Merge pull request #7650 from Fox-McCloud/breathing-tube

Breathing Tube and Arm Toolset Augments
This commit is contained in:
Crazy Lemon
2017-07-04 12:59:09 -07:00
committed by GitHub
32 changed files with 469 additions and 228 deletions
+6 -5
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@@ -108,11 +108,12 @@
icon_state = "internal0"
else
var/no_mask = FALSE
if(!C.wear_mask || !(C.wear_mask.flags & AIRTIGHT))
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!H.head || !(H.head.flags & AIRTIGHT))
no_mask = TRUE
if(!C.get_organ_slot("breathing_tube"))
if(!C.wear_mask || !(C.wear_mask.flags & AIRTIGHT))
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!H.head || !(H.head.flags & AIRTIGHT))
no_mask = TRUE
if(no_mask)
to_chat(C, "<span class='notice'>You are not wearing a suitable mask or helmet.</span>")
+33
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@@ -201,4 +201,37 @@
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/device/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/internal/cyberimp/arm/flash/I = null
/obj/item/device/flash/armimplant/Destroy()
I = null
return ..()
/obj/item/device/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = FALSE
addtimer(src, "cooldown", flashcd * 2)
/obj/item/device/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(src, "cooldown", flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/device/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/device/flash/synthetic //just a regular flash now
@@ -150,6 +150,13 @@
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
/obj/item/weapon/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/weapon/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
@@ -203,26 +203,29 @@
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 30
sharp = 1
edge = 1
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY //So you can't hide it in your pocket or some such.
armour_penetration = 50
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/datum/effect/system/spark_spread/spark_system
sharp = 1
edge = 1
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/weapon/melee/energy/blade/New()
..()
spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/weapon/melee/energy/blade/dropped()
..()
qdel(src)
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
return
/obj/item/weapon/melee/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
@@ -54,7 +54,9 @@
C.update_internals_hud_icon(0)
else
var/can_open_valve = 0
if(C.wear_mask && C.wear_mask.flags & AIRTIGHT)
if(C.get_organ_slot("breathing_tube"))
can_open_valve = 1
else if(C.wear_mask && C.wear_mask.flags & AIRTIGHT)
can_open_valve = 1
else if(ishuman(C))
var/mob/living/carbon/human/H = C
+1 -1
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@@ -332,7 +332,7 @@ BLIND // can't see anything
mask_adjusted = 1
if(adjusted_flags)
slot_flags = adjusted_flags
if(ishuman(user) && H.internal && user.wear_mask == src) /*If the user was wearing the mask providing internals on their face at the time it was adjusted, turn off internals.
if(ishuman(user) && H.internal && !H.get_organ_slot("breathing_tube") && user.wear_mask == src) /*If the user was wearing the mask providing internals on their face at the time it was adjusted, turn off internals.
Otherwise, they adjusted it while it was in their hands or some such so we won't be needing to turn off internals.*/
H.update_internals_hud_icon(0)
H.internal = null
+8 -6
View File
@@ -654,9 +654,10 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
"<span class='userdanger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM].</span>")
var/no_mask
if(!(wear_mask && wear_mask.flags & AIRTIGHT))
if(!(head && head.flags & AIRTIGHT))
no_mask = 1
if(!get_organ_slot("breathing_tube"))
if(!(wear_mask && wear_mask.flags & AIRTIGHT))
if(!(head && head.flags & AIRTIGHT))
no_mask = 1
if(no_mask)
to_chat(usr, "<span class='warning'>[src] is not wearing a suitable mask or helmet!</span>")
return
@@ -667,9 +668,10 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
update_internals_hud_icon(0)
else
var/no_mask2
if(!(wear_mask && wear_mask.flags & AIRTIGHT))
if(!(head && head.flags & AIRTIGHT))
no_mask2 = 1
if(!get_organ_slot("breathing_tube"))
if(!(wear_mask && wear_mask.flags & AIRTIGHT))
if(!(head && head.flags & AIRTIGHT))
no_mask2 = 1
if(no_mask2)
to_chat(usr, "<span class='warning'>[src] is not wearing a suitable mask or helmet!</span>")
return
@@ -3,6 +3,7 @@
hud_possible = list(HEALTH_HUD,STATUS_HUD,SPECIALROLE_HUD)
var/list/stomach_contents = list()
var/list/internal_organs = list()
var/list/internal_organs_slot = list() //Same as above, but stores "slot ID" - "organ" pairs for easy access.
var/antibodies = 0
var/life_tick = 0 // The amount of life ticks that have processed on this mob.
@@ -427,7 +427,7 @@
/mob/living/carbon/human/show_inv(mob/user)
user.set_machine(src)
var/has_breathable_mask = istype(wear_mask, /obj/item/clothing/mask)
var/has_breathable_mask = istype(wear_mask, /obj/item/clothing/mask) || get_organ_slot("breathing_tube")
var/list/obscured = check_obscured_slots()
var/dat = {"<table>
@@ -151,7 +151,7 @@
update_hair() //rebuild hair
update_fhair()
update_head_accessory()
if(internal)
if(internal && !get_organ_slot("breathing_tube"))
internal = null
update_internals_hud_icon(0)
wear_mask_update(I, toggle_off = FALSE)
+4 -3
View File
@@ -305,9 +305,10 @@
var/null_internals = 0 //internals are invalid, therefore turn them off
var/skip_contents_check = 0 //rigsuit snowflake, oxygen tanks aren't stored inside the mob, so the 'contents.Find' check has to be skipped.
if(!(wear_mask && wear_mask.flags & AIRTIGHT)) //if NOT (wear_mask AND wear_mask.flags CONTAIN AIRTIGHT)
if(!(head && head.flags & AIRTIGHT)) //if NOT (head AND head.flags CONTAIN AIRTIGHT)
null_internals = 1 //not wearing a mask or suitable helmet
if(!get_organ_slot("breathing_tube"))
if(!(wear_mask && wear_mask.flags & AIRTIGHT)) //if NOT (wear_mask AND wear_mask.flags CONTAIN AIRTIGHT)
if(!(head && head.flags & AIRTIGHT)) //if NOT (head AND head.flags CONTAIN AIRTIGHT)
null_internals = 1 //not wearing a mask or suitable helmet
if(istype(back, /obj/item/weapon/rig)) //wearing a rigsuit
var/obj/item/weapon/rig/rig = back //needs to be typecasted because this doesn't use get_rig() for some reason
@@ -927,7 +927,7 @@
"brain" = /obj/item/organ/internal/brain/mmi_holder/posibrain,
"cell" = /obj/item/organ/internal/cell,
"optics" = /obj/item/organ/internal/eyes/optical_sensor, //Default darksight of 2.
"charger" = /obj/item/organ/internal/cyberimp/chest/arm_mod/power_cord
"charger" = /obj/item/organ/internal/cyberimp/arm/power_cord
)
vision_organ = /obj/item/organ/internal/eyes/optical_sensor
+4 -3
View File
@@ -183,9 +183,10 @@
if(internal)
if(internal.loc != src)
internal = null
if(!wear_mask || !(wear_mask.flags & AIRTIGHT)) //not wearing mask or non-breath mask
if(!head || !(head.flags & AIRTIGHT)) //not wearing helmet or non-breath helmet
internal = null //turn off internals
if(!get_organ_slot("breathing_tube"))
if(!wear_mask || !(wear_mask.flags & AIRTIGHT)) //not wearing mask or non-breath mask
if(!head || !(head.flags & AIRTIGHT)) //not wearing helmet or non-breath helmet
internal = null //turn off internals
if(internal)
update_internals_hud_icon(1)
+7 -3
View File
@@ -167,9 +167,11 @@
*/
var/breathing_tube = affecting.get_organ_slot("breathing_tube")
if(state >= GRAB_NECK)
affecting.Stun(5) //It will hamper your voice, being choked and all.
if(isliving(affecting))
if(isliving(affecting) && !breathing_tube)
var/mob/living/L = affecting
L.adjustOxyLoss(1)
@@ -177,7 +179,8 @@
//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
affecting.Stuttering(5) //It will hamper your voice, being choked and all.
affecting.Weaken(5) //Should keep you down unless you get help.
affecting.AdjustLoseBreath(2, bound_lower = 0, bound_upper = 3)
if(!breathing_tube)
affecting.AdjustLoseBreath(2, bound_lower = 0, bound_upper = 3)
adjust_position()
@@ -290,7 +293,8 @@
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
assailant.next_move = world.time + 10
affecting.AdjustLoseBreath(1)
if(!affecting.get_organ_slot("breathing_tube"))
affecting.AdjustLoseBreath(1)
affecting.setDir(WEST)
adjust_position()
+8 -18
View File
@@ -1,30 +1,20 @@
/obj/item/weapon/gun/energy/gun/advtaser/mounted
name = "mounted taser"
desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots."
icon_state = "armcannon"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "taser"
item_state = "armcannonstun4"
force = 5
flags = NODROP
w_class = WEIGHT_CLASS_HUGE
can_flashlight = 0
selfcharge = 1
can_flashlight = 0
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
/obj/item/weapon/gun/energy/gun/advtaser/mounted/dropped()//if somebody manages to drop this somehow...
..()
loc = null//send it to nullspace to get retrieved by the implant later on. gotta cover those edge cases.
/obj/item/weapon/gun/energy/laser/mounted
name = "mounted laser"
desc = "An arm mounted cannon that fires lethal lasers. Doesn't come with a charge beam."
icon_state = "armcannon"
desc = "An arm mounted cannon that fires lethal lasers."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "laser"
item_state = "armcannonlase"
force = 5
flags = NODROP
w_class = WEIGHT_CLASS_HUGE
materials = null
selfcharge = 1
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
/obj/item/weapon/gun/energy/laser/mounted/dropped()
..()
loc = null
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
@@ -1129,6 +1129,15 @@
construction_time = 200
category = list("Misc")
/datum/design/ipc_charger
name = "IPC Charger"
id = "ipc_cahrger"
build_type = MECHFAB
build_path = /obj/item/organ/internal/cyberimp/arm/power_cord
materials = list(MAT_METAL=2000, MAT_GLASS=1000)
construction_time = 200
category = list("Misc")
/datum/design/ipc_optics
name = "IPC Optical Sensor"
id = "ipc_optics"
@@ -260,6 +260,28 @@
build_path = /obj/item/organ/internal/cyberimp/eyes/shield
category = list("Misc", "Medical")
/datum/design/cyberimp_breather
name = "Breathing Tube Implant"
desc = "This simple implant adds an internals connector to your back, allowing you to use internals without a mask and protecting you from being choked."
id = "ci-breather"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE | MECHFAB
construction_time = 35
materials = list(MAT_METAL = 600, MAT_GLASS = 250)
build_path = /obj/item/organ/internal/cyberimp/mouth/breathing_tube
category = list("Misc", "Medical")
/datum/design/cyberimp_toolset
name = "Toolset Arm Implant"
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm."
id = "ci-toolset"
req_tech = list("materials" = 3, "engineering" = 4, "biotech" = 4, "powerstorage" = 4)
build_type = PROTOLATHE | MECHFAB
materials = list (MAT_METAL = 2500, MAT_GLASS = 1500, MAT_SILVER = 1500)
construction_time = 200
build_path = /obj/item/organ/internal/cyberimp/arm/toolset
category = list("Misc", "Medical")
/datum/design/cyberimp_medical_hud
name = "Medical HUD implant"
desc = "These cybernetic eyes will display a medical HUD over everything you see. Wiggle eyes to control."
@@ -0,0 +1,315 @@
/obj/item/organ/internal/cyberimp/arm
name = "arm-mounted implant"
desc = "You shouldn't see this! Adminhelp and report this as an issue on github!"
parent_organ = "r_arm"
slot = "r_arm_device"
icon_state = "implant-toolkit"
w_class = WEIGHT_CLASS_NORMAL
actions_types = list(/datum/action/item_action/organ_action/toggle)
var/list/items_list = list()
// Used to store a list of all items inside, for multi-item implants.
// I would use contents, but they shuffle on every activation/deactivation leading to interface inconsistencies.
var/obj/item/holder = null
// You can use this var for item path, it would be converted into an item on New()
/obj/item/organ/internal/cyberimp/arm/New()
..()
if(ispath(holder))
holder = new holder(src)
update_icon()
slot = parent_organ + "_device"
items_list = contents.Copy()
/obj/item/organ/internal/cyberimp/arm/update_icon()
if(parent_organ == "r_arm")
transform = null
else // Mirroring the icon
transform = matrix(-1, 0, 0, 0, 1, 0)
/obj/item/organ/internal/cyberimp/arm/examine(mob/user)
..()
to_chat(user, "<span class='info'>[src] is assembled in the [parent_organ == "r_arm" ? "right" : "left"] arm configuration. You can use a screwdriver to reassemble it.</span>")
/obj/item/organ/internal/cyberimp/arm/attackby(obj/item/weapon/W, mob/user, params)
..()
if(isscrewdriver(W))
if(parent_organ == "r_arm")
parent_organ = "l_arm"
else
parent_organ = "r_arm"
slot = parent_organ + "_device"
to_chat(user, "<span class='notice'>You modify [src] to be installed on the [parent_organ == "r_arm" ? "right" : "left"] arm.</span>")
update_icon()
else if(istype(W, /obj/item/weapon/card/emag))
emag_act()
/obj/item/organ/internal/cyberimp/arm/remove(mob/living/carbon/M, special = 0)
Retract()
. = ..()
/obj/item/organ/internal/cyberimp/arm/emag_act()
return 0
/obj/item/organ/internal/cyberimp/arm/gun/emp_act(severity)
if(prob(15/severity) && owner)
to_chat(owner, "<span class='warning'>[src] is hit by EMP!</span>")
// give the owner an idea about why his implant is glitching
Retract()
..()
/obj/item/organ/internal/cyberimp/arm/proc/Retract()
if(!holder || (holder in src))
return
owner.visible_message("<span class='notice'>[owner] retracts [holder] back into \his [parent_organ == "r_arm" ? "right" : "left"] arm.</span>",
"<span class='notice'>[holder] snaps back into your [parent_organ == "r_arm" ? "right" : "left"] arm.</span>",
"<span class='italics'>You hear a short mechanical noise.</span>")
if(istype(holder, /obj/item/device/flash/armimplant))
var/obj/item/device/flash/F = holder
F.set_light(0)
owner.unEquip(holder, 1)
holder.forceMove(src)
holder = null
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
/obj/item/organ/internal/cyberimp/arm/proc/Extend(var/obj/item/item)
if(!(item in src))
return
holder = item
holder.flags |= NODROP
holder.unacidable = 1
holder.slot_flags = null
holder.w_class = WEIGHT_CLASS_HUGE
holder.materials = null
if(istype(holder, /obj/item/device/flash/armimplant))
var/obj/item/device/flash/F = holder
F.set_light(7)
var/arm_slot = (parent_organ == "r_arm" ? slot_r_hand : slot_l_hand)
var/obj/item/arm_item = owner.get_item_by_slot(arm_slot)
if(arm_item)
if(!owner.unEquip(arm_item))
to_chat(owner, "<span class='warning'>Your [arm_item] interferes with [src]!</span>")
return
else
to_chat(owner, "<span class='notice'>You drop [arm_item] to activate [src]!</span>")
if(parent_organ == "r_arm" ? !owner.put_in_r_hand(holder) : !owner.put_in_l_hand(holder))
to_chat(owner, "<span class='warning'>Your [src] fails to activate!</span>")
return
// Activate the hand that now holds our item.
if(parent_organ == "r_arm" ? owner.hand : !owner.hand)
owner.swap_hand()
owner.visible_message("<span class='notice'>[owner] extends [holder] from \his [parent_organ == "r_arm" ? "right" : "left"] arm.</span>",
"<span class='notice'>You extend [holder] from your [parent_organ == "r_arm" ? "right" : "left"] arm.</span>",
"<span class='italics'>You hear a short mechanical noise.</span>")
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
/obj/item/organ/internal/cyberimp/arm/ui_action_click()
if(crit_fail || (!holder && !contents.len))
to_chat(owner, "<span class='warning'>The implant doesn't respond. It seems to be broken...</span>")
return
// You can emag the arm-mounted implant by activating it while holding emag in it's hand.
var/arm_slot = (parent_organ == "r_arm" ? slot_r_hand : slot_l_hand)
if(istype(owner.get_item_by_slot(arm_slot), /obj/item/weapon/card/emag) && emag_act())
return
if(!holder || (holder in src))
holder = null
if(contents.len == 1)
Extend(contents[1])
else // TODO: make it similar to borg's storage-like module selection
var/obj/item/choise = input("Activate which item?", "Arm Implant", null, null) as null|anything in items_list
if(owner && owner == usr && owner.stat != DEAD && (src in owner.internal_organs) && !holder && istype(choise) && (choise in contents))
// This monster sanity check is a nice example of how bad input() is.
Extend(choise)
else
Retract()
/obj/item/organ/internal/cyberimp/arm/gun/emp_act(severity)
if(prob(30/severity) && owner && !crit_fail)
Retract()
owner.visible_message("<span class='danger'>A loud bang comes from [owner]\'s [parent_organ == "r_arm" ? "right" : "left"] arm!</span>")
playsound(get_turf(owner), 'sound/weapons/flashbang.ogg', 100, 1)
to_chat(owner, "<span class='userdanger'>You feel an explosion erupt inside your [parent_organ == "r_arm" ? "right" : "left"] arm as your implant breaks!</span>")
owner.adjust_fire_stacks(20)
owner.IgniteMob()
owner.adjustFireLoss(25)
crit_fail = 1
else // The gun will still discharge anyway.
..()
/obj/item/organ/internal/cyberimp/arm/gun/laser
name = "arm-mounted laser implant"
desc = "A variant of the arm cannon implant that fires lethal laser beams. The cannon emerges from the subject's arm and remains inside when not in use."
icon_state = "arm_laser"
origin_tech = "materials=4;combat=4;biotech=4;powerstorage=4;syndicate=3"
contents = newlist(/obj/item/weapon/gun/energy/laser/mounted)
/obj/item/organ/internal/cyberimp/arm/gun/laser/l
parent_organ = "l_arm"
/obj/item/organ/internal/cyberimp/arm/gun/taser
name = "arm-mounted taser implant"
desc = "A variant of the arm cannon implant that fires electrodes and disabler shots. The cannon emerges from the subject's arm and remains inside when not in use."
icon_state = "arm_taser"
origin_tech = "materials=5;combat=5;biotech=4;powerstorage=4"
contents = newlist(/obj/item/weapon/gun/energy/gun/advtaser/mounted)
/obj/item/organ/internal/cyberimp/arm/gun/taser/l
parent_organ = "l_arm"
/obj/item/organ/internal/cyberimp/arm/toolset
name = "integrated toolset implant"
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm. Contains all neccessary tools."
origin_tech = "materials=3;engineering=4;biotech=3;powerstorage=4"
contents = newlist(/obj/item/weapon/screwdriver/cyborg, /obj/item/weapon/wrench/cyborg, /obj/item/weapon/weldingtool/largetank/cyborg,
/obj/item/weapon/crowbar/cyborg, /obj/item/weapon/wirecutters/cyborg, /obj/item/device/multitool/cyborg)
/obj/item/organ/internal/cyberimp/arm/toolset/l
parent_organ = "l_arm"
/obj/item/organ/internal/cyberimp/arm/toolset/emag_act()
if(!(locate(/obj/item/weapon/kitchen/knife/combat/cyborg) in items_list))
to_chat(usr, "<span class='notice'>You unlock [src]'s integrated knife!</span>")
items_list += new /obj/item/weapon/kitchen/knife/combat/cyborg(src)
return 1
return 0
/obj/item/organ/internal/cyberimp/arm/esword
name = "arm-mounted energy blade"
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated enregy."
contents = newlist(/obj/item/weapon/melee/energy/blade/hardlight)
origin_tech = "materials=4;combat=5;biotech=3;powerstorage=2;syndicate=5"
/obj/item/organ/internal/cyberimp/arm/medibeam
name = "integrated medical beamgun"
desc = "A cybernetic implant that allows the user to project a healing beam from their hand."
contents = newlist(/obj/item/weapon/gun/medbeam)
origin_tech = "materials=5;combat=2;biotech=5;powerstorage=4;syndicate=1"
/obj/item/organ/internal/cyberimp/arm/flash
name = "integrated high-intensity photon projector" //Why not
desc = "An integrated projector mounted onto a user's arm, that is able to be used as a powerful flash."
contents = newlist(/obj/item/device/flash/armimplant)
origin_tech = "materials=4;combat=3;biotech=4;magnets=4;powerstorage=3"
/obj/item/organ/internal/cyberimp/arm/flash/New()
..()
if(locate(/obj/item/device/flash/armimplant) in items_list)
var/obj/item/device/flash/armimplant/F = locate(/obj/item/device/flash/armimplant) in items_list
F.I = src
/obj/item/organ/internal/cyberimp/arm/baton
name = "arm electrification implant"
desc = "An illegal combat implant that allows the user to administer disabling shocks from their arm."
contents = newlist(/obj/item/borg/stun)
origin_tech = "materials=3;combat=5;biotech=4;powerstorage=4;syndicate=3"
/obj/item/organ/internal/cyberimp/arm/combat
name = "combat cybernetics implant"
desc = "A powerful cybernetic implant that contains combat modules built into the user's arm"
contents = newlist(/obj/item/weapon/melee/energy/blade/hardlight, /obj/item/weapon/gun/medbeam, /obj/item/borg/stun, /obj/item/device/flash/armimplant)
origin_tech = "materials=5;combat=7;biotech=5;powerstorage=5;syndicate=6;programming=5"
/obj/item/organ/internal/cyberimp/arm/combat/New()
..()
if(locate(/obj/item/device/flash/armimplant) in items_list)
var/obj/item/device/flash/armimplant/F = locate(/obj/item/device/flash/armimplant) in items_list
F.I = src
/obj/item/organ/internal/cyberimp/arm/surgery
name = "surgical toolset implant"
desc = "A set of surgical tools hidden behind a concealed panel on the user's arm"
contents = newlist(/obj/item/weapon/retractor, /obj/item/weapon/hemostat, /obj/item/weapon/cautery, /obj/item/weapon/surgicaldrill, /obj/item/weapon/scalpel, /obj/item/weapon/circular_saw, /obj/item/weapon/bonegel, /obj/item/weapon/FixOVein, /obj/item/weapon/bonesetter)
origin_tech = "materials=3;engineering=3;biotech=3;programming=2;magnets=3"
// lets make IPCs even *more* vulnerable to EMPs!
/obj/item/organ/internal/cyberimp/arm/power_cord
name = "APC-compatible power adapter implant"
desc = "An implant commonly installed inside IPCs in order to allow them to easily collect energy from their environment"
origin_tech = "materials=3;biotech=2;powerstorage=3"
contents = newlist(/obj/item/apc_powercord)
/obj/item/organ/internal/cyberimp/arm/power_cord/emp_act(severity)
// To allow repair via nanopaste/screwdriver
// also so IPCs don't also catch on fire and fall even more apart upon EMP
damage = 1
crit_fail = TRUE
/obj/item/organ/internal/cyberimp/arm/power_cord/surgeryize()
if(crit_fail && owner)
to_chat(owner, "<span class='notice'>Your [src] feels functional again.</span>")
crit_fail = FALSE
/obj/item/apc_powercord
name = "power cable"
desc = "Insert into a nearby APC to draw power from it."
icon = 'icons/obj/power.dmi'
icon_state = "wire1"
flags = NOBLUDGEON
/obj/item/apc_powercord/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(!istype(target, /obj/machinery/power/apc) || !ishuman(user) || !proximity_flag)
return ..()
user.changeNext_move(CLICK_CD_MELEE)
var/obj/machinery/power/apc/A = target
var/mob/living/carbon/human/H = user
if(H.get_int_organ(/obj/item/organ/internal/cell))
if(A.emagged || A.stat & BROKEN)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, A)
s.start()
to_chat(H, "<span class='warning'>The APC power currents surge erratically, damaging your chassis!</span>")
H.adjustFireLoss(10,0)
else if(A.cell && A.cell.charge > 0)
if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
to_chat(user, "<span class='warning'>You are already fully charged!</span>")
else
addtimer(src, "powerdraw_loop", 0, TRUE, A, H)
else
to_chat(user, "<span class='warning'>There is no charge to draw from that APC.</span>")
else
to_chat(user, "<span class='warning'>You lack a cell in which to store charge!</span>")
/obj/item/apc_powercord/proc/powerdraw_loop(obj/machinery/power/apc/A, mob/living/carbon/human/H)
H.visible_message("<span class='notice'>[H] inserts a power connector into \the [A].</span>", "<span class='notice'>You begin to draw power from \the [A].</span>")
while(do_after(H, 10, target = A))
if(loc != H)
to_chat(H, "<span class='warning'>You must keep your connector out while charging!</span>")
break
if(A.cell.charge == 0)
to_chat(H, "<span class='warning'>\The [A] has no more charge.</span>")
break
A.charging = 1
if(A.cell.charge >= 500)
H.nutrition += 50
A.cell.charge -= 500
to_chat(H, "<span class='notice'>You siphon off some of the stored charge for your own use.</span>")
else
H.nutrition += A.cell.charge/10
A.cell.charge = 0
to_chat(H, "<span class='notice'>You siphon off the last of \the [A]'s charge.</span>")
break
if(H.nutrition > NUTRITION_LEVEL_WELL_FED)
to_chat(H, "<span class='notice'>You are now fully charged.</span>")
break
H.visible_message("<span class='notice'>[H] unplugs from \the [A].</span>", "<span class='notice'>You unplug from \the [A].</span>")
+18 -169
View File
@@ -144,6 +144,24 @@
spawn(90 / severity)
crit_fail = 0
//[[[[MOUTH]]]]
/obj/item/organ/internal/cyberimp/mouth
parent_organ = "mouth"
/obj/item/organ/internal/cyberimp/mouth/breathing_tube
name = "breathing tube implant"
desc = "This simple implant adds an internals connector to your back, allowing you to use internals without a mask and protecting you from being choked."
icon_state = "implant_mask"
slot = "breathing_tube"
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=2;biotech=3"
/obj/item/organ/internal/cyberimp/mouth/breathing_tube/emp_act(severity)
if(prob(60/severity) && owner)
to_chat(owner, "<span class='warning'>Your breathing tube suddenly closes!</span>")
owner.AdjustLoseBreath(2)
/obj/item/organ/internal/cyberimp/brain/clown_voice
name = "Comical implant"
desc = "<span class='sans'>Uh oh.</span>"
@@ -255,175 +273,6 @@
if(H.stat == CONSCIOUS)
to_chat(H, "<span class='notice'>You feel your heart beating again!</span>")
//ARM...THAT GO IN THE CHEST
/obj/item/organ/internal/cyberimp/chest/arm_mod//dummy parent item for making arm-mod implants. works best with nodrop items that are sent to nullspace upon being dropped.
name = "Arm-mounted item implant"
desc = "You shouldn't see this! Adminhelp and report this as an issue on github!"
icon_state = "chest_implant"
implant_color = "#007ACC"
slot = "shoulders"
origin_tech = "materials=5;biotech=4;powerstorage=4"
actions_types = list(/datum/action/item_action/organ_action/toggle)
var/obj/holder//is defined as the retractable item itself. ensure this is defined somewhere!
var/out = 0//determines if the item is in the owner's hand or not
var/overloaded = 0//is set to 1 when owner gets EMPed. if set to 1, implant doesn't work.
var/lasthand = null
/obj/item/organ/internal/cyberimp/chest/arm_mod/ui_action_click()
toggle_item()
/obj/item/organ/internal/cyberimp/chest/arm_mod/proc/toggle_item()
if(overloaded)//ensure the implant isn't broken
to_chat(owner, "<span class='warning'>The implant doesn't respond. It seems to be broken...</span>")
return
owner.changeNext_move(CLICK_CD_MELEE)
if(owner.next_move < world.time)
return // No spam
if(out)//check if the owner has the item out already
owner.unEquip(holder, 1)//if he does, take it away. then,
holder.loc = null//stash it in nullspace
out = 0//and set this to clarify the item isn't out.
owner.visible_message("<span class='notice'>[owner] retracts [holder].</span>","<span class='notice'>You retract [holder].</span>")
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
else//if he doesn't have the item out
if(owner.put_in_hands(holder))//put it in his hands.
lasthand = owner.get_active_hand()
out = 1
owner.visible_message("<span class='notice'>[owner] extends [holder]!</span>","<span class='notice'>You extend [holder]!</span>")
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
else//if this fails to put the item in his hands,
holder.loc = null//keep it in nullspace
to_chat(owner, "<span class='warning'>You can't extend [holder] if you can't use your hands!</span>")
/obj/item/organ/internal/cyberimp/chest/arm_mod/emp_act(severity)//if the implant gets EMPed...
if(!owner || overloaded)//ensure that it's in an owner and that it's not already EMPed, then...
return
if(out)//check if he has the item out...
owner.unEquip(holder, 1)//if he does, take it away.
holder.loc = null
out = 0
owner.visible_message("<span class='notice'>[holder] forcibly retracts into [owner]'s arm.</span>")
overload() // Make sure this doesn't happen again
/obj/item/organ/internal/cyberimp/chest/arm_mod/proc/overload()
owner.visible_message("<span class='danger'>A loud bang comes from [owner]...</span>")
playsound(get_turf(owner), 'sound/effects/bang.ogg', 100, 1)
to_chat(owner, "<span class='warning'>You feel an explosion erupt inside you as your chest implant breaks. Is it hot in here?</span>")
owner.adjust_fire_stacks(20)
owner.IgniteMob()//ignite the owner, as well as
owner.say("AUUUUUUUUUUUUUUUUUUGH!!")
if(prob(50))
if(lasthand == "r_hand")
var/obj/item/organ/external/limb = owner.get_organ("r_arm")
limb.droplimb(0, DROPLIMB_EDGE)
else if(lasthand == "l_hand")
var/obj/item/organ/external/limb = owner.get_organ("l_arm")
limb.droplimb(0, DROPLIMB_EDGE)
owner.say("I HAVE BEEN DISARMED!!!")
owner.adjustFireLoss(25)//severely injure him!
overloaded = TRUE
/obj/item/organ/internal/cyberimp/chest/arm_mod/tase//mounted, self-charging taser!
name = "Arm-cannon taser implant"
desc = "A variant of the arm cannon implant that fires electrodes and disabler shots. The cannon emerges from the subject's arms and remains in the shoulders when not in use."
icon_state = "armcannon_tase_implant"
origin_tech = "materials=5;combat=5;biotech=4;powerstorage=4"
actions_types = list(/datum/action/item_action/organ_action/toggle)
/obj/item/organ/internal/cyberimp/chest/arm_mod/tase/New()//when the implant is created...
..()
holder = new /obj/item/weapon/gun/energy/gun/advtaser/mounted(src)//assign a brand new item to it. (in this case, a gun)
/obj/item/organ/internal/cyberimp/chest/arm_mod/lase//mounted, self-charging laser!
name = "Arm-cannon laser implant"
desc = "A variant of the arm cannon implant that fires lethal laser beams. The cannon emerges from the subject's arms and remains in the shoulders when not in use."
icon_state = "armcannon_lase_implant"
origin_tech = "materials=4;combat=4;biotech=4;powerstorage=4;syndicate=3"
actions_types = list(/datum/action/item_action/organ_action/toggle)
/obj/item/organ/internal/cyberimp/chest/arm_mod/lase/New()
..()
holder = new /obj/item/weapon/gun/energy/laser/mounted(src)
// lets make IPCs even *more* vulnerable to EMPs!
/obj/item/organ/internal/cyberimp/chest/arm_mod/power_cord
name = "APC-compatible power adapter implant"
desc = "An implant commonly installed inside IPCs in order to allow them to easily collect energy from their environment"
origin_tech = "materials=3;biotech=2;powerstorage=3"
slot = "shoulders2"
actions_types = list(/datum/action/item_action/organ_action/toggle)
/obj/item/organ/internal/cyberimp/chest/arm_mod/power_cord/New()
..()
holder = new /obj/item/apc_powercord(src)
/obj/item/organ/internal/cyberimp/chest/arm_mod/power_cord/overload()
// To allow repair via nanopaste/screwdriver
// also so IPCs don't also catch on fire and fall even more apart upon EMP
damage = 1
overloaded = TRUE
/obj/item/organ/internal/cyberimp/chest/arm_mod/power_cord/surgeryize()
if(overloaded && owner)
to_chat(owner, "<span class='notice'>Your [src] feels functional again.</span>")
overloaded = FALSE
/obj/item/apc_powercord
name = "power cable"
desc = "Insert into a nearby APC to draw power from it."
icon = 'icons/obj/power.dmi'
icon_state = "wire1"
flags = NODROP | NOBLUDGEON
/obj/item/apc_powercord/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(!istype(target, /obj/machinery/power/apc) || !ishuman(user) || !proximity_flag)
return ..()
user.changeNext_move(CLICK_CD_MELEE)
var/obj/machinery/power/apc/A = target
var/mob/living/carbon/human/H = user
if(H.get_int_organ(/obj/item/organ/internal/cell))
if(A.emagged || A.stat & BROKEN)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, A)
s.start()
to_chat(H, "<span class='warning'>The APC power currents surge erratically, damaging your chassis!</span>")
H.adjustFireLoss(10,0)
else if(A.cell && A.cell.charge > 0)
if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
to_chat(user, "<span class='warning'>You are already fully charged!</span>")
else
addtimer(src, "powerdraw_loop", 0, TRUE, A, H)
else
to_chat(user, "<span class='warning'>There is no charge to draw from that APC.</span>")
else
to_chat(user, "<span class='warning'>You lack a cell in which to store charge!</span>")
/obj/item/apc_powercord/proc/powerdraw_loop(obj/machinery/power/apc/A, mob/living/carbon/human/H)
H.visible_message("<span class='notice'>[H] inserts a power connector into \the [A].</span>", "<span class='notice'>You begin to draw power from \the [A].</span>")
while(do_after(H, 10, target = A))
if(loc != H)
to_chat(H, "<span class='warning'>You must keep your connector out while charging!</span>")
break
if(A.cell.charge == 0)
to_chat(H, "<span class='warning'>\The [A] has no more charge.</span>")
break
A.charging = 1
if(A.cell.charge >= 500)
H.nutrition += 50
A.cell.charge -= 500
to_chat(H, "<span class='notice'>You siphon off some of the stored charge for your own use.</span>")
else
H.nutrition += A.cell.charge/10
A.cell.charge = 0
to_chat(H, "<span class='notice'>You siphon off the last of \the [A]'s charge.</span>")
break
if(H.nutrition > NUTRITION_LEVEL_WELL_FED)
to_chat(H, "<span class='notice'>You are now fully charged.</span>")
break
H.visible_message("<span class='notice'>[H] unplugs from \the [A].</span>", "<span class='notice'>You unplug from \the [A].</span>")
//BOX O' IMPLANTS
/obj/item/weapon/storage/box/cyber_implants
+1 -3
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@@ -30,9 +30,7 @@
return returnorg
/mob/living/carbon/get_organ_slot(slot)
for(var/obj/item/organ/internal/O in internal_organs)
if(slot == O.slot)
return O
return internal_organs_slot[slot]
/mob/living/carbon/get_int_organ_tag(tag)
for(var/obj/item/organ/internal/O in internal_organs)
@@ -5,8 +5,8 @@
force = 1
w_class = WEIGHT_CLASS_SMALL
throwforce = 0
var/zone = "chest"
var/slot
// DO NOT add slots with matching names to different zones - it will break internal_organs_slot list!
vital = 0
var/non_primary = 0
@@ -29,6 +29,7 @@
owner = M
M.internal_organs |= src
M.internal_organs_slot[slot] = src
var/obj/item/organ/external/parent
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
@@ -52,6 +53,8 @@
owner = null
if(M)
M.internal_organs -= src
if(M.internal_organs_slot[slot] == src)
M.internal_organs_slot.Remove(slot)
if(vital && !special)
if(M.stat != DEAD)//safety check!
M.death()
@@ -38,7 +38,6 @@ var/static/regex/multispin_words = regex("like a record baby")
/obj/item/organ/internal/vocal_cords //organs that are activated through speech with the :x channel
name = "vocal cords"
icon_state = "appendix"
zone = "mouth"
slot = "vocal_cords"
parent_organ = "mouth"
var/spans = null
+1 -1
View File
@@ -14,7 +14,7 @@
/datum/surgery/organ_manipulation_boneless
name = "Organ Manipulation"
possible_locs = list("chest","head","groin", "eyes", "mouth")
possible_locs = list("chest","head","groin", "eyes", "mouth", "l_arm", "r_arm")
steps = list(/datum/surgery_step/generic/cut_open,/datum/surgery_step/generic/clamp_bleeders, /datum/surgery_step/generic/retract_skin, /datum/surgery_step/internal/manipulate_organs,/datum/surgery_step/generic/cauterize)
requires_organic_bodypart = 1
+1 -1
View File
@@ -12,7 +12,7 @@
/datum/surgery/cybernetic_repair/internal
name = "Internal Component Manipulation"
steps = list(/datum/surgery_step/robotics/external/unscrew_hatch,/datum/surgery_step/robotics/external/open_hatch,/datum/surgery_step/robotics/manipulate_robotic_organs)
possible_locs = list("eyes", "chest","head","groin")
possible_locs = list("eyes", "chest","head","groin","l_arm","r_arm")
requires_organic_bodypart = 0
/datum/surgery/cybernetic_amputation
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@@ -2152,6 +2152,7 @@
#include "code\modules\surgery\slime.dm"
#include "code\modules\surgery\surgery.dm"
#include "code\modules\surgery\tools.dm"
#include "code\modules\surgery\organs\augments_arms.dm"
#include "code\modules\surgery\organs\augments_eyes.dm"
#include "code\modules\surgery\organs\augments_internal.dm"
#include "code\modules\surgery\organs\autoimplanter.dm"
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