Files
Bubberstation/code/modules/wiremod/shell/brain_computer_interface.dm
Time-Green 54ab1e3936 Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

closes #53931, #70916, #53931

## About The Pull Request

Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.

I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:

**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.

**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.

Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).


https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e

I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way

This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.

I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2023-12-09 17:50:46 +00:00

525 lines
15 KiB
Plaintext

/obj/item/organ/internal/cyberimp/bci
name = "brain-computer interface"
desc = "An implant that can be placed in a user's head to control circuits using their brain."
icon = 'icons/obj/science/circuits.dmi'
icon_state = "bci"
visual = FALSE
zone = BODY_ZONE_HEAD
w_class = WEIGHT_CLASS_TINY
/obj/item/organ/internal/cyberimp/bci/Initialize(mapload)
. = ..()
var/obj/item/integrated_circuit/circuit = new(src)
circuit.add_component(new /obj/item/circuit_component/equipment_action/bci(null, "One"))
AddComponent(/datum/component/shell, list(
new /obj/item/circuit_component/bci_core,
), SHELL_CAPACITY_SMALL, starting_circuit = circuit)
/obj/item/organ/internal/cyberimp/bci/say(message, bubble_type, list/spans, sanitize, datum/language/language, ignore_spam, forced = null, filterproof = null, message_range = 7, datum/saymode/saymode = null)
if (owner)
// Otherwise say_dead will be called.
// It's intentional that a circuit for a dead person does not speak from the shell.
if (owner.stat == DEAD)
return
owner.say(message, forced = "circuit speech")
else
return ..()
/obj/item/circuit_component/equipment_action/bci
display_name = "BCI Action"
desc = "Represents an action the user can take when implanted with the brain-computer interface."
required_shells = list(/obj/item/organ/internal/cyberimp/bci)
/// A reference to the action button itself
var/datum/action/innate/bci_action/bci_action
/obj/item/circuit_component/equipment_action/bci/Destroy()
QDEL_NULL(bci_action)
return ..()
/obj/item/circuit_component/equipment_action/bci/register_shell(atom/movable/shell)
. = ..()
var/obj/item/organ/internal/cyberimp/bci/bci = shell
if(istype(bci))
bci_action = new(src)
update_action()
bci.actions += list(bci_action)
/obj/item/circuit_component/equipment_action/bci/unregister_shell(atom/movable/shell)
var/obj/item/organ/internal/cyberimp/bci/bci = shell
if(istype(bci))
bci.actions -= bci_action
QDEL_NULL(bci_action)
return ..()
/obj/item/circuit_component/equipment_action/bci/input_received(datum/port/input/port)
if (!isnull(bci_action))
update_action()
/obj/item/circuit_component/equipment_action/bci/update_action()
bci_action.name = button_name.value
bci_action.button_icon_state = "bci_[replacetextEx(lowertext(icon_options.value), " ", "_")]"
/datum/action/innate/bci_action
name = "Action"
button_icon = 'icons/mob/actions/actions_items.dmi'
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "bci_power"
var/obj/item/circuit_component/equipment_action/bci/circuit_component
/datum/action/innate/bci_action/New(obj/item/circuit_component/equipment_action/bci/circuit_component)
..()
src.circuit_component = circuit_component
/datum/action/innate/bci_action/Destroy()
circuit_component.bci_action = null
circuit_component = null
return ..()
/datum/action/innate/bci_action/Activate()
circuit_component.signal.set_output(COMPONENT_SIGNAL)
/obj/item/circuit_component/bci_core
display_name = "BCI Core"
desc = "Controls the core operations of the BCI."
/// A reference to the action button to look at charge/get info
var/datum/action/innate/bci_charge_action/charge_action
var/datum/port/input/message
var/datum/port/input/send_message_signal
var/datum/port/input/show_charge_meter
var/datum/port/output/user_port
var/datum/weakref/user
var/obj/item/organ/internal/cyberimp/bci/bci
/obj/item/circuit_component/bci_core/populate_ports()
message = add_input_port("Message", PORT_TYPE_STRING, trigger = null)
send_message_signal = add_input_port("Send Message", PORT_TYPE_SIGNAL)
show_charge_meter = add_input_port("Show Charge Meter", PORT_TYPE_NUMBER, trigger = PROC_REF(update_charge_action))
user_port = add_output_port("User", PORT_TYPE_USER)
/obj/item/circuit_component/bci_core/Destroy()
QDEL_NULL(charge_action)
return ..()
/obj/item/circuit_component/bci_core/proc/update_charge_action()
CIRCUIT_TRIGGER
var/mob/living/carbon/resolved_owner = user?.resolve()
if (show_charge_meter.value)
if (charge_action)
return
charge_action = new(src)
if (resolved_owner)
charge_action.Grant(resolved_owner)
bci.actions += charge_action
else
if (!charge_action)
return
if (resolved_owner)
charge_action.Remove(resolved_owner)
bci.actions -= charge_action
QDEL_NULL(charge_action)
/obj/item/circuit_component/bci_core/register_shell(atom/movable/shell)
bci = shell
show_charge_meter.set_value(TRUE)
RegisterSignal(shell, COMSIG_ORGAN_IMPLANTED, PROC_REF(on_organ_implanted))
RegisterSignal(shell, COMSIG_ORGAN_REMOVED, PROC_REF(on_organ_removed))
/obj/item/circuit_component/bci_core/unregister_shell(atom/movable/shell)
bci = shell
if (charge_action)
var/mob/living/carbon/resolved_owner = user?.resolve()
if (resolved_owner)
charge_action.Remove(resolved_owner)
bci.actions -= charge_action
QDEL_NULL(charge_action)
UnregisterSignal(shell, list(
COMSIG_ORGAN_IMPLANTED,
COMSIG_ORGAN_REMOVED,
))
/obj/item/circuit_component/bci_core/input_received(datum/port/input/port)
var/sent_message = trim(message.value)
if (!sent_message)
return
var/mob/living/carbon/resolved_owner = user?.resolve()
if (isnull(resolved_owner))
return
if (resolved_owner.stat == DEAD)
return
to_chat(resolved_owner, "<i>You hear a strange, robotic voice in your head...</i> \"[span_robot("[html_encode(sent_message)]")]\"")
/obj/item/circuit_component/bci_core/proc/on_organ_implanted(datum/source, mob/living/carbon/owner)
SIGNAL_HANDLER
update_charge_action()
user_port.set_output(owner)
user = WEAKREF(owner)
RegisterSignal(owner, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(owner, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, PROC_REF(on_borg_charge))
RegisterSignal(owner, COMSIG_LIVING_ELECTROCUTE_ACT, PROC_REF(on_electrocute))
/obj/item/circuit_component/bci_core/proc/on_organ_removed(datum/source, mob/living/carbon/owner)
SIGNAL_HANDLER
user_port.set_output(null)
user = null
UnregisterSignal(owner, list(
COMSIG_ATOM_EXAMINE,
COMSIG_PROCESS_BORGCHARGER_OCCUPANT,
COMSIG_LIVING_ELECTROCUTE_ACT,
))
/obj/item/circuit_component/bci_core/proc/on_borg_charge(datum/source, amount)
SIGNAL_HANDLER
if (isnull(parent.cell))
return
parent.cell.give(amount)
/obj/item/circuit_component/bci_core/proc/on_electrocute(datum/source, shock_damage, siemens_coefficient, flags)
SIGNAL_HANDLER
if (isnull(parent.cell))
return
if (flags & SHOCK_ILLUSION)
return
parent.cell.give(shock_damage * 2)
to_chat(source, span_notice("You absorb some of the shock into your [parent.name]!"))
/obj/item/circuit_component/bci_core/proc/on_examine(datum/source, mob/mob, list/examine_text)
SIGNAL_HANDLER
if (isobserver(mob))
examine_text += span_notice("[source.p_They()] [source.p_have()] <a href='?src=[REF(src)];open_bci=1'>\a [parent] implanted in [source.p_them()]</a>.")
/obj/item/circuit_component/bci_core/Topic(href, list/href_list)
..()
if (!isobserver(usr))
return
if (href_list["open_bci"])
parent.attack_ghost(usr)
/datum/action/innate/bci_charge_action
name = "Check BCI Charge"
check_flags = NONE
button_icon = 'icons/obj/machines/cell_charger.dmi'
button_icon_state = "cell"
var/obj/item/circuit_component/bci_core/circuit_component
/datum/action/innate/bci_charge_action/New(obj/item/circuit_component/bci_core/circuit_component)
..()
src.circuit_component = circuit_component
build_all_button_icons()
START_PROCESSING(SSobj, src)
/datum/action/innate/bci_charge_action/create_button()
var/atom/movable/screen/movable/action_button/button = ..()
button.maptext_x = 2
button.maptext_y = 0
return button
/datum/action/innate/bci_charge_action/Destroy()
circuit_component.charge_action = null
circuit_component = null
STOP_PROCESSING(SSobj, src)
return ..()
/datum/action/innate/bci_charge_action/Trigger(trigger_flags)
var/obj/item/stock_parts/cell/cell = circuit_component.parent.cell
if (isnull(cell))
to_chat(owner, span_boldwarning("[circuit_component.parent] has no power cell."))
else
to_chat(owner, span_info("[circuit_component.parent]'s [cell.name] has <b>[cell.percent()]%</b> charge left."))
to_chat(owner, span_info("You can recharge it by using a cyborg recharging station."))
/datum/action/innate/bci_charge_action/process(seconds_per_tick)
build_all_button_icons(UPDATE_BUTTON_STATUS)
/datum/action/innate/bci_charge_action/update_button_status(atom/movable/screen/movable/action_button/button, force = FALSE)
. = ..()
var/obj/item/stock_parts/cell/cell = circuit_component.parent.cell
button.maptext = cell ? MAPTEXT("[cell.percent()]%") : ""
/obj/machinery/bci_implanter
name = "brain-computer interface manipulation chamber"
desc = "A machine that, when given a brain-computer interface, will implant it into an occupant. Otherwise, will remove any brain-computer interfaces they already have."
circuit = /obj/item/circuitboard/machine/bci_implanter
icon = 'icons/obj/machines/bci_implanter.dmi'
icon_state = "bci_implanter"
base_icon_state = "bci_implanter"
layer = ABOVE_WINDOW_LAYER
anchored = TRUE
density = TRUE
obj_flags = BLOCKS_CONSTRUCTION // Becomes undense when the door is open
var/busy = FALSE
var/busy_icon_state
var/locked = FALSE
var/obj/item/organ/internal/cyberimp/bci/bci_to_implant
COOLDOWN_DECLARE(message_cooldown)
/obj/machinery/bci_implanter/Initialize(mapload)
. = ..()
occupant_typecache = typecacheof(/mob/living/carbon)
/obj/machinery/bci_implanter/on_deconstruction()
drop_stored_bci()
/obj/machinery/bci_implanter/Destroy()
qdel(bci_to_implant)
return ..()
/obj/machinery/bci_implanter/examine(mob/user)
. = ..()
if (isnull(bci_to_implant))
. += span_notice("There is no BCI inserted.")
else
. += span_notice("Right-click to remove current BCI.")
/obj/machinery/bci_implanter/proc/set_busy(status, working_icon)
busy = status
busy_icon_state = working_icon
update_appearance()
/obj/machinery/bci_implanter/update_icon_state()
if (occupant)
icon_state = busy ? busy_icon_state : "[base_icon_state]_occupied"
return ..()
icon_state = "[base_icon_state][state_open ? "_open" : null]"
return ..()
/obj/machinery/bci_implanter/update_overlays()
var/list/overlays = ..()
if ((machine_stat & MAINT) || panel_open)
overlays += "maint"
return overlays
if (machine_stat & (NOPOWER|BROKEN))
return overlays
if (busy || locked)
overlays += "red"
if (locked)
overlays += "bolted"
return overlays
overlays += "green"
return overlays
/obj/machinery/bci_implanter/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if (. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return .
if(!user.Adjacent(src))
return
if (locked)
balloon_alert(user, "it's locked!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (isnull(bci_to_implant))
balloon_alert(user, "no bci inserted!")
else
user.put_in_hands(bci_to_implant)
balloon_alert(user, "ejected bci")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/bci_implanter/attackby(obj/item/weapon, mob/user, params)
var/obj/item/organ/internal/cyberimp/bci/new_bci = weapon
if (istype(new_bci))
if (!(locate(/obj/item/integrated_circuit) in new_bci))
balloon_alert(user, "bci has no circuit!")
return
var/obj/item/organ/internal/cyberimp/bci/previous_bci_to_implant = bci_to_implant
user.transferItemToLoc(weapon, src)
bci_to_implant = weapon
if (isnull(previous_bci_to_implant))
balloon_alert(user, "inserted bci")
else
balloon_alert(user, "swapped bci")
user.put_in_hands(previous_bci_to_implant)
return
return ..()
/obj/machinery/bci_implanter/attackby_secondary(obj/item/weapon, mob/user, params)
if (!occupant && default_deconstruction_screwdriver(user, icon_state, icon_state, weapon))
update_appearance()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (default_pry_open(weapon, close_after_pry = FALSE, open_density = FALSE, closed_density = TRUE))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (default_deconstruction_crowbar(weapon))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/bci_implanter/proc/start_process()
if (machine_stat & (NOPOWER|BROKEN))
return
if ((machine_stat & MAINT) || panel_open)
return
if (!occupant || busy)
return
update_use_power(ACTIVE_POWER_USE)
var/locked_state = locked
locked = TRUE
set_busy(TRUE, "[initial(icon_state)]_raising")
addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_active"), 1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_falling"), 2 SECONDS)
addtimer(CALLBACK(src, PROC_REF(complete_process), locked_state), 3 SECONDS)
/obj/machinery/bci_implanter/proc/complete_process(locked_state)
update_use_power(IDLE_POWER_USE)
locked = locked_state
set_busy(FALSE)
var/mob/living/carbon/carbon_occupant = occupant
if (!istype(carbon_occupant))
return
playsound(loc, 'sound/machines/ping.ogg', 30, FALSE)
var/obj/item/organ/internal/cyberimp/bci/bci_organ = carbon_occupant.get_organ_by_type(/obj/item/organ/internal/cyberimp/bci)
if (bci_organ)
bci_organ.Remove(carbon_occupant)
if (isnull(bci_to_implant))
say("Occupant's previous brain-computer interface has been transferred to internal storage unit.")
carbon_occupant.transferItemToLoc(bci_organ, src)
bci_to_implant = bci_organ
else
say("Occupant's previous brain-computer interface has been ejected.")
bci_organ.forceMove(drop_location())
else if (!isnull(bci_to_implant))
say("Occupant has been injected with [bci_to_implant].")
bci_to_implant.Insert(carbon_occupant)
/obj/machinery/bci_implanter/open_machine(drop = TRUE, density_to_set = FALSE)
if(state_open)
return FALSE
..()
return TRUE
/obj/machinery/bci_implanter/close_machine(mob/living/carbon/user, density_to_set = TRUE)
if(!state_open)
return FALSE
..()
var/mob/living/carbon/carbon_occupant = occupant
if (istype(occupant))
var/obj/item/organ/internal/cyberimp/bci/bci_organ = carbon_occupant.get_organ_by_type(/obj/item/organ/internal/cyberimp/bci)
if (isnull(bci_organ) && isnull(bci_to_implant))
say("No brain-computer interface inserted, and occupant does not have one. Insert a BCI to implant one.")
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
return FALSE
addtimer(CALLBACK(src, PROC_REF(start_process)), 1 SECONDS)
return TRUE
/obj/machinery/bci_implanter/relaymove(mob/living/user, direction)
var/message
if (locked)
message = "it won't budge!"
else if (user.stat != CONSCIOUS)
message = "you don't have the energy!"
if (!isnull(message))
if (COOLDOWN_FINISHED(src, message_cooldown))
COOLDOWN_START(src, message_cooldown, 5 SECONDS)
balloon_alert(user, message)
return
open_machine()
/obj/machinery/bci_implanter/interact(mob/user)
if (state_open)
close_machine(null, user)
return
else if (locked)
balloon_alert(user, "it's locked!")
return
open_machine()
/obj/machinery/bci_implanter/proc/drop_stored_bci()
if (isnull(bci_to_implant))
return
bci_to_implant.forceMove(drop_location())
/obj/machinery/bci_implanter/dump_inventory_contents(list/subset)
// Prevents opening the machine dropping the BCI.
// "dump_contents()" still drops the BCI.
return ..(contents - bci_to_implant)
/obj/machinery/bci_implanter/Exited(atom/movable/gone, direction)
if (gone == bci_to_implant)
bci_to_implant = null
return ..()
/obj/item/circuitboard/machine/bci_implanter
name = "Brain-Computer Interface Manipulation Chamber (Machine Board)"
greyscale_colors = CIRCUIT_COLOR_SCIENCE
build_path = /obj/machinery/bci_implanter
req_components = list(
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/servo = 1,
)