mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Made spawning with a loyalty implant compliant to configuration...
Created a proc for being implanted with loyalty implant which checks for the configuration for whether or not it will work. If it is enabled, it continues on-- if it is disabled, it returns from the proc. Also made secure closets not automatically spawn them unless the config is set to allow it. Admin 'loyalty implanting' via the panel is now compliant to the configuration file. If preferred, I am willing to make an override variable to the proc that will allow admins to do it anyway. Supply pack for it commented out due to inability to make it conform. Easy enough to re-add back for anyone downstream if they wish it. Same applies to the design. Signed-off-by: Decius <deciusreln97@gmail.com>
This commit is contained in:
@@ -83,9 +83,9 @@ proc/assign_sec_to_department(var/mob/living/carbon/human/H)
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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implant_loyalty(H)
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return 1
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/obj/item/device/radio/headset/headset_sec/department/New()
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@@ -23,9 +23,9 @@
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H.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/taser(H), slot_s_store)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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H.implant_loyalty(src) // Will not do so if config is set to disallow.
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return 1
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@@ -52,9 +52,9 @@
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H.equip_to_slot_or_del(new /obj/item/device/flash(H), slot_l_store)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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H.implant_loyalty(src) // // Will not do so if config is set to disallow.
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return 1
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@@ -89,9 +89,7 @@
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/evidence(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/device/detective_scanner(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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H.implant_loyalty(src) // Will not do so if config is set to disallow.
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return 1
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@@ -118,9 +116,9 @@
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H.equip_to_slot_or_del(new /obj/item/device/flash(H), slot_l_store)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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H.implant_loyalty(src) // Will not do so if config is set to disallow.
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return 1
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/datum/job/hop
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@@ -70,7 +70,7 @@
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new /obj/item/weapon/storage/backpack/satchel_sec(src)
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new /obj/item/weapon/cartridge/hos(src)
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new /obj/item/device/radio/headset/heads/hos(src)
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new /obj/item/weapon/storage/lockbox/loyalty(src)
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if (config.use_loyalty_implants) new /obj/item/weapon/storage/lockbox/loyalty(src)
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/device/flash(src)
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@@ -231,9 +231,7 @@ var/global/admin_emergency_team = 0 // Used for admin-spawned response teams
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// equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack) // Regular medkit
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// Loyalty implants
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
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L.imp_in = src
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L.implanted = 1
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implant_loyalty(src)
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// ID cards
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var/obj/item/weapon/card/id/E = new(src)
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@@ -510,37 +510,37 @@ datum/mind
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I.Del()
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break
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H << "\blue <Font size =3><B>Your loyalty implant has been deactivated.</B></FONT>"
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if("add")
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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H << "\red <Font size =3><B>You somehow have become the recepient of a loyalty transplant, and it just activated!</B></FONT>"
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if(src in ticker.mode.revolutionaries)
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special_role = null
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ticker.mode.revolutionaries -= src
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src << "\red <Font size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</B></Font>"
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if(src in ticker.mode.head_revolutionaries)
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special_role = null
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ticker.mode.head_revolutionaries -=src
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src << "\red <Font size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</B></Font>"
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if(src in ticker.mode.cult)
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ticker.mode.cult -= src
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ticker.mode.update_cult_icons_removed(src)
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special_role = null
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var/datum/game_mode/cult/cult = ticker.mode
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if (istype(cult))
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cult.memorize_cult_objectives(src)
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current << "\red <FONT size = 3><B>The nanobots in the loyalty implant remove all thoughts about being in a cult. Have a productive day!</B></FONT>"
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memory = ""
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if(src in ticker.mode.traitors)
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ticker.mode.traitors -= src
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special_role = null
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current << "\red <FONT size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a traitor to Nanotrasen. Have a nice day!</B></FONT>"
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log_admin("[key_name_admin(usr)] has de-traitor'ed [current].")
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if("add")
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H.implant_loyalty(src)
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if(config.use_loyalty_implants) // The following won't occur if there are not loyalty implants.
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H << "\red <Font size =3><B>You somehow have become the recepient of a loyalty transplant, and it just activated!</B></FONT>"
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if(src in ticker.mode.revolutionaries)
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special_role = null
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ticker.mode.revolutionaries -= src
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src << "\red <Font size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</B></Font>"
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if(src in ticker.mode.head_revolutionaries)
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special_role = null
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ticker.mode.head_revolutionaries -=src
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src << "\red <Font size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</B></Font>"
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if(src in ticker.mode.cult)
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ticker.mode.cult -= src
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ticker.mode.update_cult_icons_removed(src)
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special_role = null
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var/datum/game_mode/cult/cult = ticker.mode
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if (istype(cult))
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cult.memorize_cult_objectives(src)
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current << "\red <FONT size = 3><B>The nanobots in the loyalty implant remove all thoughts about being in a cult. Have a productive day!</B></FONT>"
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memory = ""
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if(src in ticker.mode.traitors)
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ticker.mode.traitors -= src
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special_role = null
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current << "\red <FONT size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a traitor to Nanotrasen. Have a nice day!</B></FONT>"
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log_admin("[key_name_admin(usr)] has de-traitor'ed [current].")
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else
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usr << "Loyalty implants are currently disabled for your server in the configuration files."
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else if (href_list["revolution"])
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current.hud_updateflag |= (1 << SPECIALROLE_HUD)
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@@ -681,14 +681,6 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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access = access_armory
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group = "Security"
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/datum/supply_packs/loyalty
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name = "Loyalty implant crate"
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contains = list (/obj/item/weapon/storage/lockbox/loyalty)
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cost = 60
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containertype = /obj/structure/closet/crate/secure
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containername = "Loyalty implant crate"
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access = access_armory
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group = "Security"
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/datum/supply_packs/ballistic
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name = "Ballistic gear crate"
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@@ -725,6 +717,17 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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access = access_armory
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group = "Security"
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/*
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/datum/supply_packs/loyalty
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name = "Loyalty implant crate"
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contains = list (/obj/item/weapon/storage/lockbox/loyalty)
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cost = 60
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containertype = /obj/structure/closet/crate/secure
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containername = "Loyalty implant crate"
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access = access_armory
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group = "Security"
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*/
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/datum/supply_packs/expenergy
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name = "Experimental energy gear crate"
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contains = list(/obj/item/clothing/suit/armor/laserproof,
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@@ -71,7 +71,7 @@
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world << sound('sound/AI/commandreport.ogg')
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// add an extra law to the AI to make sure it cooperates with the heads
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var/extra_law = "Crew authorized to know of pathogen [virus_name]'s existence are: Heads of command, any crew member with loyalty implant. Do not allow unauthorized personnel to gain knowledge of [virus_name]. Aid authorized personnel in quarantining and neutrlizing the outbreak. This law overrides all other laws."
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var/extra_law = "Crew authorized to know of pathogen [virus_name]'s existence are: Heads of command. Do not allow unauthorized personnel to gain knowledge of [virus_name]. Aid authorized personnel in quarantining and neutrlizing the outbreak. This law overrides all other laws."
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for(var/mob/living/silicon/ai/M in world)
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M.add_ion_law(extra_law)
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M << "\red " + extra_law
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@@ -32,13 +32,10 @@
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H), slot_r_hand)
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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world << "<b>[H.real_name] is the captain!</b>"
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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H.implant_loyalty(src)
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return 1
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get_access()
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@@ -357,10 +357,8 @@
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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H.implant_loyalty(H)
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return 1
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@@ -39,12 +39,7 @@
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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H.implant_loyalty(H)
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return 1
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@@ -1,5 +1,11 @@
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#define MALFUNCTION_TEMPORARY 1
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#define MALFUNCTION_PERMANENT 2
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/mob/living/carbon/human/
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/obj/item/weapon/implant
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name = "implant"
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icon = 'icons/obj/device.dmi'
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@@ -158,9 +158,7 @@ var/global/sent_strike_team = 0
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equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)//Here you go Deuryn
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L.imp_in = src
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L.implanted = 1
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implant_loyalty(src)
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@@ -317,6 +317,16 @@
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if(armor >= 2) return
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/mob/living/carbon/human/proc/implant_loyalty(mob/living/carbon/human/M)
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if(!config.use_loyalty_implants) return
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
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L.imp_in = M
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L.implanted = 1
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var/datum/organ/external/affected = M.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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/mob/living/carbon/human/proc/is_loyalty_implanted(mob/living/carbon/human/M)
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for(var/L in M.contents)
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if(istype(L, /obj/item/weapon/implant/loyalty))
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@@ -1358,6 +1358,7 @@ datum/design/nanopaste
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materials = list("$metal" = 7000, "$glass" = 7000)
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build_path = "/obj/item/stack/nanopaste"
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/* // Removal of loyalty implants. Can't think of a way to add this to the config option.
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datum/design/implant_loyal
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name = "loyalty implant"
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desc = "Makes you loyal or such."
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@@ -1366,6 +1367,7 @@ datum/design/implant_loyal
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build_type = PROTOLATHE
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materials = list("$metal" = 7000, "$glass" = 7000)
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build_path = "/obj/item/weapon/implant/loyalty"
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*/
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datum/design/implant_chem
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name = "chemical implant"
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Reference in New Issue
Block a user