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cb4d709c78
* 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>
230 lines
7.4 KiB
Plaintext
230 lines
7.4 KiB
Plaintext
/**
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* # Implants
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*
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* Code for implants that can be inserted into a person and have some sort of passive or triggered action.
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*
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*/
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/obj/item/bio_chip
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name = "bio-chip"
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icon = 'icons/obj/bio_chips.dmi'
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icon_state = "generic" //Shows up as a auto surgeon, used as a placeholder when a implant doesn't have a sprite
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origin_tech = "materials=2;biotech=3;programming=2"
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actions_types = list(/datum/action/item_action/hands_free/activate)
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item_color = "black"
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flags = DROPDEL // By default, don't let implants be harvestable.
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///which implant overlay should be used for implant cases. This should point to a state in bio_chips.dmi
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var/implant_state = "implant-default"
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/// How the implant is activated.
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var/activated = BIOCHIP_ACTIVATED_ACTIVE
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/// 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.
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var/implanted
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/// Who the implant is inside of.
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var/mob/living/imp_in
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/// Whether multiple implants of this same type can be inserted into someone.
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var/allow_multiple = FALSE
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/// Amount of times that the implant can be triggered by the user. If the implant can't be used, it can't be inserted.
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var/uses = -1
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/// List of emote keys that activate this implant when used.
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var/list/trigger_emotes
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/// What type of action will trigger this emote. Bitfield of IMPLANT_EMOTE_* defines.
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var/trigger_causes
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/// Whether this implant has already triggered on death or not, to prevent it firing multiple times.
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var/has_triggered_on_death = FALSE
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///the implant_fluff datum attached to this implant, purely cosmetic "lore" information
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var/datum/implant_fluff/implant_data = /datum/implant_fluff
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/obj/item/bio_chip/Initialize(mapload)
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. = ..()
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if(ispath(implant_data))
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implant_data = new implant_data
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/obj/item/bio_chip/Destroy()
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if(imp_in)
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removed(imp_in)
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QDEL_NULL(implant_data)
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return ..()
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/obj/item/bio_chip/proc/unregister_emotes()
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if(imp_in && LAZYLEN(trigger_emotes))
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for(var/emote in trigger_emotes)
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UnregisterSignal(imp_in, COMSIG_MOB_EMOTED(emote))
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/**
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* Set the emote that will trigger the implant.
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* * user - User who is trying to associate the implant to themselves.
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* * emote_key - Key of the emote that should trigger the implant.
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* * on_implant - Whether this proc is being called during the implantation of the implant.
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* * silent - If true, the user won't get any to_chat messages if an implantation fails.
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*/
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/obj/item/bio_chip/proc/set_trigger(mob/user, emote_key, on_implant = FALSE, silent = TRUE)
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if(imp_in != user)
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return FALSE
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if(!emote_key)
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return FALSE
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if(LAZYIN(trigger_emotes, emote_key) && !on_implant)
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if(!silent)
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to_chat(user, "<span class='warning'>You've already registered [emote_key]!")
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return FALSE
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if(emote_key == "me" || emote_key == "custom")
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if(!silent)
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to_chat(user, "<span class='warning'>You can't trigger [src] with a custom emote.")
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return FALSE
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if(!(emote_key in user.usable_emote_keys(trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL)))
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if(!silent)
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to_chat(user, "<span class='warning'>You can't trigger [src] with that emote! Try *help to see emotes you can use.</span>")
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return FALSE
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if(!(emote_key in user.usable_emote_keys(trigger_causes & BIOCHIP_EMOTE_TRIGGER_UNINTENTIONAL)))
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CRASH("User was given an bio-chip for an unintentional emote that they can't use.")
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LAZYADD(trigger_emotes, emote_key)
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RegisterSignal(user, COMSIG_MOB_EMOTED(emote_key), PROC_REF(on_emote))
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/obj/item/bio_chip/proc/on_emote(mob/living/user, datum/emote/fired_emote, key, emote_type, message, intentional)
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SIGNAL_HANDLER
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if(!implanted || !imp_in)
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return
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if(!(intentional && (trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL)) && !(!intentional && (trigger_causes & BIOCHIP_EMOTE_TRIGGER_UNINTENTIONAL)))
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return
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add_attack_logs(user, user, "[intentional ? "intentionally" : "unintentionally"] [src] was [intentional ? "intentionally" : "unintentionally"] triggered with the emote [fired_emote].")
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emote_trigger(key, user, intentional)
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/obj/item/bio_chip/proc/on_death(mob/source, gibbed)
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SIGNAL_HANDLER
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if(!implanted || !imp_in)
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return
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if(gibbed && (trigger_causes & BIOCHIP_TRIGGER_NOT_WHEN_GIBBED))
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return
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// This should help avoid infinite recursion for things like dust that call death()
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if(has_triggered_on_death && (trigger_causes & BIOCHIP_TRIGGER_DEATH_ONCE))
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return
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has_triggered_on_death = TRUE
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add_attack_logs(source, source, "had their [src] bio-chip triggered on [gibbed ? "gib" : "death"].")
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death_trigger(source, gibbed)
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/obj/item/bio_chip/proc/emote_trigger(emote, mob/source, force)
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return
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/obj/item/bio_chip/proc/death_trigger(mob/source, gibbed)
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return
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/obj/item/bio_chip/proc/activate(cause)
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SEND_SIGNAL(src, COMSIG_IMPLANT_ACTIVATED, cause, imp_in)
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return
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/obj/item/bio_chip/ui_action_click()
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activate("action_button")
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/**
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* Try to implant ourselves into a mob.
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*
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* * source - The person the implant is being administered to.
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* * user - The person who is doing the implanting.
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*
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* Returns
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* 1 if the implant injects successfully
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* -1 if the implant fails to inject
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* 0 if there's no room for the implant.
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*/
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/obj/item/bio_chip/proc/implant(mob/source, mob/user, force)
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if(!force && !can_implant(source, user))
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return
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var/obj/item/bio_chip/imp_e = locate(type) in source
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if(!allow_multiple && imp_e && imp_e != src)
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if(imp_e.uses < initial(imp_e.uses)*2)
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if(uses == -1)
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imp_e.uses = -1
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else
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imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
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qdel(src)
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return 1
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else
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return 0
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loc = source
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imp_in = source
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implanted = TRUE
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if(trigger_emotes)
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if(!(trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL | BIOCHIP_EMOTE_TRIGGER_UNINTENTIONAL))
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CRASH("Bio-chip [src] has trigger emotes defined but no trigger cause with which to use them!")
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if(!activated && (trigger_causes & BIOCHIP_EMOTE_TRIGGER_INTENTIONAL))
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CRASH("Bio-chip [src] has intentional emote triggers on a passive bio-chip")
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// If you can't activate the implant manually, you shouldn't be able to deliberately activate it with an emote
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for(var/emote in trigger_emotes)
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set_trigger(source, emote, TRUE, TRUE)
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if(activated)
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for(var/X in actions)
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var/datum/action/A = X
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A.Grant(source)
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if(trigger_causes & (BIOCHIP_TRIGGER_DEATH_ONCE | BIOCHIP_TRIGGER_DEATH_ANY))
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RegisterSignal(source, COMSIG_MOB_DEATH, PROC_REF(on_death))
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if(ishuman(source))
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var/mob/living/carbon/human/H = source
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H.sec_hud_set_implants()
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if(user)
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add_attack_logs(user, source, "Chipped with [src]")
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SEND_SIGNAL(src, COMSIG_IMPLANT_IMPLANTED, source, user, force)
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return 1
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/**
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* Check that we can actually implant this before implanting it
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* * source - The person being implanted
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* * user - The person doing the implanting
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*
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* Returns
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* TRUE - I could care less, implant it, maybe don't. I don't care.
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* FALSE - Don't implant!
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*/
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/obj/item/bio_chip/proc/can_implant(mob/source, mob/user)
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return TRUE
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/**
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* Clean up when an implant is removed.
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* * source - the user who the implant was removed from.
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*/
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/obj/item/bio_chip/proc/removed(mob/source)
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loc = null
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imp_in = null
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implanted = FALSE
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for(var/X in actions)
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var/datum/action/A = X
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A.Remove(source)
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if(ishuman(source))
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var/mob/living/carbon/human/H = source
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H.sec_hud_set_implants()
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if(trigger_causes & (BIOCHIP_TRIGGER_DEATH_ONCE | BIOCHIP_TRIGGER_DEATH_ANY))
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UnregisterSignal(source, COMSIG_MOB_DEATH)
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unregister_emotes()
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SEND_SIGNAL(src, COMSIG_IMPLANT_REMOVED, source)
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return TRUE
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/obj/item/bio_chip/dropped(mob/user)
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. = TRUE
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..()
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