG_ACTION_TRIGGER)
UnregisterSignal(current_mind, COMSIG_MIND_TRANSFER)
/datum/component/virtual_reality/proc/action_trigger(datum/signal_source, datum/action/source)
if(source != quit_action)
return COMPONENT_ACTION_BLOCK_TRIGGER
revert_to_reality(signal_source)
/datum/component/virtual_reality/proc/you_only_live_once()
if(you_die_in_the_game_you_die_for_real)
return FALSE
you_die_in_the_game_you_die_for_real = TRUE
return TRUE
/datum/component/virtual_reality/proc/pass_me_the_remote(datum/source, mob/new_mob)
if(new_mob == real_mind.current)
revert_to_reality(source)
new_mob.TakeComponent(src)
return TRUE
/datum/component/virtual_reality/PostTransfer()
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
/datum/component/virtual_reality/proc/revert_to_reality(datum/source)
quit_it(FALSE)
/datum/component/virtual_reality/proc/game_over(datum/source)
quit_it(TRUE)
/datum/component/virtual_reality/proc/be_a_quitter(datum/source)
quit_it(FALSE)
return COMPONENT_BLOCK_GHOSTING
/datum/component/virtual_reality/proc/quit_it(deathcheck = FALSE)
var/mob/M = parent
if(!real_mind)
to_chat(M, "<span class='warning'>You feel as if something terrible happened, you try to wake up from this dream... but you can't...</span>")
else
real_mind.current.audiovisual_redirect = null
real_mind.current.ckey = M.ckey
real_mind.current.stop_sound_channel(CHANNEL_HEARTBEAT)
if(deathcheck)
var/obj/effect/vr_clean_master/cleanbot = locate() in get_area(M)
if(cleanbot)
LAZYADD(cleanbot.corpse_party, M)
if(you_die_in_the_game_you_die_for_real)
to_chat(real_mind, "<span class='warning'>You feel everything fading away...</span>")
real_mind.current.death(0)
if(vr_sleeper)
vr_sleeper.vr_mob = null
vr_sleeper = null
qdel(src)
/datum/component/virtual_reality/Destroy()
QDEL_NULL(quit_action)
return ..()
+6 -6
View File
@@ -63,11 +63,11 @@
if(istype(new_mob))
if(bantype && jobban_isbanned(affected_mob, bantype))
replace_banned_player(new_mob)
new_mob.a_intent = INTENT_HARM
if(affected_mob.mind)
affected_mob.mind.transfer_to(new_mob)
else
new_mob.key = affected_mob.key
new_mob.a_intent = INTENT_HARM
if(affected_mob.mind)
affected_mob.mind.transfer_to(new_mob)
else
affected_mob.transfer_key(new_mob)
new_mob.name = affected_mob.real_name
new_mob.real_name = new_mob.name
@@ -82,7 +82,7 @@
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!")
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(affected_mob)]) to replace a jobbaned player.")
affected_mob.ghostize(0)
affected_mob.key = C.key
C.transfer_key(affected_mob)
else
to_chat(new_mob, "Your mob has been claimed by death! Appeal your job ban if you want to avoid this in the future!")
new_mob.death()
+3 -2
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@@ -19,9 +19,9 @@
- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
a ghost to become a xeno during an event), use this mob proc.
new_mob.key = key
mob.transfer_key(new_mob)
The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple!
However if you want that mind to have any special properties like being a traitor etc you will have to do that
@@ -121,6 +121,7 @@
transfer_martial_arts(new_character)
if(active || force_key_move)
new_character.key = key //now transfer the key to link the client to our new body
SEND_SIGNAL(src, COMSIG_MIND_TRANSFER, new_character)
//CIT CHANGE - makes arousal update when transfering bodies
if(isliving(new_character)) //New humans and such are by default enabled arousal. Let's always use the new mind's prefs.