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## About The Pull Request Updates subdermal implants so that they have `implant_info` and `implant_lore` variables instead of one unchanging `get_info()`. Also rewrites/updates/tweaks/etc. lore for every implant that had get_info() blocks. Makes beacon implants (the ones you teleport onto) turn off (hide themselves on prisoner management consoles) after ten minutes, matching the tracking implant's functionality. Deathrattle implants are now `allow_multiple = TRUE`, so you can have multiple deathrattles implanted. Reworked the implant pad's UI to have collapsible sections for implant info, implant lore, and also have buttons for configuring deathrattle implants. Adds a box of expeditionary deathrattle implants to the mining vendor. For 900 points (585 points if delivered), you receive a box containing 5 expeditionary deathrattle implants, which **ONLY ALERT TO DEATHS IN MINING WASTELAND AREAS (e.g. not ruins, not space, not station) (this is important)**, an implanter, and an implant pad. The intended workflow is that you initialize one deathrattle implant, use that network for all the other deathrattles, and implant yourself, your mining buddies, your QM, and a paramedic, maybe. However since they start unset you could theoretically make one really big deathrattle network. Good luck getting people to volunteer for implanting, though, and as above, it only really works if you die outside of the station. Also, repaths kheiral cuffs to be accessories, so you can attach them to uniforms. They're still functional as suit sensor extenders and GPSes (when off-station). <details><summary>Screenshots</summary> <img width="469" height="91" alt="image" src="https://github.com/user-attachments/assets/2c88b151-e5ab-415a-8c41-0f166f439315" /><br> <img width="300" height="350" alt="image" src="https://github.com/user-attachments/assets/0764983a-1160-48ab-aa6a-d1aaf08a682e" /><br> <img width="300" height="350" alt="image" src="https://github.com/user-attachments/assets/98e84368-300b-453a-89a4-d922c80628e8" /> </details> ## Why It's Good For The Game Deathrattle implants are cool. Being able to know that your coworker exploded, after a non-negligible amount of setup and wrangling your fellow spaceman to let you implant them, is probably a good thing. Introduces a cooperative avenue of "Wait, my coworker just died" instead of "Hey, they haven't yelled something on comms, did they roll antag? (No. They died.)" Kheiral cuffs being uniform attachments is because having to sacrifice glove slot for them annoyed me a lot. ## Changelog 🆑 add: Nanotrasen has begun rolling out (unconfigured) expeditionary deathrattle implant kits for their mining teams for 900 points (585 points, if manually delivered). These only alert for deaths on raw mining wasteland, and will not work in space, ruins, or on-station. balance: Kheiral cuffs can now be attached to uniforms as accessories. They retain their suit sensor extension/GPS functionality (still only when off station Z-levels, though). fix: Beacon implants now turn off (hide themselves on prisoner management consoles) after ten minutes, matching the tracking implant's functionality. qol: Made the implant pad UI a little nicer to look at, with dropdowns and demarcated sections. code: Implants now have separated "immediately useful" information and "extended lore tidbits" information as variables instead of one unchangeable get_info() block. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
227 lines
8.0 KiB
Plaintext
227 lines
8.0 KiB
Plaintext
/**
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* Parent class for all implants
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*/
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/obj/item/implant
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name = "implant"
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icon = 'icons/hud/implants.dmi'
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icon_state = "generic" //Shows up as the action button icon
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item_flags = ABSTRACT | DROPDEL
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resistance_flags = INDESTRUCTIBLE
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// This gives the user an action button that allows them to activate the implant.
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// If the implant needs no action button, then null this out.
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// Or, if you want to add a unique action button, then replace this.
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actions_types = list(/datum/action/item_action/hands_free/activate)
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///the mob that's implanted with this
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var/mob/living/imp_in = null
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///implant color, used for selecting either the "b" version or the "r" version of the implant case sprite when the implant is in a case.
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var/implant_color = "b"
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///if false, upon implantation of a duplicate implant, an attempt to combine the new implant's uses with the old one's uses will be made, deleting the new implant if successful or stopping the implantation if not
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var/allow_multiple = FALSE
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///how many times this can do something, only relevant for implants with limited uses
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var/uses = -1
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///our implant flags
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var/implant_flags = NONE
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///what icon state will we represent ourselves with on the hud?
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var/hud_icon_state = null
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/// What's the most important info that we really, really care about, e.g. name, lifespan-after-death, utility?
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var/implant_info = "No information available."
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/// What's the extended lore for this implant that we might not care that much about, e.g. descriptions, flavortext?
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var/implant_lore = "No information available."
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/obj/item/implant/proc/activate()
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SEND_SIGNAL(src, COMSIG_IMPLANT_ACTIVATED)
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/obj/item/implant/ui_action_click()
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INVOKE_ASYNC(src, PROC_REF(activate), "action_button")
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/obj/item/implant/item_action_slot_check(slot, mob/user)
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return user == imp_in
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/obj/item/implant/proc/can_be_implanted_in(mob/living/target)
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if(issilicon(target))
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return FALSE
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if(isslime(target))
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return TRUE
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if(!isanimal_or_basicmob(target))
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return TRUE
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return !(target.mob_biotypes & (MOB_ROBOTIC|MOB_MINERAL|MOB_SPIRIT))
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/**
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* What does the implant do upon injection?
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*
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* return true if the implant injects
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* return false if there is no room for implant / it fails
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* Arguments:
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* * mob/living/target - mob being implanted
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* * mob/user - mob doing the implanting
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* * silent - unused here
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* * force - if true, implantation will not fail if can_be_implanted_in returns false
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*/
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/obj/item/implant/proc/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
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if(SEND_SIGNAL(src, COMSIG_IMPLANT_IMPLANTING, args) & COMPONENT_STOP_IMPLANTING)
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return
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LAZYINITLIST(target.implants)
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if(!force && !can_be_implanted_in(target))
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return FALSE
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var/security_implants = 0 //Used to track how many implants with the "security" flag are in the user.
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for(var/obj/item/implant/other_implant as anything in target.implants)
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var/flags = SEND_SIGNAL(other_implant, COMSIG_IMPLANT_OTHER, args, src)
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if(flags & COMPONENT_STOP_IMPLANTING)
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UNSETEMPTY(target.implants)
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return FALSE
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if(!force && (other_implant.implant_flags & IMPLANT_TYPE_SECURITY))
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security_implants++
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if(security_implants >= SECURITY_IMPLANT_CAP) //We've found too many security implants in this mob, and will reject implantation by normal means
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balloon_alert(user, "too many security implants!")
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return FALSE
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if(flags & COMPONENT_DELETE_NEW_IMPLANT)
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UNSETEMPTY(target.implants)
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qdel(src)
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return TRUE
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if(flags & COMPONENT_DELETE_OLD_IMPLANT)
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qdel(other_implant)
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continue
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if(!istype(other_implant, type) || allow_multiple)
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continue
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if(other_implant.uses < initial(other_implant.uses)*2)
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if(uses == -1)
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other_implant.uses = -1
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else
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other_implant.uses = min(other_implant.uses + uses, initial(other_implant.uses)*2)
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qdel(src)
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return TRUE
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else
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return FALSE
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forceMove(target)
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imp_in = target
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target.implants += src
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for(var/datum/action/implant_action as anything in actions)
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implant_action.Grant(target)
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if(ishuman(target))
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var/mob/living/carbon/human/target_human = target
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target_human.sec_hud_set_implants()
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if(user)
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log_combat(user, target, "implanted", "\a [name]")
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SEND_SIGNAL(src, COMSIG_IMPLANT_IMPLANTED, target, user, silent, force)
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GLOB.tracked_implants += src
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return TRUE
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/**
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* Remove implant from mob.
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*
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* This removes the effects of the implant and moves it out of the mob and into nullspace.
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* Arguments:
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* * mob/living/source - What the implant is being removed from
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* * silent - unused here
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* * special - Set to true if removed by admin panel, should bypass any side effects
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*/
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/obj/item/implant/proc/removed(mob/living/source, silent = FALSE, special = 0)
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moveToNullspace()
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imp_in = null
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source.implants -= src
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for(var/datum/action/implant_action as anything in actions)
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implant_action.Remove(source)
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if(ishuman(source))
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var/mob/living/carbon/human/human_source = source
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human_source.sec_hud_set_implants()
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SEND_SIGNAL(src, COMSIG_IMPLANT_REMOVED, source, silent, special)
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GLOB.tracked_implants -= src
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return TRUE
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/obj/item/implant/Destroy()
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if(imp_in)
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removed(imp_in)
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return ..()
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/**
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* Gets the implant's info, for the implant pad.
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*/
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/obj/item/implant/proc/get_data()
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return implant_info
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/**
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* Gets the implant's lore info, also for the implant pad.
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*/
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/obj/item/implant/proc/get_lore()
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return implant_lore
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/obj/item/implant/dropped(mob/user)
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. = TRUE
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..()
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/// Determines if the implant is visible on the implant management console.
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/// Note that this would only ever be called on implants currently inserted into a mob.
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/obj/item/implant/proc/is_shown_on_console(obj/machinery/computer/prisoner/management/console)
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return FALSE
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/**
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* Returns a list of information to show on the implant management console for this implant
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*
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* Unlike normal UI data, the keys of the list are shown on the UI itself, so they should be human readable.
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*/
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/obj/item/implant/proc/get_management_console_data()
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RETURN_TYPE(/list)
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var/list/info_shown = list()
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info_shown["ID"] = imp_in.name
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return info_shown
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/**
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* Returns a list of "structs" that translate into buttons displayed on the implant management console
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*
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* The struct should have the following keys:
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* * name - the name of the button, optional if button_icon is set
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* * icon - the icon of the button, optional if button_name is set
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* * color - the color of the button, optional
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* * tooltip - the tooltip of the button, optional
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* * action_key - the key that will be passed to handle_management_console_action when the button is clicked
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* * action_params - optional, additional params passed when the button is clicked
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*/
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/obj/item/implant/proc/get_management_console_buttons()
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SHOULD_CALL_PARENT(TRUE)
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RETURN_TYPE(/list)
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var/list/buttons = list()
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UNTYPED_LIST_ADD(buttons, list(
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"name" = "Self Destruct",
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"color" = "bad",
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"tooltip" = "Destoys the implant from within the user harmlessly.",
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"action_key" = "self_destruct",
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))
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return buttons
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/**
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* Handles a button click on the implant management console
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*
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* * user - the mob clicking the button
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* * params - the params passed to the button, as if this were a ui_act handler.
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* See params["implant_action"] for the action key passed to the button
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* (which should correspond to a button returned by get_management_console_buttons)
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* * console - the console the button was clicked on
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*/
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/obj/item/implant/proc/handle_management_console_action(mob/user, list/params, obj/machinery/computer/prisoner/management/console)
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SHOULD_CALL_PARENT(TRUE)
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if(params["implant_action"] == "self_destruct")
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var/warning = tgui_alert(user, "Activation will harmlessly self-destruct this implant. Proceed?", "You sure?", list("Yes", "No"))
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if(warning != "Yes" || QDELETED(src) || QDELETED(user) || QDELETED(console) || isnull(imp_in))
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return TRUE
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if(!console.is_operational || !user.can_perform_action(console, NEED_DEXTERITY|ALLOW_SILICON_REACH))
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return TRUE
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to_chat(imp_in, span_hear("You feel a tiny jolt from inside of you as one of your implants fizzles out."))
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do_sparks(number = 2, cardinal_only = FALSE, source = imp_in)
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deconstruct()
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return TRUE
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