Files
Bubberstation/code/game/objects/items/implants/implant.dm
Jacquerel f47733d0e3 Final Objective: Battle Royale (#82258)
## 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.
/🆑
2024-04-07 16:37:40 -07:00

217 lines
7.6 KiB
Plaintext

/**
* Parent class for all implants
*/
/obj/item/implant
name = "implant"
icon = 'icons/hud/implants.dmi'
icon_state = "generic" //Shows up as the action button icon
item_flags = ABSTRACT | DROPDEL
resistance_flags = INDESTRUCTIBLE
// This gives the user an action button that allows them to activate the implant.
// If the implant needs no action button, then null this out.
// Or, if you want to add a unique action button, then replace this.
actions_types = list(/datum/action/item_action/hands_free/activate)
///the mob that's implanted with this
var/mob/living/imp_in = null
///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.
var/implant_color = "b"
///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
var/allow_multiple = FALSE
///how many times this can do something, only relevant for implants with limited uses
var/uses = -1
///our implant flags
var/implant_flags = NONE
///what icon state will we represent ourselves with on the hud?
var/hud_icon_state = null
/obj/item/implant/proc/activate()
SEND_SIGNAL(src, COMSIG_IMPLANT_ACTIVATED)
/obj/item/implant/ui_action_click()
INVOKE_ASYNC(src, PROC_REF(activate), "action_button")
/obj/item/implant/item_action_slot_check(slot, mob/user)
return user == imp_in
/obj/item/implant/proc/can_be_implanted_in(mob/living/target)
if(issilicon(target))
return FALSE
if(isslime(target))
return TRUE
if(!isanimal_or_basicmob(target))
return TRUE
return !(target.mob_biotypes & (MOB_ROBOTIC|MOB_MINERAL|MOB_SPIRIT))
/**
* What does the implant do upon injection?
*
* return true if the implant injects
* return false if there is no room for implant / it fails
* Arguments:
* * mob/living/target - mob being implanted
* * mob/user - mob doing the implanting
* * silent - unused here
* * force - if true, implantation will not fail if can_be_implanted_in returns false
*/
/obj/item/implant/proc/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
if(SEND_SIGNAL(src, COMSIG_IMPLANT_IMPLANTING, args) & COMPONENT_STOP_IMPLANTING)
return
LAZYINITLIST(target.implants)
if(!force && !can_be_implanted_in(target))
return FALSE
var/security_implants = 0 //Used to track how many implants with the "security" flag are in the user.
for(var/obj/item/implant/other_implant as anything in target.implants)
var/flags = SEND_SIGNAL(other_implant, COMSIG_IMPLANT_OTHER, args, src)
if(flags & COMPONENT_STOP_IMPLANTING)
UNSETEMPTY(target.implants)
return FALSE
if(!force && (other_implant.implant_flags & IMPLANT_TYPE_SECURITY))
security_implants++
if(security_implants >= SECURITY_IMPLANT_CAP) //We've found too many security implants in this mob, and will reject implantation by normal means
balloon_alert(user, "too many security implants!")
return FALSE
if(flags & COMPONENT_DELETE_NEW_IMPLANT)
UNSETEMPTY(target.implants)
qdel(src)
return TRUE
if(flags & COMPONENT_DELETE_OLD_IMPLANT)
qdel(other_implant)
continue
if(!istype(other_implant, type) || allow_multiple)
continue
if(other_implant.uses < initial(other_implant.uses)*2)
if(uses == -1)
other_implant.uses = -1
else
other_implant.uses = min(other_implant.uses + uses, initial(other_implant.uses)*2)
qdel(src)
return TRUE
else
return FALSE
forceMove(target)
imp_in = target
target.implants += src
for(var/datum/action/implant_action as anything in actions)
implant_action.Grant(target)
if(ishuman(target))
var/mob/living/carbon/human/target_human = target
target_human.sec_hud_set_implants()
if(user)
log_combat(user, target, "implanted", "\a [name]")
SEND_SIGNAL(src, COMSIG_IMPLANT_IMPLANTED, target, user, silent, force)
GLOB.tracked_implants += src
return TRUE
/**
* Remove implant from mob.
*
* This removes the effects of the implant and moves it out of the mob and into nullspace.
* Arguments:
* * mob/living/source - What the implant is being removed from
* * silent - unused here
* * special - Set to true if removed by admin panel, should bypass any side effects
*/
/obj/item/implant/proc/removed(mob/living/source, silent = FALSE, special = 0)
moveToNullspace()
imp_in = null
source.implants -= src
for(var/datum/action/implant_action as anything in actions)
implant_action.Remove(source)
if(ishuman(source))
var/mob/living/carbon/human/human_source = source
human_source.sec_hud_set_implants()
SEND_SIGNAL(src, COMSIG_IMPLANT_REMOVED, source, silent, special)
GLOB.tracked_implants -= src
return TRUE
/obj/item/implant/Destroy()
if(imp_in)
removed(imp_in)
return ..()
/**
* Gets implant specifications for the implant pad
*/
/obj/item/implant/proc/get_data()
return "No information available"
/obj/item/implant/dropped(mob/user)
. = TRUE
..()
/// Determines if the implant is visible on the implant management console.
/// Note that this would only ever be called on implants currently inserted into a mob.
/obj/item/implant/proc/is_shown_on_console(obj/machinery/computer/prisoner/management/console)
return FALSE
/**
* Returns a list of information to show on the implant management console for this implant
*
* Unlike normal UI data, the keys of the list are shown on the UI itself, so they should be human readable.
*/
/obj/item/implant/proc/get_management_console_data()
RETURN_TYPE(/list)
var/list/info_shown = list()
info_shown["ID"] = imp_in.name
return info_shown
/**
* Returns a list of "structs" that translate into buttons displayed on the implant management console
*
* The struct should have the following keys:
* * name - the name of the button, optional if button_icon is set
* * icon - the icon of the button, optional if button_name is set
* * color - the color of the button, optional
* * tooltip - the tooltip of the button, optional
* * action_key - the key that will be passed to handle_management_console_action when the button is clicked
* * action_params - optional, additional params passed when the button is clicked
*/
/obj/item/implant/proc/get_management_console_buttons()
SHOULD_CALL_PARENT(TRUE)
RETURN_TYPE(/list)
var/list/buttons = list()
UNTYPED_LIST_ADD(buttons, list(
"name" = "Self Destruct",
"color" = "bad",
"tooltip" = "Destoys the implant from within the user harmlessly.",
"action_key" = "self_destruct",
))
return buttons
/**
* Handles a button click on the implant management console
*
* * user - the mob clicking the button
* * params - the params passed to the button, as if this were a ui_act handler.
* See params["implant_action"] for the action key passed to the button
* (which should correspond to a button returned by get_management_console_buttons)
* * console - the console the button was clicked on
*/
/obj/item/implant/proc/handle_management_console_action(mob/user, list/params, obj/machinery/computer/prisoner/management/console)
SHOULD_CALL_PARENT(TRUE)
if(params["implant_action"] == "self_destruct")
var/warning = tgui_alert(user, "Activation will harmlessly self-destruct this implant. Proceed?", "You sure?", list("Yes", "No"))
if(warning != "Yes" || QDELETED(src) || QDELETED(user) || QDELETED(console) || isnull(imp_in))
return TRUE
if(!console.is_operational || !user.can_perform_action(console, NEED_DEXTERITY|ALLOW_SILICON_REACH))
return TRUE
to_chat(imp_in, span_hear("You feel a tiny jolt from inside of you as one of your implants fizzles out."))
do_sparks(number = 2, cardinal_only = FALSE, source = imp_in)
deconstruct()
return TRUE