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Bubberstation/code/modules/surgery/organs/cybernetic_implants.dm
T
xxalpha 74d34a8ef1 Added Reviver implant.
Added origin tech to Reviver implant.

Removed debug message.
2015-03-30 02:26:47 +01:00

362 lines
11 KiB
Plaintext

#define STUN_SET_AMOUNT 2
/obj/item/cybernetic_implant
name = "cybernetic implant"
desc = "a state-of-the-art implant that improves a baseline's functionality"
icon = 'icons/obj/surgery.dmi'
var/mob/living/carbon/owner = null
var/implant_color = "#FFFFFF"
/obj/item/cybernetic_implant/New(var/mob/M = null)
owner = M
return ..()
/obj/item/cybernetic_implant/proc/function()
return
//[[[[EYES]]]]
/obj/item/cybernetic_implant/eyes
name = "cybernetic eyes"
desc = "artificial photoreceptors with specialized functionality"
icon_state = "eye_implant"
var/eye_color = "fff"
var/flash_protect = 0
/obj/item/cybernetic_implant/eyes/New()
var/icon/overlay = new /icon('icons/obj/surgery.dmi',"eye_implant_overlay")
overlay.ColorTone(implant_color)
overlays |= overlay
..()
/obj/item/cybernetic_implant/eyes/proc/update_eye_color(fluff_message)
if(istype(owner,/mob/living/carbon/human))
var/mob/living/carbon/human/HMN = owner
HMN.eye_color = eye_color
HMN.regenerate_icons()
if(fluff_message)
owner << "<span class='notice'>[fluff_message]</span>"
/obj/item/cybernetic_implant/eyes/hud/medical
name = "medical hud implant"
desc = "These cybernetic eyes will display a medical HUD over everything you see. Wiggle eyes to control."
eye_color = "0ff"
implant_color = "#00FFFF"
origin_tech = "materials=4;programming=3;biotech=4"
/obj/item/cybernetic_implant/eyes/hud/medical/function()
if(!owner)
return
var/datum/atom_hud/H = huds[DATA_HUD_MEDICAL_ADVANCED]
H.add_hud_to(owner)
owner.permanent_huds |= H
update_eye_color("You suddenly see health bars floating above people's heads...")
/obj/item/cybernetic_implant/eyes/hud/security
name = "security hud implant"
desc = "These cybernetic eyes will display a security HUD over everything you see. Wiggle eyes to control."
eye_color = "d00"
implant_color = "#CC0000"
origin_tech = "materials=4;programming=4;biotech=3;combat=1"
/obj/item/cybernetic_implant/eyes/hud/security/function()
if(!owner)
return
var/datum/atom_hud/H = huds[DATA_HUD_SECURITY_ADVANCED]
H.add_hud_to(owner)
owner.permanent_huds |= H
update_eye_color("Job indicator icons pop up in your vision. That is not a certified surgeon...")
/obj/item/cybernetic_implant/eyes/xray
name = "xray implant"
desc = "These cybernetic eyes will give you X-ray vision. Blinking is futile."
eye_color = "000"
implant_color = "#000000"
origin_tech = "materials=6;programming=4;biotech=5;magnets=5;plasmatech=2"
/obj/item/cybernetic_implant/eyes/xray/function()
if(!owner)
return
owner.sight |= SEE_MOBS
owner.sight |= SEE_OBJS
owner.sight |= SEE_TURFS
owner.permanent_sight_flags |= SEE_MOBS
owner.permanent_sight_flags |= SEE_OBJS
owner.permanent_sight_flags |= SEE_TURFS
update_eye_color("Your vision is augmented!")
/obj/item/cybernetic_implant/eyes/thermals
name = "thermals implant"
desc = "These cybernetic eyes will give you Thermal vision. Vertical slit pupil included."
eye_color = "FC0"
implant_color = "#FFCC00"
flash_protect = -1
origin_tech = "materials=6;programming=4;biotech=5;magnets=5;plasmatech=2;syndicate=4"
/obj/item/cybernetic_implant/eyes/thermals/function()
if(!owner)
return
owner.sight |= SEE_MOBS
owner.permanent_sight_flags |= SEE_MOBS
update_eye_color("You see prey everywhere you look...")
/obj/item/cybernetic_implant/eyes/emp_act(severity)
if(!owner)
return
if(severity > 1)
if(prob(5))
return
var/save_sight = owner.sight
owner.sight &= 0
owner.disabilities |= BLIND
owner << "<span class='warning'>Static obfuscates your vision!</span>"
spawn(50)
owner.sight |= save_sight
owner.disabilities ^= BLIND
//[[[[BRAIN]]]]
/obj/item/cybernetic_implant/brain
name = "cybernetic brain implant"
desc = "injectors of extra sub-routines for the brain"
icon_state = "brain_implant"
/obj/item/cybernetic_implant/brain/New()
var/icon/overlay = new /icon('icons/obj/surgery.dmi',"brain_implant_overlay")
overlay.ColorTone(implant_color)
overlays |= overlay
..()
/obj/item/cybernetic_implant/brain/emp_act(severity)
if(!owner)
return
var/stun_amount = 5 + (severity-1 ? 0 : 5)
owner.Stun(stun_amount)
owner << "<span class='warning'>Your body seizes up!</span>"
return stun_amount
/obj/item/cybernetic_implant/brain/anti_drop
name = "anti-drop implant"
desc = "This cybernetic brain implant will allow you to force your hand muscles to contract, preventing item dropping. Twitch ear to toggle."
var/active = 0
var/l_hand_ignore = 0
var/r_hand_ignore = 0
var/obj/item/l_hand_obj = null
var/obj/item/r_hand_obj = null
implant_color = "#DE7E00"
origin_tech = "materials=5;programming=4;biotech=4"
/obj/item/cybernetic_implant/brain/anti_drop/function()
action_button_name = "Toggle Anti-Drop"
/obj/item/cybernetic_implant/brain/anti_drop/ui_action_click()
active = !active
if(active)
l_hand_obj = owner.l_hand
r_hand_obj = owner.r_hand
if(l_hand_obj)
if(owner.l_hand.flags & NODROP)
l_hand_ignore = 1
else
owner.l_hand.flags |= NODROP
l_hand_ignore = 0
if(r_hand_obj)
if(owner.r_hand.flags & NODROP)
r_hand_ignore = 1
else
owner.r_hand.flags |= NODROP
r_hand_ignore = 0
if(!l_hand_obj && !r_hand_obj)
owner << "<span class='notice'>You are not holding any items, your hands relax...</span>"
active = 0
else
var/msg = 0
msg += !l_hand_ignore && l_hand_obj ? 1 : 0
msg += !r_hand_ignore && r_hand_obj ? 2 : 0
switch(msg)
if(1)
owner << "<span class='notice'>Your left hand's grip tightens.</span>"
if(2)
owner << "<span class='notice'>Your right hand's grip tightens.</span>"
if(3)
owner << "<span class='notice'>Both of your hand's grips tighten.</span>"
else
release_items()
owner << "<span class='notice'>Your hands relax...</span>"
l_hand_obj = null
r_hand_obj = null
/obj/item/cybernetic_implant/brain/anti_drop/emp_act(severity)
if(!owner)
return
var/range = severity ? 10 : 5
var/atom/A
var/obj/item/L_item = owner.l_hand
var/obj/item/R_item = owner.r_hand
release_items()
..()
if(L_item)
A = pick(oview(range))
L_item.throw_at(A, range, 2)
owner << "<span class='notice'>Your left arm spasms and throws the [L_item.name]!</span>"
if(R_item)
A = pick(oview(range))
R_item.throw_at(A, range, 2)
owner << "<span class='notice'>Your right arm spasms and throws the [R_item.name]!</span>"
/obj/item/cybernetic_implant/brain/anti_drop/proc/release_items()
if(!l_hand_ignore && l_hand_obj in owner.contents)
l_hand_obj.flags ^= NODROP
if(!r_hand_ignore && r_hand_obj in owner.contents)
r_hand_obj.flags ^= NODROP
/obj/item/cybernetic_implant/brain/anti_stun
name = "CNS Rebooter implant"
desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned."
implant_color = "#FFFF00"
origin_tech = "materials=6;programming=4;biotech=5"
/obj/item/cybernetic_implant/brain/anti_stun/function()
SSobj.processing |= src
/obj/item/cybernetic_implant/brain/anti_stun/process()
if(!owner)
SSobj.processing.Remove(src)
qdel(src)
return
if(owner.stat == DEAD)
return
if(owner.stunned > STUN_SET_AMOUNT)
owner.stunned = STUN_SET_AMOUNT
if(owner.weakened > STUN_SET_AMOUNT)
owner.weakened = STUN_SET_AMOUNT
/obj/item/cybernetic_implant/brain/anti_stun/emp_act(severity)
if(!owner)
return
SSobj.processing.Remove(src)
spawn(..() * 10)
SSobj.processing |= src
//[[[[CHEST]]]]
/obj/item/cybernetic_implant/chest
name = "cybernetic torso implant"
desc = "implants for the organs in your torso"
icon_state = "chest_implant"
/obj/item/cybernetic_implant/chest/nutriment
name = "Nutriment pump implant"
desc = "This implant with synthesize and pump into your bloodstream a small amount of nutriment when you are starving."
icon_state = "chest_implant"
var/hunger_threshold = NUTRITION_LEVEL_STARVING
var/synthesizing = 0
var/nutriment_amount = 30
var/poison_amount = 5
origin_tech = "materials=5;programming=3;biotech=4"
/obj/item/cybernetic_implant/chest/nutriment/function()
SSobj.processing |= src
/obj/item/cybernetic_implant/chest/nutriment/process()
if(synthesizing)
return
if(!owner)
SSobj.processing.Remove(src)
qdel(src)
return
if(owner.stat == DEAD)
return
if(owner.nutrition <= hunger_threshold)
synthesizing = 1
spawn(50)
owner << "<span class='notice'>You feel less hungry...</span>"
owner.nutrition += nutriment_amount
synthesizing = 0
/obj/item/cybernetic_implant/chest/nutriment/plus
name = "Nutriment pump implant PLUS"
desc = "This implant with synthesize and pump into your bloodstream a small amount of nutriment when you are hungry."
icon_state = "chest_implant"
hunger_threshold = NUTRITION_LEVEL_HUNGRY
nutriment_amount = 50
poison_amount = 10
origin_tech = "materials=5;programming=3;biotech=5"
/obj/item/cybernetic_implant/chest/nutriment/emp_act(severity)
if(!owner)
return
owner.reagents.add_reagent("????",poison_amount / severity) //food poisoning
owner << "<span class='notice'>You feel like your insides are burning.</span>"
/obj/item/cybernetic_implant/chest/heart/reviver
name = "Reviver implant"
desc = "This implant will automatically deliver a therapeutic dose of electrical energy to your heart if it ever stops beating, and inject nanites into your bloodstream. A second chance!"
icon_state = "chest_implant"
var/defibrillating = 0
var/recharge_time = 0
origin_tech = "materials=7;programming=3;biotech=4"
/obj/item/cybernetic_implant/chest/heart/reviver/function()
if(istype(owner,/mob/living/carbon/human))
recharge_time = world.time + 2000
SSobj.processing |= src
/obj/item/cybernetic_implant/chest/heart/reviver/process()
if(defibrillating)
return
if(!owner)
SSobj.processing.Remove(src)
qdel(src)
return
if(world.time < recharge_time)
return
if(owner.stat != DEAD)
return
defibrillating = 1
spawn(600)
if(owner.stat == DEAD)
owner.visible_message("<span class='warning'>[owner]'s body convulses by itself.")
playsound(owner, "bodyfall", 50, 1)
playsound(owner, 'sound/machines/defib_zap.ogg', 50, 1, -1)
dead_mob_list -= owner
living_mob_list |= list(owner)
owner.stat = UNCONSCIOUS
owner.reagents.add_reagent("nanites",10)
var/mob/living/carbon/human/H = owner
var/amount = BLOOD_VOLUME_OKAY - H.vessel.total_volume
H.vessel.add_reagent("blood", amount)
H.vessel.update_total()
owner.heart_attack = 0
owner.emote("gasp")
add_logs(owner, owner, "revived", object="defibrillator implant")
recharge_time = world.time + 20000
defibrillating = 0
/obj/item/cybernetic_implant/chest/heart/reviver/emp_act(severity)
if(!owner)
return
if(recharge_time < world.time)
recharge_time = world.time + (2000 / severity)
else
recharge_time += 2000 / severity
if(prob(30/severity))
playsound(owner, 'sound/machines/defib_saftyOff.ogg', 50, 1, -1)
spawn(30)
playsound(owner, 'sound/machines/defib_zap.ogg', 50, 1, -1)
owner.heart_attack = 1
owner.visible_message("<span class = 'userdanger'>[owner] clutches at their chest as if their heart stopped!</span>")