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## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑
217 lines
7.6 KiB
Plaintext
217 lines
7.6 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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/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 implant specifications for the implant pad
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*/
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/obj/item/implant/proc/get_data()
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return "No information available"
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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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