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* Simple skills framework. * Map changes. * Adds skillchips to vendor * Adds skill stations to the map. * Circuitboards * Fix typo * Some minimal instability * Fixes,tweaks etc * Suggest better names or we'll end up with these. * sharpness thing * tgui build * Makes wine from booze synthetizer show to wine tasters. * Makes wine from dispenser have taste for wine tasters. * Apply suggestions from code review Co-authored-by: Rohesie <rohesie@gmail.com> * Swaps to carbon var. * wordy helper proc * While i'm at it, other relaymoves Co-authored-by: Rohesie <rohesie@gmail.com>
99 lines
3.9 KiB
Plaintext
99 lines
3.9 KiB
Plaintext
/obj/item/skillchip
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name = "skillchip"
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desc = "This biochip integrates with user's brain to enable mastery of specific skill. Consult certified Nanotrasen neurosurgeon before use."
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icon = 'icons/obj/card.dmi'
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icon_state = "data_3"
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custom_price = 500
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w_class = WEIGHT_CLASS_SMALL
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/// Trait automatically granted by this chip, optional
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var/auto_trait
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/// Skill name shown on UI
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var/skill_name
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/// Skill description shown on UI
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var/skill_description
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/// FS icon show on UI
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var/skill_icon = "brain"
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/// Message shown when implanting the chip
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var/implanting_message
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/// Message shown when extracting the chip
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var/removal_message
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//If set to TRUE, trying to extract the chip will destroy it instead
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var/removable = TRUE
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/// How many skillslots this one takes
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var/slot_cost = 1
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/// Called after implantation and/or brain entering new body
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/obj/item/skillchip/proc/on_apply(mob/living/carbon/user,silent=TRUE)
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if(!silent && implanting_message)
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to_chat(user,implanting_message)
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if(auto_trait)
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ADD_TRAIT(user,auto_trait,SKILLCHIP_TRAIT)
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user.used_skillchip_slots += slot_cost
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/// Called after removal and/or brain exiting the body
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/obj/item/skillchip/proc/on_removal(mob/living/carbon/user,silent=TRUE)
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if(!silent && removal_message)
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to_chat(user,removal_message)
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if(auto_trait)
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REMOVE_TRAIT(user,auto_trait,SKILLCHIP_TRAIT)
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user.used_skillchip_slots -= slot_cost
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/// Checks if this implant is valid to implant in a given mob.
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/obj/item/skillchip/proc/can_be_implanted(mob/living/carbon/target)
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//No brain
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var/obj/item/organ/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(QDELETED(target_brain))
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return FALSE
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//No skill slots left
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if(target.used_skillchip_slots + slot_cost > target.max_skillchip_slots)
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return FALSE
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//Only one copy of each for now.
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if(locate(type) in target_brain.skillchips)
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return FALSE
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return TRUE
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/// Returns readable reason why implanting cannot succeed --todo switch to flag retval in can_be_implanted to cut down copypaste
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/obj/item/skillchip/proc/can_be_implanted_message(mob/living/carbon/target)
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//No brain
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var/obj/item/organ/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(QDELETED(target_brain))
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return "No brain detected."
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//No skill slots left
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if(target.used_skillchip_slots + slot_cost > target.max_skillchip_slots)
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return "Complexity limit exceeded."
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//Only one copy of each for now.
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if(locate(type) in target_brain.skillchips)
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return "Duplicate chip detected."
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return "Chip ready for implantation."
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/obj/item/skillchip/basketweaving
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name = "Basketsoft 3000 skillchip"
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desc = "Underwater edition."
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auto_trait = TRAIT_UNDERWATER_BASKETWEAVING_KNOWLEDGE
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skill_name = "Underwater Basketweaving"
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skill_description = "Master intricate art of using twine to create perfect baskets while submerged."
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skill_icon = "shopping-basket"
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implanting_message = "<span class='notice'>You're one with the twine and the sea.</span>"
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removal_message = "<span class='notice'>Higher mysteries of underwater basketweaving leave your mind.</span>"
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/obj/item/skillchip/wine_taster
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name = "WINE skillchip"
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desc = "Wine.Is.Not.Equal version 5."
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auto_trait = TRAIT_WINE_TASTER
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skill_name = "Wine Tasting"
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skill_description = "Recognize wine vintage from taste alone. Never again lack an opinion when presented with an unknown drink."
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skill_icon = "wine-bottle"
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implanting_message = "<span class='notice'>You recall wine taste.</span>"
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removal_message = "<span class='notice'>Your memories of wine evaporate.</span>"
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/obj/item/skillchip/bonsai
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name = "Hedge 3 skillchip"
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auto_trait = TRAIT_BONSAI
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skill_name = "Hedgetrimming"
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skill_description = "Trim hedges and potted plants into marvelous new shapes with any old knife. Not applicable to plastic plants."
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skill_icon = "spa"
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implanting_message = "<span class='notice'>Your mind is filled with plant arrangments.</span>"
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removal_message = "<span class='notice'>Your can't remember how a hedge looks like anymore.</span>"
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