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15baf7873a
## 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>
263 lines
12 KiB
Plaintext
263 lines
12 KiB
Plaintext
/**
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* Note that we can stack explosive implants and thus increase the payload's devastation radius. (https://github.com/tgstation/tgstation/pull/50674)
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* That's why the three devastation values for the microbomb implant are balanced around in such a way
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* that buying one macrobomb equals to buying 10 microbombs and stacking them.
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*/
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#define MICROBOMB_DELAY 0.7 SECONDS
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#define MICROBOMB_EXPLOSION_LIGHT 2
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#define MICROBOMB_EXPLOSION_HEAVY 0.8
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#define MICROBOMB_EXPLOSION_DEVASTATE 0.4
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/obj/item/implant/explosive
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name = "microbomb implant"
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desc = "And boom goes the weasel."
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icon_state = "explosive"
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actions_types = list(/datum/action/item_action/explosive_implant) //Explosive implant action is always available.
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///Whether the implant's explosion sequence has been activated or not
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var/active = FALSE
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///The final countdown (delay before we explode)
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var/delay = MICROBOMB_DELAY
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///If the delay is equal or lower to MICROBOMB_DELAY (0.7 sec), the explosion will be instantaneous.
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var/instant_explosion = TRUE
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///Radius of weak devastation explosive impact
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var/explosion_light = MICROBOMB_EXPLOSION_LIGHT
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///Radius of medium devastation explosive impact
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var/explosion_heavy = MICROBOMB_EXPLOSION_HEAVY
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///Radius of heavy devastation explosive impact
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var/explosion_devastate = MICROBOMB_EXPLOSION_DEVASTATE
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///Whether the confirmation UI popup is active or not
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var/popup = FALSE
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///Do we rapidly increase the beeping speed as it gets closer to detonating?
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var/panic_beep_sound = FALSE
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///Do we disable paralysis upon activation
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var/no_paralyze = FALSE
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///Do we override other explosive implants?
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var/master_implant = FALSE
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///Will this implant notify ghosts when activated?
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var/notify_ghosts = TRUE
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///Do we tell people when they activated it?
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var/announce_activation = TRUE
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implant_info = "Activates upon death or encoded signal. Triggers an electrically-detonated microexplosive. \
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Can sync with other microbombs to increase explosive yield, but this makes detonation non-instant."
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implant_lore = "The Robust Corp RX-78 Employee Management Implant is an electrically-detonated microexplosive, \
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designed to motivate employees (for organizations with questionable ethics) and/or prevent recovery of \
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equipment and/or evidence (for non-state actors). \
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The microexplosive arms upon cessation of vital signs or manual activation. \
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Upon arming, attempts to sync with any other detected microexplosives for increased detonation yield; \
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the handshake process between microbombs, however, takes a bit, and only gets longer as more microbombs are detected."
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/obj/item/implant/explosive/proc/on_death(datum/source, gibbed)
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SIGNAL_HANDLER
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// There may be other signals that want to handle mob's death
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// and the process of activating destroys the body, so let the other
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// signal handlers at least finish. Also, the "delayed explosion"
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// uses sleeps, which is bad for signal handlers to do.
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INVOKE_ASYNC(src, PROC_REF(activate), "death")
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/obj/item/implant/explosive/activate(cause)
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. = ..()
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if(!cause || !imp_in || active)
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return FALSE
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if(cause == "action_button")
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if(popup)
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return FALSE
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popup = TRUE
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var/response = tgui_alert(imp_in, "Are you sure you want to activate your [name]? This will cause you to explode!", "[name] Confirmation", list("Yes", "No"))
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popup = FALSE
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if(response != "Yes")
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return FALSE
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if(cause == "death" && HAS_TRAIT(imp_in, TRAIT_PREVENT_IMPLANT_AUTO_EXPLOSION))
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return FALSE
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if(announce_activation)
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to_chat(imp_in, span_notice("You activate your [name]."))
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active = TRUE
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var/turf/boomturf = get_turf(imp_in)
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message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [ADMIN_VERBOSEJMP(boomturf)], with cause of [cause].")
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//If the delay is shorter or equal to the default delay, just blow up already jeez
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if(delay <= MICROBOMB_DELAY && instant_explosion)
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explode()
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return
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timed_explosion()
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/obj/item/implant/explosive/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
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for(var/target_implant in target.implants)
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if(istype(target_implant, /obj/item/implant/explosive)) //we don't use our own type here, because macrobombs inherit this proc and need to be able to upgrade microbombs
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var/obj/item/implant/explosive/other_implant = target_implant
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if(other_implant.master_implant && master_implant) //we cant have two master implants at once
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target.balloon_alert(user, "cannot fit implant!")
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return FALSE
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if(master_implant)
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merge_implants(src, other_implant)
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else
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merge_implants(other_implant, src)
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return TRUE
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. = ..()
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if(.)
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RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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/obj/item/implant/explosive/removed(mob/target, silent = FALSE, special = FALSE)
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. = ..()
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if(.)
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UnregisterSignal(target, COMSIG_LIVING_DEATH)
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/**
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* Merges two explosive implants together, adding the stats of the latter to the former before qdeling the latter implant.
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* kept_implant = the implant that is kept
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* stat_implant = the implant which has its stats added to kept_implant, before being deleted.
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*/
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/obj/item/implant/explosive/proc/merge_implants(obj/item/implant/explosive/kept_implant, obj/item/implant/explosive/stat_implant)
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kept_implant.explosion_devastate += stat_implant.explosion_devastate
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kept_implant.explosion_heavy += stat_implant.explosion_heavy
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kept_implant.explosion_light += stat_implant.explosion_light
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kept_implant.delay = min(kept_implant.delay + stat_implant.delay, 30 SECONDS)
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qdel(stat_implant)
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/**
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* Explosive activation sequence for implants with a delay longer than 0.7 seconds.
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* Make the implantee beep a few times, keel over and explode. Usually to a devastating effect.
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*/
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/obj/item/implant/explosive/proc/timed_explosion()
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if (isnull(imp_in))
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visible_message(span_warning("[src] starts beeping ominously!"))
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else
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imp_in.visible_message(span_warning("[imp_in] starts beeping ominously!"))
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if(notify_ghosts)
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notify_ghosts(
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"[imp_in.real_name] is about to detonate their explosive implant!",
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source = src,
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header = "Tick Tick Tick...",
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notify_flags = NOTIFY_CATEGORY_NOFLASH,
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ghost_sound = 'sound/machines/warning-buzzer.ogg',
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notify_volume = 75,
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)
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playsound(loc, 'sound/items/timer.ogg', 30, FALSE)
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if(!panic_beep_sound)
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sleep(delay * 0.25)
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if(imp_in && !imp_in.stat && !no_paralyze)
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imp_in.visible_message(span_warning("[imp_in] doubles over in pain!"))
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imp_in.Paralyze(14 SECONDS)
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if(!panic_beep_sound)
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for(var/index in 1 to 3) // Total of 4 bomb beeps, and we've already beeped once
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//for extra spice
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var/beep_volume = 30 + (5 * index)
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playsound(loc, 'sound/items/timer.ogg', beep_volume, vary = FALSE)
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sleep(delay * 0.25)
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explode()
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else
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addtimer(CALLBACK(src, PROC_REF(explode)), delay)
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while(delay > 1) //so we dont accidentally enter an infinite sleep
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var/beep_volume = 35
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playsound(loc, 'sound/items/timer.ogg', beep_volume, vary = FALSE)
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sleep(delay * 0.2)
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delay -= delay * 0.2
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beep_volume += 5
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///When called, just explodes
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/obj/item/implant/explosive/proc/explode(atom/override_explode_target = null)
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explosion_devastate = floor(explosion_devastate)
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explosion_heavy = floor(explosion_heavy)
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explosion_light = floor(explosion_light)
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explosion(override_explode_target || src, devastation_range = explosion_devastate, heavy_impact_range = explosion_heavy, light_impact_range = explosion_light, flame_range = explosion_light, flash_range = explosion_light, explosion_cause = src)
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var/mob/living/kill_mob = isliving(override_explode_target) ? override_explode_target : imp_in
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if(!isnull(kill_mob))
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kill_mob.investigate_log("has been gibbed by an explosive implant.", INVESTIGATE_DEATHS)
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kill_mob.gib(DROP_ORGANS|DROP_BODYPARTS)
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qdel(src)
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///Macrobomb has the strength and delay of 10 microbombs
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/obj/item/implant/explosive/macro
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name = "macrobomb implant"
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desc = "And boom goes the weasel. And everything else nearby."
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icon_state = "explosive"
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delay = 10 * MICROBOMB_DELAY
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explosion_light = 10 * MICROBOMB_EXPLOSION_LIGHT
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explosion_heavy = 10 * MICROBOMB_EXPLOSION_HEAVY
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explosion_devastate = 10 * MICROBOMB_EXPLOSION_DEVASTATE
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implant_lore = "The Robust Corp RX-78/M Employee Management Implant is an electrically-detonated explosive, \
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designed to maximize the prevention of recovery of equipment and/or evidence by virtue of being ten microbombs all connected to one implant. \
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Unfortunately, the handshake sequence between microbombs remains an issue. \
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The microexplosives arm upon cessation of vital signs or manual activation. \
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Upon arming, attempts to sync with any other detected microexplosives for increased detonation yield; \
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the handshake process between microbombs, however, takes a bit, and only gets longer as more microbombs are detected."
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///Microbomb which prevents you from going into critical condition but also explodes after a timer when you reach critical condition in the first place.
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/obj/item/implant/explosive/deniability
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name = "tactical deniability implant"
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desc = "An enhanced version of the microbomb that directly plugs into the brain. No downsides, promise!"
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delay = 10 SECONDS
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panic_beep_sound = TRUE
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no_paralyze = TRUE
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master_implant = TRUE
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implant_info = parent_type::implant_info + "While implanted, prevents unconsciousness from excessive trauma. \
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Does not prevent death from excessive trauma, nor being stunned. \
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Also delays detonation of other implanted microbombs by ten seconds."
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implant_lore = "The Robust Corp RX-78/T Tactical Deniability Implant is an electrically-detonated microexplosive and \
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paired neural override lattice, designed to prevent recovery of equipment and/or evidence for non-state actors, \
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and prevent the reception of pain signals upon excessive trauma (colloquially, \"entering critical condition\"). \
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The microexplosive arms upon cessation of vital signs or manual activation. \
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Upon arming, attempts to sync with any other detected microexplosives for increased detonation yield; \
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the handshake process between microbombs, however, takes a bit, and only gets longer as more microbombs are detected. \
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The tactical deniability implant introduces a ten-second delay by itself in order to allow operators one last hurrah before death."
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/obj/item/implant/explosive/deniability/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
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. = ..()
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if(.)
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RegisterSignal(target, COMSIG_LIVING_HEALTH_UPDATE, PROC_REF(check_health))
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target.add_traits(list(TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT), IMPLANT_TRAIT)
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/obj/item/implant/explosive/deniability/removed(mob/target, silent = FALSE, special = FALSE)
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. = ..()
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if(.)
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UnregisterSignal(target, COMSIG_LIVING_HEALTH_UPDATE)
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target.remove_traits(list(TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT), IMPLANT_TRAIT)
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/obj/item/implant/explosive/deniability/proc/check_health(mob/living/source)
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SIGNAL_HANDLER
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if(source.health < source.crit_threshold)
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INVOKE_ASYNC(src, PROC_REF(activate), "deniability")
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/obj/item/implant/explosive/deathmatch
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name = "deathmatch microbomb implant"
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delay = 0.5 SECONDS
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actions_types = null
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instant_explosion = FALSE
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notify_ghosts = FALSE
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/obj/item/implanter/explosive
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name = "implanter (microbomb)"
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imp_type = /obj/item/implant/explosive
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/obj/item/implantcase/explosive
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name = "implant case - 'Explosive'"
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desc = "A glass case containing an explosive implant."
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imp_type = /obj/item/implant/explosive
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/obj/item/implanter/explosive_macro
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name = "implanter (macrobomb)"
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imp_type = /obj/item/implant/explosive/macro
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/obj/item/implanter/tactical_deniability
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name = "implanter (tactical deniability)"
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imp_type = /obj/item/implant/explosive/deniability
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/datum/action/item_action/explosive_implant
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check_flags = NONE
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name = "Activate Explosive Implant"
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#undef MICROBOMB_DELAY
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#undef MICROBOMB_EXPLOSION_LIGHT
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#undef MICROBOMB_EXPLOSION_HEAVY
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#undef MICROBOMB_EXPLOSION_DEVASTATE
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