//////////////////////////////
// Nanite Organ Implant
//////////////////////////////
/obj/item/weapon/implant/organ
name = "nanite fabrication implant"
desc = "A buzzing implant covered in a writhing layer of metal insects."
icon_state = "implant_evil"
origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 2, TECH_ILLEGAL = 2)
var/organ_to_implant = /obj/item/organ/internal/augment/bioaugment/thermalshades
var/organ_display_name = "unknown organ"
/obj/item/weapon/implant/organ/get_data()
var/dat = {"
Implant Specifications:
Name: \"GreyDoctor\" Class Nanite Hive
Life: Activates upon implantation, destroying itself in the process.
Important Notes: Nanites will fail to complete their task if a suitable location cannot be found for the organ.
Implant Details:
Function: Nanites will fabricate: [organ_display_name]
Special Features: Organ identification protocols.
Integrity: N/A"}
return dat
/obj/item/weapon/implant/organ/post_implant(var/mob/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/NewOrgan = new organ_to_implant()
var/obj/item/organ/external/E = H.get_organ(NewOrgan.parent_organ)
to_chat(H, "You feel a tingling sensation in your [part].")
if(E && !(H.internal_organs_by_name[NewOrgan.organ_tag]))
spawn(rand(1 SECONDS, 30 SECONDS))
to_chat(H, "You feel a pressure in your [E] as the tingling fades, the lump caused by the implant now gone.")
NewOrgan.forceMove(H)
NewOrgan.owner = H
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs |= NewOrgan
H.internal_organs_by_name[NewOrgan.organ_tag] = NewOrgan
H.internal_organs |= NewOrgan
NewOrgan.handle_organ_mod_special()
spawn(1)
if(!QDELETED(src))
qdel(src)
else
qdel(NewOrgan)
to_chat(H, "You feel a pinching sensation in your [part]. The implant remains.")
/obj/item/weapon/implant/organ/islegal()
return 0
/*
* Arm / leg mounted augments.
*/
/obj/item/weapon/implant/organ/limbaugment
name = "nanite implant"
organ_to_implant = /obj/item/organ/internal/augment/armmounted/taser
organ_display_name = "physiological augment"
var/list/possible_targets = list(O_AUG_L_FOREARM, O_AUG_R_FOREARM)
/obj/item/weapon/implant/organ/limbaugment/post_implant(var/mob/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/NewOrgan = new organ_to_implant()
var/obj/item/organ/external/E = setup_augment_slots(H, NewOrgan)
to_chat(H, "You feel a tingling sensation in your [part].")
NewOrgan.forceMove(H)
NewOrgan.owner = H
if(E && istype(E) && !(H.internal_organs_by_name[NewOrgan.organ_tag]) && NewOrgan.check_verb_compatability())
spawn(rand(1 SECONDS, 30 SECONDS))
to_chat(H, "You feel a pressure in your [E] as the tingling fades, the lump caused by the implant now gone.")
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs |= NewOrgan
H.internal_organs_by_name[NewOrgan.organ_tag] = NewOrgan
H.internal_organs |= NewOrgan
NewOrgan.handle_organ_mod_special()
spawn(1)
if(!QDELETED(src))
qdel(src)
else
qdel(NewOrgan)
to_chat(H, "You feel a pinching sensation in your [part]. The implant remains.")
/obj/item/weapon/implant/organ/limbaugment/proc/setup_augment_slots(var/mob/living/carbon/human/H, var/obj/item/organ/internal/augment/armmounted/I)
var/list/Choices = possible_targets.Copy()
for(var/targ in possible_targets)
if(H.internal_organs_by_name[targ])
Choices -= targ
var/target_choice = null
if(Choices && Choices.len)
if(Choices.len == 1)
target_choice = Choices[1]
else
target_choice = tgui_input_list(usr, "Choose augment location:", "Choose Location", Choices)
else
return FALSE
if(target_choice)
switch(target_choice)
if(O_AUG_R_HAND)
I.organ_tag = O_AUG_R_HAND
I.parent_organ = BP_R_HAND
I.target_slot = slot_r_hand
if(O_AUG_L_HAND)
I.organ_tag = O_AUG_L_HAND
I.parent_organ = BP_L_HAND
I.target_slot = slot_l_hand
if(O_AUG_R_FOREARM)
I.organ_tag = O_AUG_R_FOREARM
I.parent_organ = BP_R_ARM
I.target_slot = slot_r_hand
if(O_AUG_L_FOREARM)
I.organ_tag = O_AUG_L_FOREARM
I.parent_organ = BP_L_ARM
I.target_slot = slot_l_hand
if(O_AUG_R_UPPERARM)
I.organ_tag = O_AUG_R_UPPERARM
I.parent_organ = BP_R_ARM
I.target_slot = slot_r_hand
if(O_AUG_L_UPPERARM)
I.organ_tag = O_AUG_L_UPPERARM
I.parent_organ = BP_L_ARM
I.target_slot = slot_l_hand
. = H.get_organ(I.parent_organ)
/*
* Limb implant primary subtypes.
*/
/obj/item/weapon/implant/organ/limbaugment/upperarm
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/multiple
organ_display_name = "multi-use augment"
possible_targets = list(O_AUG_R_UPPERARM,O_AUG_L_UPPERARM)
/obj/item/weapon/implant/organ/limbaugment/wrist
organ_to_implant = /obj/item/organ/internal/augment/armmounted/hand
organ_display_name = "wrist augment"
possible_targets = list(O_AUG_R_HAND,O_AUG_L_HAND)
/*
* Limb implant general subtypes.
*/
// Wrist
/obj/item/weapon/implant/organ/limbaugment/wrist/sword
organ_to_implant = /obj/item/organ/internal/augment/armmounted/hand/sword
organ_display_name = "weapon augment"
/obj/item/weapon/implant/organ/limbaugment/wrist/blade
organ_to_implant = /obj/item/organ/internal/augment/armmounted/hand/blade
organ_display_name = "weapon augment"
// Fore-arm
/obj/item/weapon/implant/organ/limbaugment/laser
organ_to_implant = /obj/item/organ/internal/augment/armmounted
organ_display_name = "weapon augment"
/obj/item/weapon/implant/organ/limbaugment/dart
organ_to_implant = /obj/item/organ/internal/augment/armmounted/dartbow
organ_display_name = "weapon augment"
// Upper-arm.
/obj/item/weapon/implant/organ/limbaugment/upperarm/medkit
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/multiple/medical
/obj/item/weapon/implant/organ/limbaugment/upperarm/surge
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/surge
/obj/item/weapon/implant/organ/limbaugment/upperarm/blade
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/blade
organ_display_name = "weapon augment"
/*
* Others
*/
/obj/item/weapon/implant/organ/pelvic
name = "nanite fabrication implant"
organ_to_implant = /obj/item/organ/internal/augment/bioaugment/sprint_enhance
organ_display_name = "pelvic augment"