From 520b0914ab118df731e06acab5e3c57ecc719a87 Mon Sep 17 00:00:00 2001
From: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
Date: Sat, 3 Sep 2022 01:33:58 -0400
Subject: [PATCH] [TGUI] Implant Pad + Implanter Related Sprites + Slight
Implant refactor (#18556)
* holy guacamole
* TGUI capitilization
Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com>
* TGUI rebuild
* implements requested changes
* fixes
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* fulfilling more requests
* uplink fixes
* init order stuff
* charlies requested changes
* Apply suggestions from code review
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
---
code/datums/uplink_item.dm | 2 +-
code/game/machinery/computer/prisoner.dm | 8 +-
.../objects/items/weapons/implants/implant.dm | 31 +++--
.../weapons/implants/implant_abductor.dm | 26 +++-
.../weapons/implants/implant_adrenalin.dm | 39 ++++++
.../items/weapons/implants/implant_chem.dm | 36 +++---
.../weapons/implants/implant_death_alarm.dm | 36 +++---
.../items/weapons/implants/implant_dust.dm | 46 +++++++
.../items/weapons/implants/implant_emp.dm | 29 +++++
.../items/weapons/implants/implant_exile.dm} | 21 ++--
.../weapons/implants/implant_explosive.dm | 114 +++++-------------
.../items/weapons/implants/implant_freedom.dm | 29 +----
.../implants/{health.dm => implant_health.dm} | 3 +
.../weapons/implants/implant_krav_maga.dm | 19 ++-
.../weapons/implants/implant_mindshield.dm | 24 +---
.../items/weapons/implants/implant_misc.dm | 68 -----------
...plant_clown.dm => implant_sad_trombone.dm} | 17 +--
.../items/weapons/implants/implant_storage.dm | 26 ++--
.../items/weapons/implants/implant_track.dm | 33 -----
.../weapons/implants/implant_tracking.dm | 31 +++++
.../items/weapons/implants/implant_traitor.dm | 30 +++--
.../{implantuplink.dm => implant_uplink.dm} | 66 +++++-----
.../items/weapons/implants/implantcase.dm | 77 ++++--------
.../items/weapons/implants/implantchair.dm | 50 ++++----
.../items/weapons/implants/implanter.dm | 41 +------
.../items/weapons/implants/implantfluff.dm | 112 +++++++++++++++++
.../items/weapons/implants/implantpad.dm | 95 +++++++--------
.../objects/items/weapons/teleportation.dm | 4 +-
code/modules/ruins/syndicate_space_base.dm | 1 -
icons/obj/device.dmi | Bin 50131 -> 49846 bytes
icons/obj/implants.dmi | Bin 2879 -> 8174 bytes
icons/obj/items.dmi | Bin 161800 -> 156297 bytes
paradise.dme | 15 ++-
tgui/packages/tgui/interfaces/ImplantPad.js | 49 ++++++++
.../tgui/interfaces/PrisonerImplantManager.js | 2 +-
tgui/packages/tgui/public/tgui.bundle.js | 4 +-
36 files changed, 638 insertions(+), 546 deletions(-)
create mode 100644 code/game/objects/items/weapons/implants/implant_adrenalin.dm
create mode 100644 code/game/objects/items/weapons/implants/implant_dust.dm
create mode 100644 code/game/objects/items/weapons/implants/implant_emp.dm
rename code/{modules/awaymissions/exile.dm => game/objects/items/weapons/implants/implant_exile.dm} (70%)
rename code/game/objects/items/weapons/implants/{health.dm => implant_health.dm} (80%)
delete mode 100644 code/game/objects/items/weapons/implants/implant_misc.dm
rename code/game/objects/items/weapons/implants/{implant_clown.dm => implant_sad_trombone.dm} (73%)
delete mode 100644 code/game/objects/items/weapons/implants/implant_track.dm
create mode 100644 code/game/objects/items/weapons/implants/implant_tracking.dm
rename code/game/objects/items/weapons/implants/{implantuplink.dm => implant_uplink.dm} (52%)
create mode 100644 code/game/objects/items/weapons/implants/implantfluff.dm
create mode 100644 tgui/packages/tgui/interfaces/ImplantPad.js
diff --git a/code/datums/uplink_item.dm b/code/datums/uplink_item.dm
index 48b053594d2..c394b3c37fc 100644
--- a/code/datums/uplink_item.dm
+++ b/code/datums/uplink_item.dm
@@ -1584,7 +1584,7 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
/datum/uplink_item/implants/uplink/nuclear
name = "Nuclear Uplink Implant"
reference = "UIN"
- item = /obj/item/implanter/nuclear_uplink
+ item = /obj/item/implanter/nuclear
excludefrom = list()
uplinktypes = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
diff --git a/code/game/machinery/computer/prisoner.dm b/code/game/machinery/computer/prisoner.dm
index 866110f9ef5..b8e912b1f1f 100644
--- a/code/game/machinery/computer/prisoner.dm
+++ b/code/game/machinery/computer/prisoner.dm
@@ -42,6 +42,11 @@
add_fingerprint(user)
ui_interact(user)
+/obj/machinery/computer/prisoner/attackby(obj/item/O, mob/user)
+ if(ui_login_attackby(O, user))
+ return
+ return ..()
+
/obj/machinery/computer/prisoner/proc/check_implant(obj/item/implant/I)
var/turf/implant_location = get_turf(I)
if(!implant_location || implant_location.z != z)
@@ -94,7 +99,6 @@
loc_display = "[get_area(implant_location)]"
var/list/implant_info = list(
- "id" = T.id,
"subject" = M.name,
"location" = loc_display,
"health" = health_display,
@@ -172,7 +176,7 @@
implant.warn_cooldown = world.time + IMPLANT_WARN_COOLDOWN
if(implant.imp_in)
var/mob/living/carbon/implantee = implant.imp_in
- var/warning = copytext(sanitize(text2num(answer)), 1, MAX_MESSAGE_LEN)
+ var/warning = copytext(sanitize(answer), 1, MAX_MESSAGE_LEN)
to_chat(implantee, "Your skull vibrates violently as a loud announcement is broadcasted to you: '[warning]'")
if("set_points")
diff --git a/code/game/objects/items/weapons/implants/implant.dm b/code/game/objects/items/weapons/implants/implant.dm
index 0bcba0d3fa4..d1511b9899c 100644
--- a/code/game/objects/items/weapons/implants/implant.dm
+++ b/code/game/objects/items/weapons/implants/implant.dm
@@ -26,22 +26,25 @@
/obj/item/implant
name = "implant"
icon = 'icons/obj/implants.dmi'
- icon_state = "generic" //Shows up as the action button icon
+ icon_state = "generic" //Shows up as a auto surgeon, used as a placeholder when a implant doesn't have a sprite
origin_tech = "materials=2;biotech=3;programming=2"
-
actions_types = list(/datum/action/item_action/hands_free/activate)
+ item_color = "black"
+ flags = DROPDEL // By default, don't let implants be harvestable.
+
+ ///which implant overlay should be used for implant cases. This should point to a state in implants.dmi
+ var/implant_state = "implant-default"
/// How the implant is activated.
var/activated = IMPLANT_ACTIVATED_ACTIVE
/// Whether the implant is implanted. Null if it's never been inserted, TRUE if it's currently inside someone, or FALSE if it's been removed.
- var/implanted = null
+ var/implanted
/// Who the implant is inside of.
- var/mob/living/imp_in = null
- item_color = "b"
+ var/mob/living/imp_in
+
/// Whether multiple implants of this same type can be inserted into someone.
var/allow_multiple = FALSE
/// Amount of times that the implant can be triggered by the user. If the implant can't be used, it can't be inserted.
var/uses = -1
- flags = DROPDEL // By default, don't let implants be harvestable.
/// List of emote keys that activate this implant when used.
var/list/trigger_emotes
@@ -50,6 +53,18 @@
/// Whether this implant has already triggered on death or not, to prevent it firing multiple times.
var/has_triggered_on_death = FALSE
+ ///the implant_fluff datum attached to this implant, purely cosmetic "lore" information
+ var/datum/implant_fluff/implant_data = /datum/implant_fluff
+
+/obj/item/implant/Initialize(mapload)
+ . = ..()
+ if(ispath(implant_data))
+ implant_data = new implant_data
+
+/obj/item/implant/Destroy()
+ QDEL_NULL(implant_data)
+ return ..()
+
/obj/item/implant/proc/unregister_emotes()
if(imp_in && LAZYLEN(trigger_emotes))
for(var/emote in trigger_emotes)
@@ -212,10 +227,6 @@
removed(imp_in)
return ..()
-
-/obj/item/implant/proc/get_data()
- return "No information available"
-
/obj/item/implant/dropped(mob/user)
. = TRUE
..()
diff --git a/code/game/objects/items/weapons/implants/implant_abductor.dm b/code/game/objects/items/weapons/implants/implant_abductor.dm
index da3d3b491cf..4801e2516c8 100644
--- a/code/game/objects/items/weapons/implants/implant_abductor.dm
+++ b/code/game/objects/items/weapons/implants/implant_abductor.dm
@@ -2,20 +2,23 @@
name = "recall implant"
desc = "Returns you to the mothership."
icon = 'icons/obj/abductor.dmi'
- icon_state = "implant"
+ icon_state = "implant" //ew
activated = IMPLANT_ACTIVATED_ACTIVE
origin_tech = "materials=2;biotech=7;magnets=4;bluespace=4;abductor=5"
+ implant_data = /datum/implant_fluff/abductor
+ implant_state = "implant-alien"
+
var/obj/machinery/abductor/pad/home
var/cooldown = 30
var/total_cooldown = 30
/obj/item/implant/abductor/activate()
if(cooldown == total_cooldown)
- home.Retrieve(imp_in,1)
+ home.Retrieve(imp_in, 1)
cooldown = 0
START_PROCESSING(SSobj, src)
else
- to_chat(imp_in, "You must wait [(total_cooldown - cooldown)*2] seconds to use [src] again!")
+ to_chat(imp_in, "You must wait [(total_cooldown - cooldown) * 2] seconds to use [src] again!")
/obj/item/implant/abductor/process()
if(cooldown < total_cooldown)
@@ -36,7 +39,7 @@
if(!home)
console = get_team_console(pick(1, 2, 3, 4))
home = console.pad
- return 1
+ return TRUE
/obj/item/implant/abductor/proc/get_team_console(team)
var/obj/machinery/abductor/console/console
@@ -45,3 +48,18 @@
console = c
break
return console
+
+/obj/item/implanter/abductor
+ name = "implanter (abductor)"
+
+/obj/item/implanter/abductor/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/abductor(src)
+
+/obj/item/implantcase/abductor
+ name = "implant case - 'abductor'"
+ desc = "A glass case containing an abductor implant."
+
+/obj/item/implantcase/abductor/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/abductor(src)
diff --git a/code/game/objects/items/weapons/implants/implant_adrenalin.dm b/code/game/objects/items/weapons/implants/implant_adrenalin.dm
new file mode 100644
index 00000000000..794c43838e7
--- /dev/null
+++ b/code/game/objects/items/weapons/implants/implant_adrenalin.dm
@@ -0,0 +1,39 @@
+/obj/item/implant/adrenalin
+ name = "adrenal implant"
+ desc = "Removes all stuns and knockdowns."
+ icon_state = "adrenal"
+ origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
+ uses = 3
+ implant_data = /datum/implant_fluff/adrenaline
+ implant_state = "implant-syndicate"
+
+/obj/item/implant/adrenalin/activate()
+ uses--
+ to_chat(imp_in, "You feel a sudden surge of energy!")
+ imp_in.SetStunned(0)
+ imp_in.SetWeakened(0)
+ imp_in.SetKnockDown(0)
+ imp_in.SetParalysis(0)
+ imp_in.adjustStaminaLoss(-75)
+ imp_in.stand_up(TRUE)
+
+ imp_in.reagents.add_reagent("synaptizine", 10)
+ imp_in.reagents.add_reagent("omnizine", 10)
+ imp_in.reagents.add_reagent("stimulative_agent", 10)
+ if(!uses)
+ qdel(src)
+
+/obj/item/implanter/adrenalin
+ name = "implanter (adrenalin)"
+
+/obj/item/implanter/adrenalin/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/adrenalin(src)
+
+/obj/item/implantcase/adrenaline
+ name = "implant case - 'Adrenaline'"
+ desc = "A glass case containing an adrenaline implant."
+
+/obj/item/implantcase/adrenaline/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/adrenalin(src)
diff --git a/code/game/objects/items/weapons/implants/implant_chem.dm b/code/game/objects/items/weapons/implants/implant_chem.dm
index a75b3c400f0..9f11dc26106 100644
--- a/code/game/objects/items/weapons/implants/implant_chem.dm
+++ b/code/game/objects/items/weapons/implants/implant_chem.dm
@@ -5,25 +5,11 @@
origin_tech = "materials=3;biotech=4"
container_type = OPENCONTAINER
trigger_causes = IMPLANT_TRIGGER_DEATH_ANY
+ implant_data = /datum/implant_fluff/chem
+ implant_state = "implant-nanotrasen"
-/obj/item/implant/chem/get_data()
- var/dat = {"Implant Specifications:
- Name: Robust Corp MJ-420 Prisoner Management Implant
- Life: Deactivates upon death but remains within the body.
- Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject
- will suffer from an increased appetite.
-
- Implant Details:
- Function: Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal
- the implant releases the chemicals directly into the blood stream.
- Special Features:
- Micro-Capsule- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.
- Can only be loaded while still in its original case.
- Integrity: Implant will last so long as the subject is alive."}
- return dat
-
-/obj/item/implant/chem/New()
- ..()
+/obj/item/implant/chem/Initialize(mapload)
+ . = ..()
create_reagents(50)
GLOB.tracked_implants += src
@@ -35,9 +21,10 @@
activate(reagents.total_volume)
/obj/item/implant/chem/activate(cause)
- if(!cause || !imp_in) return 0
+ if(!cause || !imp_in)
+ return FALSE
var/mob/living/carbon/R = imp_in
- var/injectamount = null
+ var/injectamount
if(cause == "action_button")
injectamount = reagents.total_volume
else
@@ -48,11 +35,16 @@
to_chat(R, "You hear a faint click from your chest.")
qdel(src)
+/obj/item/implanter/chem
+ name = "implanter (chem)"
+/obj/item/implanter/chem/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/dust(src)
/obj/item/implantcase/chem
name = "implant case - 'Remote Chemical'"
desc = "A glass case containing a remote chemical implant."
-/obj/item/implantcase/chem/New()
+/obj/item/implantcase/chem/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/chem(src)
- ..()
diff --git a/code/game/objects/items/weapons/implants/implant_death_alarm.dm b/code/game/objects/items/weapons/implants/implant_death_alarm.dm
index d1f4fd3dd3f..778d8f05498 100644
--- a/code/game/objects/items/weapons/implants/implant_death_alarm.dm
+++ b/code/game/objects/items/weapons/implants/implant_death_alarm.dm
@@ -1,22 +1,13 @@
/obj/item/implant/death_alarm
name = "death alarm implant"
desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
- var/mobname = "Will Robinson"
activated = IMPLANT_ACTIVATED_PASSIVE
- var/static/list/stealth_areas = typecacheof(list(/area/syndicate_mothership, /area/shuttle/syndicate_elite))
trigger_causes = IMPLANT_TRIGGER_DEATH_ANY
+ implant_data = /datum/implant_fluff/death_alarm
+ implant_state = "implant-nanotrasen"
-/obj/item/implant/death_alarm/get_data()
- var/dat = {"Implant Specifications:
- Name: Nanotrasen \"Profit Margin\" Class Employee Lifesign Sensor
- Life: Activates upon death.
- Important Notes: Alerts crew to crewmember death.
-
- Implant Details:
- Function: Contains a compact radio signaler that triggers when the host's lifesigns cease.
- Special Features: Alerts crew to crewmember death.
- Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
- return dat
+ var/mobname = "Unknown"
+ var/static/list/stealth_areas = typecacheof(list(/area/syndicate_mothership, /area/shuttle/syndicate_elite))
/obj/item/implant/death_alarm/implant(mob/target)
. = ..()
@@ -59,5 +50,20 @@
/obj/item/implant/death_alarm/removed(mob/target)
if(..())
UnregisterSignal(target, COMSIG_MOB_DEATH)
- return 1
- return 0
+ return TRUE
+ return FALSE
+
+/obj/item/implanter/death_alarm
+ name = "implanter (Death Alarm)"
+
+/obj/item/implanter/death_alarm/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/death_alarm(src)
+
+/obj/item/implantcase/death_alarm
+ name = "Implant Case - 'Death Alarm'"
+ desc = "A case containing a death alarm implant."
+
+/obj/item/implantcase/death_alarm/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/death_alarm(src)
diff --git a/code/game/objects/items/weapons/implants/implant_dust.dm b/code/game/objects/items/weapons/implants/implant_dust.dm
new file mode 100644
index 00000000000..9d51d47b38a
--- /dev/null
+++ b/code/game/objects/items/weapons/implants/implant_dust.dm
@@ -0,0 +1,46 @@
+// Dust implant, for CC officers. Prevents gear theft if they die.
+
+/obj/item/implant/dust
+ name = "duster implant"
+ desc = "A remote controlled implant that will dust the user upon activation (or death of user)."
+ icon = 'icons/effects/blood.dmi'
+ icon_state = "remains"
+ actions_types = list(/datum/action/item_action/hands_free/activate/always)
+ trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE | IMPLANT_TRIGGER_NOT_WHEN_GIBBED
+ implant_data = /datum/implant_fluff/dust
+ implant_state = "implant-nanotrasen"
+
+/obj/item/implant/dust/death_trigger(mob/source, force)
+ activate("death")
+
+/obj/item/implant/dust/activate(cause)
+ if(!cause || !imp_in || cause == "emp")
+ return FALSE
+ if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your dusting implant? This will turn you to ash!", "Dusting Confirmation", "Yes", "No") != "Yes")
+ return FALSE
+ to_chat(imp_in, "Your dusting implant activates!")
+ imp_in.visible_message("[imp_in] burns up in a flash!")
+ for(var/obj/item/I in imp_in.contents)
+ if(I == src)
+ continue
+ if(I.flags & NODROP)
+ qdel(I)
+ imp_in.dust()
+
+/obj/item/implant/dust/emp_act(severity)
+ return
+
+/obj/item/implanter/dust
+ name = "implanter (Dust-on-death)"
+
+/obj/item/implanter/dust/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/dust(src)
+
+/obj/item/implantcase/dust
+ name = "implant case - 'Dust'"
+ desc = "A glass case containing a dust implant."
+
+/obj/item/implantcase/dust/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/dust(src)
diff --git a/code/game/objects/items/weapons/implants/implant_emp.dm b/code/game/objects/items/weapons/implants/implant_emp.dm
new file mode 100644
index 00000000000..1082f3821ed
--- /dev/null
+++ b/code/game/objects/items/weapons/implants/implant_emp.dm
@@ -0,0 +1,29 @@
+/obj/item/implant/emp
+ name = "emp implant"
+ desc = "Triggers an EMP."
+ icon_state = "emp"
+ origin_tech = "biotech=3;magnets=4;syndicate=1"
+ uses = 2
+ implant_data = /datum/implant_fluff/emp
+ implant_state = "implant-syndicate"
+
+/obj/item/implant/emp/activate()
+ uses--
+ INVOKE_ASYNC(GLOBAL_PROC, .proc/empulse, get_turf(imp_in), 3, 5, 1)
+ if(!uses)
+ qdel(src)
+
+/obj/item/implanter/emp
+ name = "implanter (EMP)"
+
+/obj/item/implanter/emp/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/emp(src)
+
+/obj/item/implantcase/emp
+ name = "implant case - 'EMP'"
+ desc = "A glass case containing an EMP implant."
+
+/obj/item/implantcase/emp/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/emp(src)
diff --git a/code/modules/awaymissions/exile.dm b/code/game/objects/items/weapons/implants/implant_exile.dm
similarity index 70%
rename from code/modules/awaymissions/exile.dm
rename to code/game/objects/items/weapons/implants/implant_exile.dm
index 606dd850b41..d1072c1353a 100644
--- a/code/modules/awaymissions/exile.dm
+++ b/code/game/objects/items/weapons/implants/implant_exile.dm
@@ -1,34 +1,27 @@
//Exile implants will allow you to use the station gate, but not return home.
//This will allow security to exile badguys/for badguys to exile their kill targets
-
/obj/item/implant/exile
name = "exile implant"
desc = "Prevents you from returning from away missions"
origin_tech = "materials=2;biotech=3;magnets=2;bluespace=3"
activated = IMPLANT_ACTIVATED_PASSIVE
-
-/obj/item/implant/exile/get_data()
- var/dat = {"Implant Specifications:
- Name: Nanotrasen Employee Exile Implant
- Implant Details: The onboard gateway system has been modified to reject entry by individuals containing this implant
"}
- return dat
-
+ implant_data = /datum/implant_fluff/exile
+ implant_state = "implant-nanotrasen"
/obj/item/implanter/exile
name = "implanter (exile)"
-/obj/item/implanter/exile/New()
- imp = new /obj/item/implant/exile( src )
- ..()
+/obj/item/implanter/exile/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/exile(src)
/obj/item/implantcase/exile
name = "implant case - 'Exile'"
desc = "A glass case containing an exile implant."
-/obj/item/implantcase/exile/New()
+/obj/item/implantcase/exile/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/exile(src)
- ..()
-
/obj/structure/closet/secure_closet/exile
name = "exile implants"
diff --git a/code/game/objects/items/weapons/implants/implant_explosive.dm b/code/game/objects/items/weapons/implants/implant_explosive.dm
index 505d542a834..5d06c027e74 100644
--- a/code/game/objects/items/weapons/implants/implant_explosive.dm
+++ b/code/game/objects/items/weapons/implants/implant_explosive.dm
@@ -4,24 +4,15 @@
icon_state = "explosive"
origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
actions_types = list(/datum/action/item_action/hands_free/activate/always)
+ trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE // Not surviving that
+ implant_data = /datum/implant_fluff/explosive
+ implant_state = "implant-syndicate"
+
var/detonating = FALSE
var/weak = 2
var/medium = 0.8
var/heavy = 0.4
var/delay = 7
- trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE // Not surviving that
-
-/obj/item/implant/explosive/get_data()
- var/dat = {"Implant Specifications:
- Name: Robust Corp RX-78 Employee Management Implant
- Life: Activates upon death.
- Important Notes: Explodes
-
- Implant Details:
- Function: Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.
- Special Features: Explodes
- "}
- return dat
/obj/item/implant/explosive/death_trigger(mob/source, gibbed)
activate("death")
@@ -48,31 +39,32 @@
timed_explosion()
/obj/item/implant/explosive/implant(mob/source)
- var/obj/item/implant/explosive/imp_e = locate(src.type) in source
+ var/obj/item/implant/explosive/imp_e = locate(type) in source
if(imp_e && imp_e != src)
imp_e.heavy += heavy
imp_e.medium += medium
imp_e.weak += weak
imp_e.delay += delay
qdel(src)
- return 1
+ return TRUE
return ..()
/obj/item/implant/explosive/proc/timed_explosion()
imp_in.visible_message("[imp_in] starts beeping ominously!")
playsound(loc, 'sound/items/timer.ogg', 30, 0)
- sleep(delay/4)
+ var/wait_delay = delay / 4
+ sleep(wait_delay)
if(imp_in && imp_in.stat)
imp_in.visible_message("[imp_in] doubles over in pain!")
imp_in.Weaken(14 SECONDS)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
- sleep(delay/4)
+ sleep(wait_delay)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
- sleep(delay/4)
+ sleep(wait_delay)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
- sleep(delay/4)
- explosion(src,heavy,medium,weak,weak, flame_range = weak)
+ sleep(wait_delay)
+ explosion(src, heavy,medium,weak,weak, flame_range = weak)
if(imp_in)
imp_in.gib()
qdel(src)
@@ -86,18 +78,20 @@
medium = 8
heavy = 4
delay = 70
+ implant_data = new /datum/implant_fluff/explosive_macro
/obj/item/implant/explosive/macro/activate(cause)
- if(!cause || !imp_in) return 0
+ if(!cause || !imp_in)
+ return FALSE
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your macrobomb implant? This will cause you to explode and gib!", "Macrobomb Implant Confirmation", "Yes", "No") != "Yes")
- return 0
+ return FALSE
to_chat(imp_in, "You activate your macrobomb implant.")
timed_explosion()
/obj/item/implant/explosive/macro/implant(mob/source)
- var/obj/item/implant/explosive/imp_e = locate(src.type) in source
+ var/obj/item/implant/explosive/imp_e = locate(type) in source
if(imp_e && imp_e != src)
- return 0
+ return FALSE
imp_e = locate(/obj/item/implant/explosive) in source
if(imp_e && imp_e != src)
heavy += imp_e.heavy
@@ -112,73 +106,29 @@
/obj/item/implanter/explosive
name = "implanter (explosive)"
-/obj/item/implanter/explosive/New()
+/obj/item/implanter/explosive/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/explosive(src)
- ..()
-
/obj/item/implantcase/explosive
- name = "implant case - 'Explosive'"
- desc = "A glass case containing an explosive implant."
+ name = "implant case - 'Micro Explosive'"
+ desc = "A glass case containing a micro explosive implant."
-/obj/item/implantcase/explosive/New()
+/obj/item/implantcase/explosive/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/explosive(src)
- ..()
-
/obj/item/implanter/explosive_macro
name = "implanter (macro-explosive)"
-/obj/item/implanter/explosive_macro/New()
+/obj/item/implanter/explosive_macro/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/explosive/macro(src)
- ..()
+/obj/item/implantcase/explosive_macro
+ name = "implant case - 'Macro Explosive'"
+ desc = "A glass case containing a macro explosive implant."
-// Dust implant, for CC officers. Prevents gear theft if they die.
-
-/obj/item/implant/dust
- name = "duster implant"
- desc = "An alarm which monitors host vital signs, transmitting a radio message and dusting the corpse on death."
- icon = 'icons/effects/blood.dmi'
- icon_state = "remains"
- actions_types = list(/datum/action/item_action/hands_free/activate/always)
- trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE | IMPLANT_TRIGGER_NOT_WHEN_GIBBED
-
-/obj/item/implant/dust/get_data()
- var/dat = {"Implant Specifications:
- Name: Ultraviolet Corp XX-13 Security Implant
- Life: Activates upon death.
- Important Notes: Vaporizes organic matter
-
- Implant Details:
- Function: Contains a compact, electrically activated heat source that turns its host to ash upon activation, or their death.
- Special Features: Vaporizes
- "}
- return dat
-
-/obj/item/implant/dust/death_trigger(emote, mob/source, force)
- activate("death")
-
-/obj/item/implant/dust/activate(cause)
- if(!cause || !imp_in || cause == "emp")
- return 0
- if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your dusting implant? This will turn you to ash!", "Dusting Confirmation", "Yes", "No") != "Yes")
- return 0
- to_chat(imp_in, "Your dusting implant activates!")
- imp_in.visible_message("[imp_in] burns up in a flash!")
- for(var/obj/item/I in imp_in.contents)
- if(I == src)
- continue
- if(I.flags & NODROP)
- qdel(I)
- imp_in.dust()
-
-/obj/item/implant/dust/emp_act(severity)
- return
-
-/obj/item/implanter/dust
- name = "implanter (Dust-on-death)"
-
-/obj/item/implanter/dust/New()
- imp = new /obj/item/implant/dust(src)
- ..()
+/obj/item/implantcase/explosive_macro/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/explosive/macro(src)
diff --git a/code/game/objects/items/weapons/implants/implant_freedom.dm b/code/game/objects/items/weapons/implants/implant_freedom.dm
index e355a1ee945..f37bdb28cad 100644
--- a/code/game/objects/items/weapons/implants/implant_freedom.dm
+++ b/code/game/objects/items/weapons/implants/implant_freedom.dm
@@ -5,6 +5,8 @@
item_color = "r"
origin_tech = "combat=5;magnets=3;biotech=4;syndicate=2"
uses = 4
+ implant_data = /datum/implant_fluff/freedom
+ implant_state = "implant-syndicate"
/obj/item/implant/freedom/activate()
@@ -25,36 +27,17 @@
if(!uses)
qdel(src)
-
-/obj/item/implant/freedom/get_data()
- var/dat = {"
-Implant Specifications:
-Name: Freedom Beacon
-Life: optimum 5 uses
-Important Notes: Illegal
-
-Implant Details:
-Function: Transmits a specialized cluster of signals to override handcuff locking
-mechanisms
-Special Features:
-Neuro-Scan- Analyzes certain shadow signals in the nervous system
-
-No Implant Specifics"}
- return dat
-
-
/obj/item/implanter/freedom
name = "implanter (freedom)"
-/obj/item/implanter/freedom/New()
+/obj/item/implanter/freedom/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/freedom(src)
- ..()
-
/obj/item/implantcase/freedom
name = "implant case - 'Freedom'"
desc = "A glass case containing a freedom implant."
-/obj/item/implantcase/freedom/New()
+/obj/item/implantcase/freedom/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/freedom(src)
- ..()
diff --git a/code/game/objects/items/weapons/implants/health.dm b/code/game/objects/items/weapons/implants/implant_health.dm
similarity index 80%
rename from code/game/objects/items/weapons/implants/health.dm
rename to code/game/objects/items/weapons/implants/implant_health.dm
index e40006f4a2a..45fa1d4a966 100644
--- a/code/game/objects/items/weapons/implants/health.dm
+++ b/code/game/objects/items/weapons/implants/implant_health.dm
@@ -1,6 +1,9 @@
/obj/item/implant/health
name = "health implant"
activated = FALSE
+ implant_data = /datum/implant_fluff/health
+ implant_state = "implant-default"
+
var/healthstring = ""
/obj/item/implant/health/proc/sensehealth()
diff --git a/code/game/objects/items/weapons/implants/implant_krav_maga.dm b/code/game/objects/items/weapons/implants/implant_krav_maga.dm
index 7890f234676..2cd0946aad5 100644
--- a/code/game/objects/items/weapons/implants/implant_krav_maga.dm
+++ b/code/game/objects/items/weapons/implants/implant_krav_maga.dm
@@ -5,15 +5,10 @@
icon_state ="scroll2"
activated = IMPLANT_ACTIVATED_ACTIVE
origin_tech = "materials=2;biotech=4;combat=5;syndicate=4"
- var/datum/martial_art/krav_maga/style = new
+ implant_data = /datum/implant_fluff/krav_maga
+ implant_state = "implant-default"
-/obj/item/implant/krav_maga/get_data()
- var/dat = {"Implant Specifications:
- Name: Krav Maga Implant
- Life: 4 hours after death of host
- Implant Details:
- Function: Teaches even the clumsiest host the arts of Krav Maga."}
- return dat
+ var/datum/martial_art/krav_maga/style = new
/obj/item/implant/krav_maga/activate()
var/mob/living/carbon/human/H = imp_in
@@ -27,14 +22,14 @@
/obj/item/implanter/krav_maga
name = "implanter (krav maga)"
-/obj/item/implanter/krav_maga/New()
+/obj/item/implanter/krav_maga/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/krav_maga(src)
- ..()
/obj/item/implantcase/krav_maga
name = "implant case - 'Krav Maga'"
desc = "A glass case containing an implant that can teach the user the art of Krav Maga."
-/obj/item/implantcase/krav_maga/New()
+/obj/item/implantcase/krav_maga/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/krav_maga(src)
- ..()
diff --git a/code/game/objects/items/weapons/implants/implant_mindshield.dm b/code/game/objects/items/weapons/implants/implant_mindshield.dm
index 9404dd9e275..30f7d9acaa9 100644
--- a/code/game/objects/items/weapons/implants/implant_mindshield.dm
+++ b/code/game/objects/items/weapons/implants/implant_mindshield.dm
@@ -3,19 +3,8 @@
desc = "Stops people messing with your mind."
origin_tech = "materials=2;biotech=4;programming=4"
activated = IMPLANT_ACTIVATED_PASSIVE
-
-/obj/item/implant/mindshield/get_data()
- var/dat = {"Implant Specifications:
- Name: Nanotrasen Employee Management Implant
- Life: Ten years.
- Important Notes: Personnel injected with this device can better resist mental compulsions.
-
- Implant Details:
- Function: Contains a small pod of nanobots that manipulate the host's mental functions.
- Special Features: Will prevent and cure most forms of brainwashing.
- Integrity: Implant will last so long as the nanobots are inside the bloodstream."}
- return dat
-
+ implant_data = /datum/implant_fluff/mindshield
+ implant_state = "implant-nanotrasen"
/obj/item/implant/mindshield/implant(mob/target)
if(..())
@@ -35,18 +24,17 @@
return TRUE
return FALSE
-
/obj/item/implanter/mindshield
name = "implanter (mindshield)"
-/obj/item/implanter/mindshield/New()
+/obj/item/implanter/mindshield/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/mindshield(src)
- ..()
/obj/item/implantcase/mindshield
name = "implant case - 'mindshield'"
desc = "A glass case containing a mindshield implant."
-/obj/item/implantcase/mindshield/New()
+/obj/item/implantcase/mindshield/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/mindshield(src)
- ..()
diff --git a/code/game/objects/items/weapons/implants/implant_misc.dm b/code/game/objects/items/weapons/implants/implant_misc.dm
deleted file mode 100644
index 928841c5d65..00000000000
--- a/code/game/objects/items/weapons/implants/implant_misc.dm
+++ /dev/null
@@ -1,68 +0,0 @@
-/obj/item/implant/weapons_auth
- name = "firearms authentication implant"
- desc = "Lets you shoot your guns"
- icon_state = "auth"
- origin_tech = "magnets=2;programming=7;biotech=5;syndicate=5"
- activated = IMPLANT_ACTIVATED_PASSIVE
-
-/obj/item/implant/weapons_auth/get_data()
- var/dat = {"Implant Specifications:
- Name: Firearms Authentication Implant
- Life: 4 hours after death of host
- Implant Details:
- Function: Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
- return dat
-
-
-/obj/item/implant/adrenalin
- name = "adrenal implant"
- desc = "Removes all stuns and knockdowns."
- icon_state = "adrenal"
- origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
- uses = 3
-
-/obj/item/implant/adrenalin/get_data()
- var/dat = {"Implant Specifications:
- Name: Cybersun Industries Adrenaline Implant
- Life: Five days.
- Important Notes: Illegal
-
- Implant Details: Subjects injected with implant can activate an injection of medical cocktails.
- Function: Removes stuns, increases speed, and has a mild healing effect.
- Integrity: Implant can only be used three times before reserves are depleted."}
- return dat
-
-/obj/item/implant/adrenalin/activate()
- uses--
- to_chat(imp_in, "You feel a sudden surge of energy!")
- imp_in.SetStunned(0)
- imp_in.SetWeakened(0)
- imp_in.SetKnockDown(0)
- imp_in.SetParalysis(0)
- imp_in.adjustStaminaLoss(-75)
- imp_in.stand_up(TRUE)
-
- imp_in.reagents.add_reagent("synaptizine", 10)
- imp_in.reagents.add_reagent("omnizine", 10)
- imp_in.reagents.add_reagent("stimulative_agent", 10)
- if(!uses)
- qdel(src)
-
-
-/obj/item/implant/emp
- name = "emp implant"
- desc = "Triggers an EMP."
- icon_state = "emp"
- origin_tech = "biotech=3;magnets=4;syndicate=1"
- uses = 2
-
-/obj/item/implant/emp/activate()
- uses--
- INVOKE_ASYNC(GLOBAL_PROC, .proc/empulse, get_turf(imp_in), 3, 5, 1)
- if(!uses)
- qdel(src)
-
-/obj/item/implant/cortical
- name = "cortical stack"
- desc = "A fist-sized mass of biocircuits and chips."
- icon_state = "implant_evil"
diff --git a/code/game/objects/items/weapons/implants/implant_clown.dm b/code/game/objects/items/weapons/implants/implant_sad_trombone.dm
similarity index 73%
rename from code/game/objects/items/weapons/implants/implant_clown.dm
rename to code/game/objects/items/weapons/implants/implant_sad_trombone.dm
index d250c094301..db82e329898 100644
--- a/code/game/objects/items/weapons/implants/implant_clown.dm
+++ b/code/game/objects/items/weapons/implants/implant_sad_trombone.dm
@@ -4,13 +4,8 @@
trigger_emotes = list("deathgasp")
// If something forces the clown to fake death, it's pretty funny to still see the sad trombone played
trigger_causes = IMPLANT_EMOTE_TRIGGER_UNINTENTIONAL | IMPLANT_TRIGGER_DEATH_ANY
-
-/obj/item/implant/sad_trombone/get_data()
- var/dat = {"Implant Specifications:
- Name: Honk Co. Sad Trombone Implant
- Life: Activates upon death.
- "}
- return dat
+ implant_data = /datum/implant_fluff/sad_trombone
+ implant_state = "implant-honk"
/obj/item/implant/sad_trombone/emote_trigger(emote, mob/source, force)
activate(emote)
@@ -25,14 +20,14 @@
/obj/item/implanter/sad_trombone
name = "implanter (sad trombone)"
-/obj/item/implanter/sad_trombone/New() //gross
+/obj/item/implanter/sad_trombone/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/sad_trombone
- ..()
/obj/item/implantcase/sad_trombone
name = "implant case - 'Sad Trombone'"
desc = "A glass case containing a sad trombone implant."
-/obj/item/implantcase/sad_trombone/New() //gross
+/obj/item/implantcase/sad_trombone/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/sad_trombone
- ..()
diff --git a/code/game/objects/items/weapons/implants/implant_storage.dm b/code/game/objects/items/weapons/implants/implant_storage.dm
index 813d0272ff6..a70270dda25 100644
--- a/code/game/objects/items/weapons/implants/implant_storage.dm
+++ b/code/game/objects/items/weapons/implants/implant_storage.dm
@@ -7,17 +7,19 @@
cant_hold = list(/obj/item/disk/nuclear)
silent = TRUE
-
/obj/item/implant/storage
name = "storage implant"
desc = "Stores up to two big items in a bluespace pocket."
icon_state = "storage"
origin_tech = "materials=2;magnets=4;bluespace=5;syndicate=4"
item_color = "r"
+ implant_data = /datum/implant_fluff/storage
+ implant_state = "implant-syndicate"
+
var/obj/item/storage/hidden/implant/storage
-/obj/item/implant/storage/New()
- ..()
+/obj/item/implant/storage/Initialize(mapload)
+ . = ..()
storage = new /obj/item/storage/hidden/implant(src)
/obj/item/implant/storage/emp_act(severity)
@@ -34,10 +36,10 @@
storage.close(M)
for(var/obj/item/I in storage)
storage.remove_from_storage(I, get_turf(source))
- return 1
+ return TRUE
/obj/item/implant/storage/implant(mob/source)
- var/obj/item/implant/storage/imp_e = locate(src.type) in source
+ var/obj/item/implant/storage/imp_e = locate(type) in source
if(imp_e)
imp_e.storage.storage_slots += storage.storage_slots
imp_e.storage.max_combined_w_class += storage.max_combined_w_class
@@ -49,7 +51,7 @@
storage.show_to(source)
qdel(src)
- return 1
+ return TRUE
return ..()
@@ -60,6 +62,14 @@
/obj/item/implanter/storage
name = "implanter (storage)"
-/obj/item/implanter/storage/New()
+/obj/item/implanter/storage/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/storage(src)
+
+/obj/item/implantcase/storage
+ name = "implant case - 'Storage'"
+ desc = "A glass case containing a storage implant."
+
+/obj/item/implantcase/storage/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/storage(src)
- ..()
diff --git a/code/game/objects/items/weapons/implants/implant_track.dm b/code/game/objects/items/weapons/implants/implant_track.dm
deleted file mode 100644
index 94e6e6c872c..00000000000
--- a/code/game/objects/items/weapons/implants/implant_track.dm
+++ /dev/null
@@ -1,33 +0,0 @@
-/obj/item/implant/tracking
- name = "tracking implant"
- desc = "Track with this."
- activated = IMPLANT_ACTIVATED_PASSIVE
- origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
- var/id = 1
- var/warn_cooldown = 0
-
-
-/obj/item/implant/tracking/New()
- ..()
- GLOB.tracked_implants += src
-
-/obj/item/implant/tracking/Destroy()
- GLOB.tracked_implants -= src
- return ..()
-
-/obj/item/implant/tracking/get_data()
- var/dat = {"Implant Specifications:
- Name: Tracking Beacon
- Life: 10 minutes after death of host
- Important Notes: None
-
- Implant Details:
- Function: Continuously transmits low power signal. Useful for tracking.
- Special Features:
- Neuro-Safe- Specialized shell absorbs excess voltages self-destructing the chip if
- a malfunction occurs thereby securing safety of subject. The implant will melt and
- disintegrate into bio-safe elements.
- Integrity: Gradient creates slight risk of being overcharged and frying the
- circuitry. As a result neurotoxins can cause massive damage.
- Implant Specifics:
"}
- return dat
diff --git a/code/game/objects/items/weapons/implants/implant_tracking.dm b/code/game/objects/items/weapons/implants/implant_tracking.dm
new file mode 100644
index 00000000000..979f2c2b77e
--- /dev/null
+++ b/code/game/objects/items/weapons/implants/implant_tracking.dm
@@ -0,0 +1,31 @@
+/obj/item/implant/tracking
+ name = "tracking implant"
+ desc = "Track with this."
+ activated = IMPLANT_ACTIVATED_PASSIVE
+ origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
+ implant_data = /datum/implant_fluff/tracking
+ implant_state = "implant-nanotrasen"
+ var/warn_cooldown = 0
+
+/obj/item/implant/tracking/Initialize(mapload)
+ . = ..()
+ GLOB.tracked_implants += src
+
+/obj/item/implant/tracking/Destroy()
+ GLOB.tracked_implants -= src
+ return ..()
+
+/obj/item/implanter/tracking
+ name = "implanter (tracking)"
+
+/obj/item/implanter/tracking/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/tracking(src)
+
+/obj/item/implantcase/tracking
+ name = "implant case - 'Tracking'"
+ desc = "A glass case containing a tracking implant."
+
+/obj/item/implantcase/tracking/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/tracking(src)
diff --git a/code/game/objects/items/weapons/implants/implant_traitor.dm b/code/game/objects/items/weapons/implants/implant_traitor.dm
index ffee49aa478..35ff856210c 100644
--- a/code/game/objects/items/weapons/implants/implant_traitor.dm
+++ b/code/game/objects/items/weapons/implants/implant_traitor.dm
@@ -3,21 +3,12 @@
desc = "Divide and Conquer"
origin_tech = "programming=5;biotech=5;syndicate=8"
activated = FALSE
+ implant_data = /datum/implant_fluff/traitor
+ implant_state = "implant-syndicate"
+
/// The UID of the mindslave's `mind`. Stored to solve GC race conditions and ensure we can remove their mindslave status even when they're deleted or gibbed.
var/mindslave_UID
-/obj/item/implant/traitor/get_data()
- var/dat = {"Implant Specifications:
- Name: Mind-Slave Implant
- Life: ???
- Important Notes: Any humanoid injected with this implant will become loyal to the injector, unless of course the host is already loyal to someone else.
-
- Implant Details:
- Function: Contains a small pod of nanobots that manipulate the host's mental functions.
- Special Features: Diplomacy was never so easy.
- Integrity: Implant will last so long as the nanobots are inside the bloodstream."}
- return dat
-
/obj/item/implant/traitor/implant(mob/living/carbon/human/mindslave_target, mob/living/carbon/human/user)
// Check `activated` here so you can't just keep taking it out and putting it back into other people.
if(!..() || activated || !istype(mindslave_target) || !istype(user)) // Both the target and the user need to be human.
@@ -55,3 +46,18 @@
. = ..()
var/datum/mind/M = locateUID(mindslave_UID)
M.remove_antag_datum(/datum/antagonist/mindslave)
+
+/obj/item/implanter/traitor
+ name = "implanter (Mindslave)"
+
+/obj/item/implanter/traitor/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/traitor(src)
+
+/obj/item/implantcase/traitor
+ name = "implant case - 'Mindslave'"
+ desc = "A glass case containing a mindslave implant."
+
+/obj/item/implantcase/traitor/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/traitor(src)
diff --git a/code/game/objects/items/weapons/implants/implantuplink.dm b/code/game/objects/items/weapons/implants/implant_uplink.dm
similarity index 52%
rename from code/game/objects/items/weapons/implants/implantuplink.dm
rename to code/game/objects/items/weapons/implants/implant_uplink.dm
index fca50af88ba..e507c807d77 100644
--- a/code/game/objects/items/weapons/implants/implantuplink.dm
+++ b/code/game/objects/items/weapons/implants/implant_uplink.dm
@@ -4,54 +4,64 @@
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
origin_tech = "materials=4;magnets=4;programming=4;biotech=4;syndicate=5;bluespace=5"
+ implant_data = /datum/implant_fluff/uplink
+ implant_state = "implant-syndicate"
-/obj/item/implant/uplink/New()
+/obj/item/implant/uplink/Initialize(mapload)
+ . = ..()
hidden_uplink = new(src)
hidden_uplink.uses = 10
- ..()
-
-/obj/item/implant/uplink/nuclear/New()
- ..()
- if(hidden_uplink)
- hidden_uplink.update_uplink_type(UPLINK_TYPE_NUCLEAR)
-
-/obj/item/implant/uplink/sit/New()
- ..()
- if(hidden_uplink)
- hidden_uplink.update_uplink_type(UPLINK_TYPE_SIT)
-
-/obj/item/implant/uplink/admin/New()
- ..()
- if(hidden_uplink)
- hidden_uplink.update_uplink_type(UPLINK_TYPE_ADMIN)
/obj/item/implant/uplink/implant(mob/source)
- var/obj/item/implant/imp_e = locate(src.type) in source
+ var/obj/item/implant/imp_e = locate(type) in source
if(imp_e && imp_e != src)
imp_e.hidden_uplink.uses += hidden_uplink.uses
qdel(src)
- return 1
+ return TRUE
if(..())
hidden_uplink.uplink_owner="[source.key]"
- return 1
- return 0
+ return TRUE
+ return FALSE
/obj/item/implant/uplink/activate()
if(hidden_uplink)
hidden_uplink.check_trigger(imp_in)
-
/obj/item/implanter/uplink
name = "implanter (uplink)"
-/obj/item/implanter/uplink/New()
+/obj/item/implanter/uplink/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/uplink(src)
- ..()
-/obj/item/implanter/nuclear_uplink
- name = "implanter (nuclear uplink)"
+/obj/item/implantcase/uplink
+ name = "implant case - 'Syndicate Uplink'"
+ desc = "A glass case containing an uplink implant."
-/obj/item/implanter/nuclear_uplink/New()
+/obj/item/implantcase/uplink/Initialize(mapload)
+ . = ..()
+ imp = new /obj/item/implant/uplink(src)
+
+/obj/item/implant/uplink/nuclear/Initialize(mapload)
+ . = ..()
+ if(hidden_uplink)
+ hidden_uplink.update_uplink_type(UPLINK_TYPE_NUCLEAR)
+
+/obj/item/implanter/nuclear
+ name = "implanter (Nuclear Agent Uplink)"
+
+/obj/item/implanter/nuclear/Initialize(mapload)
+ . = ..()
imp = new /obj/item/implant/uplink/nuclear(src)
- ..()
+
+/obj/item/implant/uplink/sit/Initialize(mapload)
+ . = ..()
+ if(hidden_uplink)
+ hidden_uplink.update_uplink_type(UPLINK_TYPE_SIT)
+
+
+/obj/item/implant/uplink/admin/Initialize(mapload)
+ . = ..()
+ if(hidden_uplink)
+ hidden_uplink.update_uplink_type(UPLINK_TYPE_ADMIN)
diff --git a/code/game/objects/items/weapons/implants/implantcase.dm b/code/game/objects/items/weapons/implants/implantcase.dm
index 365c73cefaa..457b434e7d3 100644
--- a/code/game/objects/items/weapons/implants/implantcase.dm
+++ b/code/game/objects/items/weapons/implants/implantcase.dm
@@ -1,16 +1,26 @@
/obj/item/implantcase
name = "implant case"
desc = "A glass case containing an implant."
- icon = 'icons/obj/items.dmi'
- icon_state = "implantcase-0"
+ icon = 'icons/obj/implants.dmi'
+ icon_state = "implantcase"
item_state = "implantcase"
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=2"
container_type = OPENCONTAINER | INJECTABLE | DRAWABLE
- materials = list(MAT_GLASS=500)
- var/obj/item/implant/imp = null
+ materials = list(MAT_GLASS = 500)
+
+ var/obj/item/implant/imp
+
+/obj/item/implantcase/Initialize(mapload)
+ . = ..()
+ update_state()
+
+/obj/item/implantcase/Destroy()
+ if(imp)
+ QDEL_NULL(imp)
+ return ..()
/obj/item/implantcase/proc/update_state()
if(imp)
@@ -21,17 +31,17 @@
origin_tech = initial(origin_tech)
flags = initial(flags)
reagents = null
- update_icon(UPDATE_ICON_STATE)
+ update_icon(UPDATE_OVERLAYS)
-/obj/item/implantcase/update_icon_state()
+/obj/item/implantcase/update_overlays()
+ . = ..()
if(imp)
- icon_state = "implantcase-[imp.item_color]"
- else
- icon_state = "implantcase-0"
+ var/image/implant_overlay = image('icons/obj/implants.dmi', imp.implant_state)
+ . += implant_overlay
-
-/obj/item/implantcase/attackby(obj/item/W, mob/user, params)
+/obj/item/implantcase/attackby(obj/item/W, mob/user)
..()
+
if(istype(W, /obj/item/pen))
rename_interactive(user, W)
else if(istype(W, /obj/item/implanter))
@@ -39,7 +49,7 @@
if(I.imp)
if(imp || I.imp.implanted)
return
- I.imp.loc = src
+ I.imp.forceMove(src)
imp = I.imp
I.imp = null
update_state()
@@ -53,46 +63,3 @@
imp = null
update_state()
I.update_icon(UPDATE_ICON_STATE)
-
- /*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
- var/obj/item/ammo_casing/shotgun/implanter/I = W
- if(I.implanter)
- src.attackby(I.implanter, user, params) */ // COMING SOON -- c0
-
-/obj/item/implantcase/New()
- ..()
- update_state()
-
-
-/obj/item/implantcase/tracking
- name = "implant case - 'Tracking'"
- desc = "A glass case containing a tracking implant."
-
-/obj/item/implantcase/tracking/New()
- imp = new /obj/item/implant/tracking(src)
- ..()
-
-
-/obj/item/implantcase/weapons_auth
- name = "implant case - 'Firearms Authentication'"
- desc = "A glass case containing a firearms authentication implant."
-
-/obj/item/implantcase/weapons_auth/New()
- imp = new /obj/item/implant/weapons_auth(src)
- ..()
-
-/obj/item/implantcase/adrenaline
- name = "implant case - 'Adrenaline'"
- desc = "A glass case containing an adrenaline implant."
-
-/obj/item/implantcase/adrenaline/New()
- imp = new /obj/item/implant/adrenalin(src)
- ..()
-
-/obj/item/implantcase/death_alarm
- name = "Glass Case- 'Death Alarm'"
- desc = "A case containing a death alarm implant."
-
-/obj/item/implantcase/death_alarm/New()
- imp = new /obj/item/implant/death_alarm(src)
- ..()
diff --git a/code/game/objects/items/weapons/implants/implantchair.dm b/code/game/objects/items/weapons/implants/implantchair.dm
index c2a880b63c0..4cddfeb8f74 100644
--- a/code/game/objects/items/weapons/implants/implantchair.dm
+++ b/code/game/objects/items/weapons/implants/implantchair.dm
@@ -14,7 +14,7 @@
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/replenishing = 0
- var/mob/living/carbon/occupant = null
+ var/mob/living/carbon/occupant
var/injecting = FALSE
/obj/machinery/implantchair/Initialize(mapload)
@@ -25,20 +25,20 @@
/obj/machinery/implantchair/attack_hand(mob/user)
user.set_machine(src)
var/health_text = ""
- if(src.occupant)
- if(src.occupant.health <= -100)
+ if(occupant)
+ if(occupant.health <= -100)
health_text = "Dead"
- else if(src.occupant.health < 0)
- health_text = "[round(src.occupant.health,0.1)]"
+ else if(occupant.health < 0)
+ health_text = "[round(occupant.health, 0.1)]"
else
- health_text = "[round(src.occupant.health,0.1)]"
+ health_text = "[round(occupant.health,0.1)]"
var/dat ="Implanter Status
"
- dat +="Current occupant: [src.occupant ? "
Name: [src.occupant]
Health: [health_text]
" : "None"]
"
- dat += "Implants: [src.implant_list.len ? "[implant_list.len]" : "Replenish"]
"
- if(src.occupant)
- dat += "[src.ready ? "Implant" : "Recharging"]
"
+ dat +="Current occupant: [occupant ? "
Name: [occupant]
Health: [health_text]
" : "None"]
"
+ dat += "Implants: [length(implant_list) ? "[length(implant_list)]" : "Replenish"]
"
+ if(occupant)
+ dat += "[ready ? "Implant" : "Recharging"]
"
user.set_machine(src)
user << browse(dat, "window=implant")
onclose(user, "implant")
@@ -48,7 +48,7 @@
if(..())
return
if(href_list["implant"])
- if(src.occupant)
+ if(occupant)
injecting = TRUE
go_out()
ready = FALSE
@@ -61,7 +61,7 @@
add_implants()
ready = TRUE
- src.updateUsrDialog()
+ updateUsrDialog()
return
@@ -76,20 +76,20 @@
return
if(put_mob(M))
qdel(G)
- src.updateUsrDialog()
+ updateUsrDialog()
return
/obj/machinery/implantchair/proc/go_out(mob/M)
- if(!( src.occupant ))
+ if(!(occupant))
return
if(M == occupant) // so that the guy inside can't eject himself -Agouri
return
occupant.forceMove(loc)
if(injecting)
- implant(src.occupant)
+ implant(occupant)
injecting = FALSE
- src.occupant = null
+ occupant = null
icon_state = "implantchair"
return
@@ -98,15 +98,15 @@
if(!iscarbon(M))
to_chat(usr, "[src] cannot hold this!")
return
- if(src.occupant)
+ if(occupant)
to_chat(usr, "[src] is already occupied!")
return
M.stop_pulling()
M.forceMove(src)
- src.occupant = M
- src.add_fingerprint(usr)
+ occupant = M
+ add_fingerprint(usr)
icon_state = "implantchair_on"
- return 1
+ return TRUE
/obj/machinery/implantchair/proc/implant(mob/M)
@@ -126,10 +126,9 @@
/obj/machinery/implantchair/proc/add_implants()
- for(var/i=0, iThere's no implant in the pad!")
return
if(user)
if(user.put_in_hands(case))
@@ -55,52 +64,32 @@
if(usr.stat || usr.restrained())
return
- dropcase(usr)
+ eject_case(usr)
-/obj/item/implantpad/attackby(obj/item/implantcase/C as obj, mob/user as mob, params)
- if(istype(C, /obj/item/implantcase))
- addcase(user, C)
- else
- return ..()
+/obj/item/implantpad/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = TRUE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
+ ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+ if(!ui)
+ ui = new(user, src, ui_key, "ImplantPad", name, 410, 400, master_ui, state)
+ ui.open()
-/obj/item/implantpad/attack_self(mob/user as mob)
- add_fingerprint(user)
- user.set_machine(src)
- var/dat = "Implant Mini-Computer:
"
- if(case)
- if(case.imp)
- if(istype(case.imp, /obj/item/implant))
- dat += "Remove Case
"
- dat += case.imp.get_data()
- if(istype(case.imp, /obj/item/implant/tracking))
- var/obj/item/implant/tracking/T = case.imp
- dat += {"ID (1-100):
- -
- - [T.id]
- +
- +
"}
- else
- dat += "The implant casing is empty."
- else
- dat += "Please insert an implant casing!"
- user << browse(dat, "window=implantpad")
- onclose(user, "implantpad")
- return
+/obj/item/implantpad/ui_data(mob/user)
+ var/list/data = list()
+ data["contains_case"] = case ? TRUE : FALSE
+ if(case && case.imp)
+ var/datum/implant_fluff/implant_data = case.imp.implant_data
+ data["implant"] = list(
+ "name" = implant_data.name,
+ "life" = implant_data.life,
+ "notes" = implant_data.notes,
+ "function" = implant_data.function,
+ "image" = "[icon2base64(icon(initial(case.imp.icon), initial(case.imp.icon_state), SOUTH, 1))]",
+ )
+ return data
-
-/obj/item/implantpad/Topic(href, href_list)
+/obj/item/implantpad/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
- return 1
+ return
- var/mob/living/user = usr
- if(href_list["tracking_id"])
- if(case && case.imp)
- var/obj/item/implant/tracking/T = case.imp
- T.id += text2num(href_list["tracking_id"])
- T.id = min(100, T.id)
- T.id = max(1, T.id)
- else if(href_list["removecase"])
- dropcase(user)
-
- attack_self(user)
- return 1
+ switch(action)
+ if("eject_case")
+ eject_case(ui.user)
diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm
index 5ade3af835b..5324eb83124 100644
--- a/code/game/objects/items/weapons/teleportation.dm
+++ b/code/game/objects/items/weapons/teleportation.dm
@@ -10,7 +10,7 @@
/obj/item/locator
name = "locator"
desc = "Used to track those with locater implants."
- icon = 'icons/obj/device.dmi'
+ icon = 'icons/obj/implants.dmi'
icon_state = "locator"
var/temp = null
var/frequency = 1451
@@ -73,7 +73,7 @@ Frequency:
var/turf/Tr = get_turf(T)
if(Tr && Tr.z == sr.z)
- temp += "[T.id]: [Tr.x], [Tr.y], [Tr.z]
"
+ temp += " [Tr.x], [Tr.y], [Tr.z]
"
temp += "You are at \[[sr.x],[sr.y],[sr.z]\]."
temp += "
Refresh
"
diff --git a/code/modules/ruins/syndicate_space_base.dm b/code/modules/ruins/syndicate_space_base.dm
index 0efe55882df..3e91e294b70 100644
--- a/code/modules/ruins/syndicate_space_base.dm
+++ b/code/modules/ruins/syndicate_space_base.dm
@@ -52,7 +52,6 @@
belt = /obj/item/storage/belt/utility/full/multitool
r_pocket = /obj/item/gun/projectile/automatic/pistol
id = /obj/item/card/id/syndicate/researcher
- implants = list(/obj/item/implant/weapons_auth)
backpack_contents = list(
/obj/item/ammo_box/magazine/m10mm = 1,
/obj/item/flashlight = 1,
diff --git a/icons/obj/device.dmi b/icons/obj/device.dmi
index ede3415389be3706ca538c6662f04addbc63d8b3..0380cfd40ea8e5396ee81771155aa9ec7ec0baf6 100644
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