Files
Luc cb4d709c78 Fixes some extraneous spacing in some messages (#26222)
* clears a bunch of spaces

* oopsie daisy

* Update code/modules/food_and_drinks/food/customizables.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

---------

Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
2024-07-20 00:15:21 +00:00

230 lines
7.4 KiB
Plaintext

/**
* # Implants
*
* Code for implants that can be inserted into a person and have some sort of passive or triggered action.
*
*/
/obj/item/bio_chip
name = "bio-chip"
icon = 'icons/obj/bio_chips.dmi'
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 bio_chips.dmi
var/implant_state = "implant-default"
/// How the implant is activated.
var/activated = BIOCHIP_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
/// Who the implant is inside of.
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
/// List of emote keys that activate this implant when used.
var/list/trigger_emotes
/// What type of action will trigger this emote. Bitfield of IMPLANT_EMOTE_* defines.
var/trigger_causes
/// 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/bio_chip/Initialize(mapload)
. = ..()
if(ispath(implant_data))
implant_data = new implant_data
/obj/item/bio_chip/Destroy()
if(imp_in)
removed(imp_in)
QDEL_NULL(implant_data)
return ..()
/obj/item/bio_chip/proc/unregister_emotes()
if(imp_in && LAZYLEN(trigger_emotes))
for(var/emote in trigger_emotes)
UnregisterSignal(imp_in, COMSIG_MOB_EMOTED(emote))
/**
* Set the emote that will trigger the implant.
* * user - User who is trying to associate the implant to themselves.
* * emote_key - Key of the emote that should trigger the implant.
* * on_implant - Whether this proc is being called during the implantation of the implant.
* * silent - If true, the user won't get any to_chat messages if an implantation fails.
*/
/obj/item/bio_chip/proc/set_trigger(mob/user, emote_key, on_implant = FALSE, silent = TRUE)
if(imp_in != user)
return FALSE
if(!emote_key)
return FALSE
if(LAZYIN(trigger_emotes, emote_key) && !on_implant)
if(!silent)
to_chat(user, "<span class='warning'>You've already registered [emote_key]!")
return FALSE
if(emote_key == "me" || emote_key == "custom")
if(!silent)
to_chat(user, "<span class='warning'>You can't trigger [src] with a custom emote.")
return FALSE
if(!(emote_key in user.usable_emote_keys(trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL)))
if(!silent)
to_chat(user, "<span class='warning'>You can't trigger [src] with that emote! Try *help to see emotes you can use.</span>")
return FALSE
if(!(emote_key in user.usable_emote_keys(trigger_causes & BIOCHIP_EMOTE_TRIGGER_UNINTENTIONAL)))
CRASH("User was given an bio-chip for an unintentional emote that they can't use.")
LAZYADD(trigger_emotes, emote_key)
RegisterSignal(user, COMSIG_MOB_EMOTED(emote_key), PROC_REF(on_emote))
/obj/item/bio_chip/proc/on_emote(mob/living/user, datum/emote/fired_emote, key, emote_type, message, intentional)
SIGNAL_HANDLER
if(!implanted || !imp_in)
return
if(!(intentional && (trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL)) && !(!intentional && (trigger_causes & BIOCHIP_EMOTE_TRIGGER_UNINTENTIONAL)))
return
add_attack_logs(user, user, "[intentional ? "intentionally" : "unintentionally"] [src] was [intentional ? "intentionally" : "unintentionally"] triggered with the emote [fired_emote].")
emote_trigger(key, user, intentional)
/obj/item/bio_chip/proc/on_death(mob/source, gibbed)
SIGNAL_HANDLER
if(!implanted || !imp_in)
return
if(gibbed && (trigger_causes & BIOCHIP_TRIGGER_NOT_WHEN_GIBBED))
return
// This should help avoid infinite recursion for things like dust that call death()
if(has_triggered_on_death && (trigger_causes & BIOCHIP_TRIGGER_DEATH_ONCE))
return
has_triggered_on_death = TRUE
add_attack_logs(source, source, "had their [src] bio-chip triggered on [gibbed ? "gib" : "death"].")
death_trigger(source, gibbed)
/obj/item/bio_chip/proc/emote_trigger(emote, mob/source, force)
return
/obj/item/bio_chip/proc/death_trigger(mob/source, gibbed)
return
/obj/item/bio_chip/proc/activate(cause)
SEND_SIGNAL(src, COMSIG_IMPLANT_ACTIVATED, cause, imp_in)
return
/obj/item/bio_chip/ui_action_click()
activate("action_button")
/**
* Try to implant ourselves into a mob.
*
* * source - The person the implant is being administered to.
* * user - The person who is doing the implanting.
*
* Returns
* 1 if the implant injects successfully
* -1 if the implant fails to inject
* 0 if there's no room for the implant.
*/
/obj/item/bio_chip/proc/implant(mob/source, mob/user, force)
if(!force && !can_implant(source, user))
return
var/obj/item/bio_chip/imp_e = locate(type) in source
if(!allow_multiple && imp_e && imp_e != src)
if(imp_e.uses < initial(imp_e.uses)*2)
if(uses == -1)
imp_e.uses = -1
else
imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
qdel(src)
return 1
else
return 0
loc = source
imp_in = source
implanted = TRUE
if(trigger_emotes)
if(!(trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL | BIOCHIP_EMOTE_TRIGGER_UNINTENTIONAL))
CRASH("Bio-chip [src] has trigger emotes defined but no trigger cause with which to use them!")
if(!activated && (trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL))
CRASH("Bio-chip [src] has intentional emote triggers on a passive bio-chip")
// If you can't activate the implant manually, you shouldn't be able to deliberately activate it with an emote
for(var/emote in trigger_emotes)
set_trigger(source, emote, TRUE, TRUE)
if(activated)
for(var/X in actions)
var/datum/action/A = X
A.Grant(source)
if(trigger_causes & (BIOCHIP_TRIGGER_DEATH_ONCE | BIOCHIP_TRIGGER_DEATH_ANY))
RegisterSignal(source, COMSIG_MOB_DEATH, PROC_REF(on_death))
if(ishuman(source))
var/mob/living/carbon/human/H = source
H.sec_hud_set_implants()
if(user)
add_attack_logs(user, source, "Chipped with [src]")
SEND_SIGNAL(src, COMSIG_IMPLANT_IMPLANTED, source, user, force)
return 1
/**
* Check that we can actually implant this before implanting it
* * source - The person being implanted
* * user - The person doing the implanting
*
* Returns
* TRUE - I could care less, implant it, maybe don't. I don't care.
* FALSE - Don't implant!
*/
/obj/item/bio_chip/proc/can_implant(mob/source, mob/user)
return TRUE
/**
* Clean up when an implant is removed.
* * source - the user who the implant was removed from.
*/
/obj/item/bio_chip/proc/removed(mob/source)
loc = null
imp_in = null
implanted = FALSE
for(var/X in actions)
var/datum/action/A = X
A.Remove(source)
if(ishuman(source))
var/mob/living/carbon/human/H = source
H.sec_hud_set_implants()
if(trigger_causes & (BIOCHIP_TRIGGER_DEATH_ONCE | BIOCHIP_TRIGGER_DEATH_ANY))
UnregisterSignal(source, COMSIG_MOB_DEATH)
unregister_emotes()
SEND_SIGNAL(src, COMSIG_IMPLANT_REMOVED, source)
return TRUE
/obj/item/bio_chip/dropped(mob/user)
. = TRUE
..()