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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>
140 lines
5.3 KiB
Plaintext
140 lines
5.3 KiB
Plaintext
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/// Implant used by the traitor Battle Royale objective, is not active immediately
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/obj/item/implant/explosive/battle_royale
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name = "rumble royale implant"
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actions_types = null
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instant_explosion = FALSE
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master_implant = TRUE
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delay = 10 SECONDS
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panic_beep_sound = TRUE
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announce_activation = FALSE
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/// Where is this going to tell us to go to avoid death?
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var/target_area_name = ""
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/// Is this implant active yet?
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var/battle_started = FALSE
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/// Are we enforcing a specific area yet?
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var/area_limited = FALSE
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/// Are we presently exploding?
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var/has_exploded = FALSE
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/// How likely are we to blow up if removed?
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var/removed_explode_chance = 70
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/// Reference to our applied camera component
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var/camera
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/// We will explode if we're not in here after a set time
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var/list/limited_areas = list()
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implant_info = "Forcibly inducts the host into televised bloodsport by threatening their life via electrically-detonated microexplosive. \
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Detonates upon death, expiry of an internal timer, or attempted removal."
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implant_lore = "The Donk Co. 'Rumble Royale' Contestant Motivation Implant is a licensed copy of the Robust Corp RX-78 Employee Management Implant, \
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featuring the very same microbomb that has provided plausible deniability, evidence disposal, and equipment denial for numerous non-state actors. \
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The Rumble Royale variant also features additional nervous system interception functionality, allowing for broadcasting the host's field of view \
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to compatible entertainment monitors, and a GPS-compatible tracking beacon for the sake of allowing contestants to locate each other more easily."
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/obj/item/implant/explosive/battle_royale/on_death(datum/source, gibbed)
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if (!battle_started)
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return
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return ..()
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/obj/item/implant/explosive/battle_royale/implant(mob/living/target, mob/user, silent, force)
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. = ..()
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if (!.)
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return
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RegisterSignal(target, COMSIG_LIVING_LIFE, PROC_REF(on_life))
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if (!battle_started)
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return
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name = "[name] - [imp_in.real_name]"
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camera = target.AddComponent( \
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/datum/component/simple_bodycam, \
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camera_name = "rumble royale tracker", \
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c_tag = "Competitor [target.real_name]", \
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network = BATTLE_ROYALE_CAMERA_NET, \
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emp_proof = TRUE, \
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)
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announce()
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if (area_limited)
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limit_areas()
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/obj/item/implant/explosive/battle_royale/removed(mob/target, silent, special)
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. = ..()
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UnregisterSignal(target, list(COMSIG_LIVING_LIFE, COMSIG_ENTER_AREA))
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QDEL_NULL(camera)
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if (has_exploded || QDELETED(src))
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return
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if (!special && prob(removed_explode_chance))
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target.visible_message(span_boldwarning("[src] beeps ominously."))
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playsound(loc, 'sound/items/timer.ogg', 50, vary = FALSE)
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explode(target)
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target?.mind?.remove_antag_datum(/datum/antagonist/survivalist/battle_royale)
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/obj/item/implant/explosive/battle_royale/emp_act(severity)
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removed_explode_chance = rand(0, 100)
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return ..()
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/obj/item/implant/explosive/battle_royale/explode(atom/override_explode_target = null)
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has_exploded = TRUE
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return ..()
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/// Give a slight tell
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/obj/item/implant/explosive/battle_royale/proc/on_life(mob/living/source)
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SIGNAL_HANDLER
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if (prob(98))
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return
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if (!source.itch() || prob(80))
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return
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to_chat(source, span_boldwarning("You feel a lump which shouldn't be there."))
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/// Start the battle royale
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/obj/item/implant/explosive/battle_royale/proc/start_battle(target_area_name, list/limited_areas)
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if (isnull(imp_in))
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explode()
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return
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src.target_area_name = target_area_name
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src.limited_areas = limited_areas
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battle_started = TRUE
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name = "[name] - [imp_in.real_name]"
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imp_in.AddComponent( \
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/datum/component/simple_bodycam, \
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camera_name = "rumble royale tracker", \
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c_tag = "Competitor [imp_in.real_name]", \
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network = BATTLE_ROYALE_CAMERA_NET, \
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emp_proof = TRUE, \
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)
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AddComponent(/datum/component/gps, "Rumble Royale - [imp_in.real_name]")
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playsound(loc, 'sound/items/timer.ogg', 50, vary = FALSE)
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/// Limit the owner to the specified area
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/obj/item/implant/explosive/battle_royale/proc/limit_areas()
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if (isnull(imp_in))
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explode()
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return
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area_limited = TRUE
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RegisterSignal(imp_in, COMSIG_ENTER_AREA, PROC_REF(check_area))
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check_area(imp_in)
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/// Called when our implantee moves somewhere
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/obj/item/implant/explosive/battle_royale/proc/check_area(mob/living/source)
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SIGNAL_HANDLER
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if (!length(limited_areas))
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return
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if (is_type_in_list(get_area(source), limited_areas))
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return
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playsound(imp_in, 'sound/items/timer.ogg', 50, vary = FALSE)
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to_chat(imp_in, span_boldwarning("You are out of bounds! Get to the [target_area_name] quickly!"))
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addtimer(CALLBACK(src, PROC_REF(check_area_deadly)), 5 SECONDS, TIMER_DELETE_ME)
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/// After a grace period they're still out of bounds, killing time
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/obj/item/implant/explosive/battle_royale/proc/check_area_deadly()
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if (isnull(imp_in) || has_exploded)
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return
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var/area/our_area = get_area(imp_in)
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if (is_type_in_list(our_area, limited_areas))
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return
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log_combat(src, imp_in, "exploded due to out of bounds", addition = "target area was [target_area_name], area was [our_area]")
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explode()
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/// Add the antag datum to our new contestant, also printing some flavour text
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/obj/item/implant/explosive/battle_royale/proc/announce()
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var/datum/antagonist/survivalist/battle_royale/royale = imp_in.mind?.add_antag_datum(/datum/antagonist/survivalist/battle_royale)
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royale?.set_target_area(target_area_name)
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