Files
Paradise/code/modules/surgery/organs/augments_internal.dm
2024-10-15 00:55:41 +00:00

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/obj/item/organ/internal/cyberimp
name = "cybernetic implant"
desc = "a state-of-the-art implant that improves a baseline's functionality."
status = ORGAN_ROBOT
var/implant_color = "#FFFFFF"
var/implant_overlay
var/crit_fail = FALSE //Used by certain implants to disable them.
tough = TRUE // Immune to damage
/obj/item/organ/internal/cyberimp/New(mob/M = null)
. = ..()
if(implant_overlay)
var/mutable_appearance/overlay = mutable_appearance(icon, implant_overlay)
overlay.color = implant_color
add_overlay(overlay)
/obj/item/organ/internal/cyberimp/emp_act()
return // These shouldn't be hurt by EMPs in the standard way
/obj/item/organ/internal/cyberimp/examine(mob/user)
. = ..()
. += "<span class='notice'>It looks like it belongs in the [parse_zone(parent_organ)].</span>"
//[[[[BRAIN]]]]
/obj/item/organ/internal/cyberimp/brain
name = "cybernetic brain implant"
desc = "injectors of extra sub-routines for the brain."
icon_state = "brain_implant"
implant_overlay = "brain_implant_overlay"
parent_organ = "head"
/obj/item/organ/internal/cyberimp/brain/emp_act(severity)
if(!owner || emp_proof)
return
var/weaken_time = (5 + (severity - 1 ? 0 : 5)) STATUS_EFFECT_CONSTANT
owner.Weaken(weaken_time)
to_chat(owner, "<span class='warning'>Your body seizes up!</span>")
return weaken_time
/obj/item/organ/internal/cyberimp/brain/anti_drop
name = "Anti-drop implant"
desc = "This cybernetic brain implant will allow you to force your hand muscles to contract, preventing item dropping. Twitch ear to toggle."
icon_state = "brain_implant_antidrop"
var/active = FALSE
var/l_hand_ignore = FALSE
var/r_hand_ignore = FALSE
var/obj/item/l_hand_obj = null
var/obj/item/r_hand_obj = null
implant_overlay = null
slot = "brain_antidrop"
origin_tech = "materials=4;programming=5;biotech=4"
actions_types = list(/datum/action/item_action/organ_action/toggle)
/obj/item/organ/internal/cyberimp/brain/anti_drop/ui_action_click()
active = !active
if(active)
l_hand_obj = owner.l_hand
r_hand_obj = owner.r_hand
if(l_hand_obj)
if(owner.l_hand.flags & NODROP)
l_hand_ignore = TRUE
else
owner.l_hand.flags |= NODROP
l_hand_ignore = FALSE
if(r_hand_obj)
if(owner.r_hand.flags & NODROP)
r_hand_ignore = TRUE
else
owner.r_hand.flags |= NODROP
r_hand_ignore = FALSE
if(!l_hand_obj && !r_hand_obj)
to_chat(owner, "<span class='notice'>You are not holding any items, your hands relax...</span>")
active = FALSE
else
var/msg = 0
msg += !l_hand_ignore && l_hand_obj ? 1 : 0
msg += !r_hand_ignore && r_hand_obj ? 2 : 0
switch(msg)
if(1)
to_chat(owner, "<span class='notice'>Your left hand's grip tightens.</span>")
if(2)
to_chat(owner, "<span class='notice'>Your right hand's grip tightens.</span>")
if(3)
to_chat(owner, "<span class='notice'>Both of your hand's grips tighten.</span>")
else
release_items()
to_chat(owner, "<span class='notice'>Your hands relax...</span>")
l_hand_obj = null
r_hand_obj = null
/obj/item/organ/internal/cyberimp/brain/anti_drop/emp_act(severity)
if(!owner || emp_proof)
return
var/range = severity ? 10 : 5
var/atom/A
var/obj/item/L_item = owner.l_hand
var/obj/item/R_item = owner.r_hand
release_items()
..()
if(L_item)
A = pick(oview(range))
L_item.throw_at(A, range, 2)
to_chat(owner, "<span class='notice'>Your left arm spasms and throws [L_item]!</span>")
l_hand_obj = null
if(R_item)
A = pick(oview(range))
R_item.throw_at(A, range, 2)
to_chat(owner, "<span class='notice'>Your right arm spasms and throws [R_item]!</span>")
r_hand_obj = null
/obj/item/organ/internal/cyberimp/brain/anti_drop/proc/release_items()
active = FALSE
if(!l_hand_ignore && l_hand_obj && (l_hand_obj == owner.l_hand))
l_hand_obj.flags &= ~NODROP
if(!r_hand_ignore && r_hand_obj && (r_hand_obj == owner.r_hand))
r_hand_obj.flags &= ~NODROP
/obj/item/organ/internal/cyberimp/brain/anti_drop/remove(mob/living/carbon/M, special = 0)
if(active)
ui_action_click()
return ..()
/obj/item/organ/internal/cyberimp/brain/anti_drop/hardened
name = "Hardened Anti-drop implant"
desc = "A military-grade version of the standard implant, for NT's more elite forces."
origin_tech = "materials=6;programming=5;biotech=5"
emp_proof = TRUE
/obj/item/organ/internal/cyberimp/brain/anti_stam
name = "CNS Rebooter implant"
desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when fatigued. Incompatible with the Neural Jumpstarter."
icon_state = "brain_implant_rebooter"
slot = "brain_antistun"
origin_tech = "materials=5;programming=4;biotech=5"
/// How much we multiply the owners stamina regen block modifier by.
var/stamina_crit_time_multiplier = 0.4
/// Are we currently modifying somoeones stamina regen block modifier? If so, we will want to undo it on removal.
var/currently_modifying_stamina = FALSE
COOLDOWN_DECLARE(implant_cooldown)
/obj/item/organ/internal/cyberimp/brain/anti_stam/insert(mob/living/carbon/M, special = FALSE)
..()
RegisterSignal(M, COMSIG_CARBON_ENTER_STAMINACRIT, PROC_REF(on_enter))
RegisterSignal(M, COMSIG_CARBON_EXIT_STAMINACRIT, PROC_REF(on_exit))
RegisterSignal(M, COMSIG_CARBON_STAMINA_REGENERATED, PROC_REF(on_regen))
/obj/item/organ/internal/cyberimp/brain/anti_stam/remove(mob/living/carbon/M, special = FALSE)
UnregisterSignal(M, list(COMSIG_CARBON_ENTER_STAMINACRIT, COMSIG_CARBON_EXIT_STAMINACRIT, COMSIG_CARBON_STAMINA_REGENERATED))
on_exit()
return ..()
/obj/item/organ/internal/cyberimp/brain/anti_stam/proc/on_enter()
SIGNAL_HANDLER // COMSIG_CARBON_ENTER_STAMINACRIT
if(currently_modifying_stamina || !COOLDOWN_FINISHED(src, implant_cooldown))
return
owner.stamina_regen_block_modifier *= stamina_crit_time_multiplier
currently_modifying_stamina = TRUE
/obj/item/organ/internal/cyberimp/brain/anti_stam/proc/on_exit()
SIGNAL_HANDLER // COMSIG_CARBON_EXIT_STAMINACRIT
if(!currently_modifying_stamina)
return
owner.stamina_regen_block_modifier /= stamina_crit_time_multiplier
currently_modifying_stamina = FALSE
/obj/item/organ/internal/cyberimp/brain/anti_stam/proc/on_regen()
SIGNAL_HANDLER // COMSIG_CARBON_STAMINA_REGENERATED
owner.update_stamina() //This is here so they actually get unstaminacrit when it triggers, vs 2-4 seconds later
/obj/item/organ/internal/cyberimp/brain/anti_stam/emp_act(severity)
..()
COOLDOWN_START(src, implant_cooldown, 1 MINUTES / severity)
/obj/item/organ/internal/cyberimp/brain/anti_stam/hardened
name = "Hardened CNS Rebooter implant"
desc = "A military-grade version of the standard implant, for NT's more elite forces."
origin_tech = "materials=6;programming=5;biotech=5"
emp_proof = TRUE
/obj/item/organ/internal/cyberimp/brain/anti_sleep
name = "Neural Jumpstarter implant"
desc = "This implant will automatically attempt to jolt you awake when it detects you have fallen unconscious. Has a short cooldown, incompatible with the CNS Rebooter."
implant_color = "#0356fc"
slot = "brain_antistun" //one or the other not both.
origin_tech = "materials=5;programming=4;biotech=5"
var/cooldown = FALSE
/obj/item/organ/internal/cyberimp/brain/anti_sleep/on_life()
..()
if(crit_fail)
return
if(owner.stat == UNCONSCIOUS && !cooldown)
owner.AdjustSleeping(-200 SECONDS)
owner.AdjustParalysis(-200 SECONDS)
to_chat(owner, "<span class='notice'>You feel a rush of energy course through your body!</span>")
cooldown = TRUE
addtimer(CALLBACK(src, PROC_REF(sleepy_timer_end)), 50)
/obj/item/organ/internal/cyberimp/brain/anti_sleep/proc/sleepy_timer_end()
cooldown = FALSE
to_chat(owner, "<span class='notice'>You hear a small beep in your head as your Neural Jumpstarter finishes recharging.</span>")
/obj/item/organ/internal/cyberimp/brain/anti_sleep/emp_act(severity)
. = ..()
if(crit_fail || emp_proof)
return
crit_fail = TRUE
owner.AdjustSleeping(400 SECONDS)
cooldown = TRUE
addtimer(CALLBACK(src, PROC_REF(reboot)), 90 / severity)
/obj/item/organ/internal/cyberimp/brain/anti_sleep/proc/reboot()
crit_fail = FALSE
cooldown = FALSE
/obj/item/organ/internal/cyberimp/brain/anti_sleep/hardened
name = "Hardened Neural Jumpstarter implant"
desc = "A military-grade version of the standard implant, for NT's more elite forces."
origin_tech = "materials=6;programming=5;biotech=5"
emp_proof = TRUE
/obj/item/organ/internal/cyberimp/brain/anti_sleep/hardened/compatible
name = "Hardened Neural Jumpstarter implant"
desc = "A military-grade version of the standard implant, for NT's more elite forces. This one is compatible with the CNS Rebooter implant."
slot = "brain_antisleep"
emp_proof = TRUE
/obj/item/organ/internal/cyberimp/brain/clown_voice
name = "Comical implant"
desc = "<span class='sans'>Uh oh.</span>"
implant_color = "#DEDE00"
slot = "brain_clownvoice"
origin_tech = "materials=2;biotech=2"
/obj/item/organ/internal/cyberimp/brain/clown_voice/insert(mob/living/carbon/M, special = FALSE)
..()
ADD_TRAIT(M, TRAIT_COMIC_SANS, "augment")
/obj/item/organ/internal/cyberimp/brain/clown_voice/remove(mob/living/carbon/M, special = FALSE)
REMOVE_TRAIT(M, TRAIT_COMIC_SANS, "augment")
return ..()
// actual translating done in human/handle_speech_problems
/obj/item/organ/internal/cyberimp/brain/speech_translator
name = "Speech translator implant"
desc = "While known as a translator, this implant actually generates speech based on the user's thoughts when activated, completely bypassing the need to speak."
implant_color = "#C0C0C0"
slot = "brain_speechtranslator"
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=4;biotech=6"
actions_types = list(/datum/action/item_action/organ_action/toggle)
var/active = TRUE
var/speech_span = ""
var/speech_verb = "states"
/obj/item/organ/internal/cyberimp/brain/speech_translator/clown
name = "Comical speech translator implant"
implant_color = "#DEDE00"
speech_span = "sans"
/obj/item/organ/internal/cyberimp/brain/speech_translator/emp_act(severity)
if(emp_proof)
return
if(owner && active && !crit_fail)
to_chat(owner, "<span class='danger'>Your translator implant shuts down with a harsh buzz.</span>")
addtimer(CALLBACK(src, PROC_REF(reboot)), 60 SECONDS)
crit_fail = TRUE
active = FALSE
/obj/item/organ/internal/cyberimp/brain/speech_translator/proc/reboot()
crit_fail = FALSE
if(owner)
to_chat(owner, "<span class='notice'>Your translator implant beeps.</span>")
SEND_SOUND(owner, sound('sound/machines/twobeep.ogg'))
/obj/item/organ/internal/cyberimp/brain/speech_translator/ui_action_click()
if(owner && crit_fail)
to_chat(owner, "<span class='warning'>The implant is still rebooting.</span>")
else if(owner && !active)
to_chat(owner, "<span class='notice'>You turn on your translator implant.</span>")
active = TRUE
else if(owner && active)
to_chat(owner, "<span class='notice'>You turn off your translator implant.</span>")
active = FALSE
/obj/item/organ/internal/cyberimp/brain/wire_interface
name = "Wire interface implant"
desc = "This cybernetic brain implant will allow you to interface with electrical currents to sense the purpose of wires."
implant_color = "#fff782"
slot = "brain_wire_interface"
origin_tech = "materials=5;programming=4;biotech=4"
/obj/item/organ/internal/cyberimp/brain/wire_interface/insert(mob/living/carbon/M, special = FALSE)
..()
ADD_TRAIT(M, TRAIT_SHOW_WIRE_INFO, "show_wire_info[UID()]")
/obj/item/organ/internal/cyberimp/brain/wire_interface/remove(mob/living/carbon/M, special = FALSE)
REMOVE_TRAIT(M, TRAIT_SHOW_WIRE_INFO, "show_wire_info[UID()]")
return ..()
/obj/item/organ/internal/cyberimp/brain/wire_interface/hardened
name = "Hardened Wire interface implant"
desc = "This wire interface implant is actually wireless, to avoid issues with electromagnetic pulses."
origin_tech = "materials=6;programming=6;biotech=6"
emp_proof = TRUE
// An implant that injects you with mephedrone on demand, acting like a bootleg sandevistan
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer
name = "\improper Qani-Laaca sensory computer"
desc = "An experimental implant replacing the spine of organics. When activated, it can give a temporary boost to mental processing speed, \
which many users perceive as a slowing of time and quickening of their ability to act. Due to its nature, it is incompatible with \
systems that heavily influence the user's nervous system, like the central nervous system rebooter. \
As a bonus effect, you are immune to the burst of heart damage that comes at the end of mephedrone usage, as the computer is able to regulate \
your heart's rhythm back to normal after its use."
icon_state = "sandy"
implant_overlay = null
implant_color = null
slot = "brain_antistun"
emp_proof = TRUE
actions_types = list(/datum/action/item_action/organ_action/toggle/sensory_enhancer)
origin_tech = "combat=6;biotech=6;syndicate=4"
///The icon state used for the on mob sprite. Default is sandy. Drask and vox have their own unique sprites
var/custom_mob_sprite = "sandy"
COOLDOWN_DECLARE(sensory_enhancer_cooldown)
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/rnd
emp_proof = FALSE
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/examine(mob/user)
. = ..()
. += "<span class='userdanger'>Epilepsy Warning: Drug has vibrant visual effects!</span>"
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/examine_more(mob/user)
. = ..()
. += "<i>Developed by Biotech Solutions this revolutionary full spinal cord replacement implant uses an integrated chemical synthesizer designed to administer Mephedrone: \
a potent stimulant and hyper-movement drug. This implant dramatically enhances the user's reflexes, with many reporting an almost time-slowing effect during its operation.</i>"
. += "<i>Biotech's experimentation with stimulant drug research has long been a cornerstone of their competitive edge, especially against their rival: \
Interydyne Pharmaceuticals, whose efforts yielded a drug capable of enhancing reflexes, although they were never mitigate the adverse effects of said product. \
A premature leak of the prototype implant pressured the company into accelerating its development, leaving the drug's side effects unresolved. \
They completed the spinal implant, which is uniquely equipped with built-in vials for Mephedrone delivery. \
Its material is solid plastitanium, and while strong in material, it surprisingly feels light, considering its spinal integration.</i>"
. += "<i>The implant is highly sought after because of its extreme capabilities in combat. Many military groups pay a handsome fee simply for the licensing of the item. \
In spite of this, recent Biotech shipments have come under fire from piracy, with the company quick to blame Interdyne for said attacks. Said allegations remain unverified.</i>"
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/insert(mob/living/carbon/M, special = 0)
. = ..()
ADD_TRAIT(M, TRAIT_MEPHEDRONE_ADAPTED, "[UID()]")
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/remove(mob/living/carbon/M, special = 0)
. = ..()
REMOVE_TRAIT(M, TRAIT_MEPHEDRONE_ADAPTED, "[UID()]")
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/render()
if(isvox(owner))
custom_mob_sprite = "vox_sandy"
else if(isdrask(owner))
custom_mob_sprite = "drask_sandy"
else
custom_mob_sprite = "sandy"
var/mutable_appearance/our_MA = mutable_appearance('icons/mob/human_races/robotic.dmi', icon_state, layer = -INTORGAN_LAYER)
return our_MA
/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/emp_act(severity)
. = ..()
if(!.)
return
if(!COOLDOWN_FINISHED(src, sensory_enhancer_cooldown)) //Not on cooldown? Drug them up. Heavily. We don't want people self emping to bypass cooldown.
return
if(!prob(100 / severity) || !owner)
return
for(var/datum/action/item_action/organ_action/toggle/sensory_enhancer/SE in owner.actions)
SE.Trigger(FALSE, TRUE, TRUE)
/datum/action/item_action/organ_action/toggle/sensory_enhancer
name = "Activate Qani-Laaca System"
desc = "Activates your Qani-Laaca computer and grants you its powers. LMB: Short, safer activation. ALT/MIDDLE: Longer, more powerful, more dangerous activation."
button_overlay_icon = 'icons/obj/surgery.dmi'
button_overlay_icon_state = "sandy"
check_flags = AB_CHECK_CONSCIOUS
/// Keeps track of how much mephedrone we inject into people on activation
var/injection_amount = 10
/datum/action/item_action/organ_action/toggle/sensory_enhancer/AltTrigger()
Trigger(FALSE, TRUE)
/datum/action/item_action/organ_action/toggle/sensory_enhancer/Trigger(left_click, attack_self, emp_triggered = FALSE)
. = ..()
if(istype(target, /obj/item/organ/internal/cyberimp/brain/sensory_enhancer))
var/obj/item/organ/internal/cyberimp/brain/sensory_enhancer/ourtarget = target
if(!COOLDOWN_FINISHED(ourtarget, sensory_enhancer_cooldown))
to_chat(owner, "<span class='warning'>[ourtarget] is still on cooldown for another [round(COOLDOWN_TIMELEFT(ourtarget, sensory_enhancer_cooldown), 1 SECONDS) / 10] seconds!</span>")
return
COOLDOWN_START(ourtarget, sensory_enhancer_cooldown, 5 MINUTES)
injection_amount = 10
if(!left_click)
injection_amount = 20
if(emp_triggered)
injection_amount = 40 //Time for a quick medical visit
Activate()
/datum/action/item_action/organ_action/toggle/sensory_enhancer/proc/Activate(atom/target)
var/mob/living/carbon/human/human_owner = owner
human_owner.reagents.add_reagent("mephedrone", injection_amount)
owner.visible_message("<span class='danger'>[owner.name] jolts suddenly as two small glass vials are fired from ports in the implant on [owner.p_their()] spine, shattering as they land.</span>", \
"<span class='userdanger'>You jolt suddenly as your Qani-Laaca system ejects two empty glass vials rearward, shattering as they land.</span>")
playsound(human_owner, 'sound/goonstation/items/hypo.ogg', 80, TRUE)
var/obj/item/telegraph_vial = new /obj/item/qani_laaca_telegraph(get_turf(owner))
var/turf/turf_we_throw_at = get_edge_target_turf(owner, REVERSE_DIR(owner.dir))
telegraph_vial.throw_at(turf_we_throw_at, 5, 1)
// Safety net in case the injection amount doesn't get reset. Apparently it happened to someone in a round.
injection_amount = initial(injection_amount)
/obj/item/qani_laaca_telegraph
name = "spent Qani-Laaca cartridge"
desc = "A small glass vial, usually kept in a large stack inside a Qani-Laaca implant, that is broken open and ejected \
each time the implant is used. If you're looking at one long enough to think about it this long, you either have fast eyes \
or were lucky enough to catch one before it broke."
icon = 'icons/obj/surgery.dmi'
icon_state = "blastoff_ampoule_empty"
w_class = WEIGHT_CLASS_TINY
/obj/item/qani_laaca_telegraph/Initialize(mapload)
. = ..()
AddElement(/datum/element/shatters_when_thrown, /obj/effect/decal/cleanable/glass, 1, "shatter")
transform = transform.Scale(0.75, 0.75)
/obj/item/organ/internal/cyberimp/brain/hackerman_deck
name = "\improper Binyat wireless hacking system"
desc = "A rare-to-find neural chip that allows its user to interface with nearby machinery from a distance \
and affect it in (usually) beneficial ways. Due to the wireless connection, fine manipulation \
isn't possible, however the deck will drop a payload into the target's systems that will attempt \
hacking for you."
icon_state = "hackerman"
implant_overlay = null
implant_color = null
slot = "brain_antistun"
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=4;combat=6;biotech=6;powerstorage=2;syndicate=3"
stealth_level = 4 //Only surgery or a body scanner with the highest tier of stock parts can detect this.
/obj/item/organ/internal/cyberimp/brain/hackerman_deck/examine_more(mob/user)
. = ..()
. += "<i>Considered Cybersun Incorporated's most recent and developed implant system focused on hacking from a range while being undetectable from normal means. \
The Binyat Wireless Hacking System (BWHS) is a stealth-built implant that gives its user a rudimentary electronic interface on whatever can be perceived. \
It uses a micro jammer to hide its existence from even the most advanced scanning systems.<i>"
. += "<i>Originally designed as a hand-held device for long-range testing of Cybersun's electronic security systems, \
the easy integration of the components into a neural implant led to a revaluation of the device's potential. \
Development would commence to create the first sets of prototypes, focusing on tricking scanners with no false positives, \
and being able to hack from afar. The System does have a major flaw, however, as Cybersun R&D was never able to miniaturize its cooling systems to a practical level. \
Repeated use will lead to skin irritation, internal burns, and even severe nerve damage in extreme cases.<i>"
. += "<i>As of modern times, the BWHS is heavily vetted under Cybersun Inc. due to its dangerous nature and rather difficult detection. \
However, this hasn't stopped the flow of these implants from reaching the black market, whether by inside or outside influences.</i>"
/obj/item/organ/internal/cyberimp/brain/hackerman_deck/insert(mob/living/carbon/M, special = 0)
. = ..()
add_spell()
RegisterSignal(M, COMSIG_BODY_TRANSFER_TO, PROC_REF(on_body_transfer))
/obj/item/organ/internal/cyberimp/brain/hackerman_deck/remove(mob/living/carbon/M, special = 0)
. = ..()
if(M.mind)
M.mind.RemoveSpell(/datum/spell/hackerman_deck)
UnregisterSignal(M, COMSIG_BODY_TRANSFER_TO)
/obj/item/organ/internal/cyberimp/brain/hackerman_deck/proc/on_body_transfer()
SIGNAL_HANDLER
for(var/datum/action/A in owner.actions)
if(A.name == "Activate Ranged Hacking") //Bit snowflake, but the action doesn't remove right otherwise
A.Remove(owner)
addtimer(CALLBACK(src, PROC_REF(add_spell)), 1 SECONDS) //Give the mind a moment to settle in
add_spell()
/obj/item/organ/internal/cyberimp/brain/hackerman_deck/proc/add_spell()
if(owner.mind)
owner.mind.RemoveSpell(/datum/spell/hackerman_deck) //Just to be sure.
owner.mind.AddSpell(new /datum/spell/hackerman_deck(null))
/obj/item/organ/internal/cyberimp/brain/hackerman_deck/emp_act(severity)
owner.adjustStaminaLoss(40 / severity)
owner.adjust_bodytemperature(400 / severity)
to_chat(owner, "<span class='warning'>Your [name] heats up drastically!</span>")
return TRUE
/datum/spell/hackerman_deck
name = "Activate Ranged Hacking"
desc = "Click on any machine to hack them. Has a short range of only three tiles."
base_cooldown = 10 SECONDS
clothes_req = FALSE
invocation = "none"
invocation_type = "none"
selection_activated_message = "You warm up your Binyat deck, there's an idle buzzing at the back of your mind as it awaits a target."
selection_deactivated_message = "Your hacking deck makes an almost disappointed sounding buzz at the back of your mind as it powers down."
action_icon_state = "hackerman"
action_background_icon_state = "bg_pulsedemon"
/// How many times have we successfully hacked in the last minute? Increases burn damage by 3 for each value above 0.
var/recent_hacking = 0
/datum/spell/hackerman_deck/create_new_targeting()
var/datum/spell_targeting/clicked_atom/C = new()
C.range = 3
C.try_auto_target = FALSE
return C
/datum/spell/hackerman_deck/on_mind_transfer(mob/living/L)
if(!ishuman(L))
return FALSE
var/mob/living/carbon/human/H = L
var/obj/item/organ/internal/cyberimp/brain/hackerman_deck/our_deck = H.get_int_organ(/obj/item/organ/internal/cyberimp/brain/hackerman_deck)
if(!our_deck)
return FALSE
return TRUE
/datum/spell/hackerman_deck/cast(list/targets, mob/user)
var/atom/target = targets[1]
if(get_dist(user, target) > 3) //fucking cameras holy shit
to_chat(user, "<span class='warning'>Your implant is not robust enough to hack at that distance!</span>")
cooldown_handler.start_recharge(cooldown_handler.recharge_duration * 0.3)
return
if(istype(user.loc, /obj/machinery/atmospherics)) //Come now, no emaging all the doors on station from a pipe
to_chat(user, "<span class='warning'>Your implant is unable to get a lock on anything in the pipes!</span>")
return
var/beam = user.Beam(target, icon_state = "sm_arc_supercharged", time = 3 SECONDS)
user.visible_message("<span class='warning'>[user] makes an unusual buzzing sound as the air between them and [target] crackles.</span>", \
"<span class='warning'>The air between you and [target] begins to crackle audibly as the Binyat gets to work and heats up in your head!</span>")
if(!do_after(user, 3 SECONDS, target))
qdel(beam)
cooldown_handler.start_recharge(cooldown_handler.recharge_duration * 0.3)
return
if(!target.emag_act(user))
to_chat(user, "<span class='warning'>You are unable to hack this!</span>")
cooldown_handler.start_recharge(cooldown_handler.recharge_duration * 0.3)
return
target.add_hiddenprint(user)
playsound(target, 'sound/machines/terminal_processing.ogg', 15, TRUE)
var/mob/living/carbon/human/human_owner = user
human_owner.adjustFireLoss(5 + (recent_hacking * 3))
recent_hacking++
addtimer(CALLBACK(src, PROC_REF(lower_recent_hacking)), 1 MINUTES)
/datum/spell/hackerman_deck/proc/lower_recent_hacking()
recent_hacking--
//[[[[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(emp_proof)
return
if(prob(60/severity) && owner)
to_chat(owner, "<span class='warning'>Your breathing tube suddenly closes!</span>")
owner.AdjustLoseBreath(4 SECONDS)
//[[[[CHEST]]]]
/obj/item/organ/internal/cyberimp/chest
name = "cybernetic torso implant"
desc = "implants for the organs in your torso."
icon_state = "chest_implant"
implant_overlay = "chest_implant_overlay"
parent_organ = "chest"
/obj/item/organ/internal/cyberimp/chest/nutriment
name = "Nutriment pump implant"
desc = "This implant will synthesize a small amount of nutriment and pumps it directly into your bloodstream when you are starving."
icon_state = "nutriment_implant"
implant_overlay = null
var/hunger_threshold = NUTRITION_LEVEL_STARVING
var/synthesizing = 0
var/poison_amount = 5
var/disabled_by_emp = FALSE
slot = "stomach"
origin_tech = "materials=2;powerstorage=2;biotech=2"
/obj/item/organ/internal/cyberimp/chest/nutriment/examine(mob/user)
. = ..()
if(emp_proof)
. += " The implant has been hardened. It is invulnerable to EMPs."
/obj/item/organ/internal/cyberimp/chest/nutriment/on_life()
if(!owner)
return
if(synthesizing)
return
if(disabled_by_emp)
return
if(owner.stat == DEAD)
return
if(owner.nutrition <= hunger_threshold)
synthesizing = TRUE
to_chat(owner, "<span class='notice'>You feel less hungry...</span>")
owner.adjust_nutrition(50)
addtimer(CALLBACK(src, PROC_REF(synth_cool)), 50)
/obj/item/organ/internal/cyberimp/chest/nutriment/proc/synth_cool()
synthesizing = FALSE
/obj/item/organ/internal/cyberimp/chest/nutriment/proc/emp_cool()
disabled_by_emp = FALSE
/obj/item/organ/internal/cyberimp/chest/nutriment/emp_act(severity)
if(!owner || emp_proof)
return
owner.vomit(100, FALSE, TRUE, 3, FALSE) // because when else do we ever use projectile vomiting
owner.visible_message("<span class='warning'>The contents of [owner]'s stomach erupt violently from [owner.p_their()] mouth!</span>",
"<span class='warning'>You feel like your insides are burning as you vomit profusely!</span>",
"<span class='warning'>You hear vomiting and a sickening splattering against the floor!</span>")
owner.reagents.add_reagent("????",poison_amount / severity) //food poisoning
disabled_by_emp = TRUE // Disable the implant for a little bit so this effect actually matters
synthesizing = FALSE
addtimer(CALLBACK(src, PROC_REF(emp_cool)), 60 SECONDS)
/obj/item/organ/internal/cyberimp/chest/nutriment/plus
name = "Nutriment pump implant PLUS"
desc = "This implant will synthesize a small amount of nutriment and pumps it directly into your bloodstream when you are hungry."
icon_state = "adv_nutriment_implant"
hunger_threshold = NUTRITION_LEVEL_HUNGRY
poison_amount = 10
origin_tech = "materials=4;powerstorage=3;biotech=3"
/obj/item/organ/internal/cyberimp/chest/nutriment/hardened
name = "hardened nutriment pump implant"
emp_proof = TRUE
/obj/item/organ/internal/cyberimp/chest/nutriment/plus/hardened
name = "hardened nutriment pump implant PLUS"
emp_proof = TRUE
/obj/item/organ/internal/cyberimp/chest/reviver
name = "Reviver implant"
desc = "This implant will attempt to heal you out of critical condition. For the faint of heart!"
icon_state = "reviver_implant"
implant_overlay = null
origin_tech = "materials=5;programming=4;biotech=4"
slot = "heartdrive"
var/revive_cost = 0
var/reviving = FALSE
var/cooldown = 0
/obj/item/organ/internal/cyberimp/chest/reviver/hardened
name = "Hardened reviver implant"
emp_proof = TRUE
/obj/item/organ/internal/cyberimp/chest/reviver/hardened/Initialize(mapload)
. = ..()
desc += " The implant has been hardened. It is invulnerable to EMPs."
/obj/item/organ/internal/cyberimp/chest/reviver/on_life()
if(cooldown > world.time || owner.suiciding) // don't heal while you're in cooldown!
return
if(reviving)
reviving = FALSE
if(owner.health <= HEALTH_THRESHOLD_CRIT + 10) //We do not want to leave them on the end of crit constantly.
addtimer(CALLBACK(src, PROC_REF(heal)), 30)
reviving = TRUE
if(owner.health > HEALTH_THRESHOLD_CRIT && owner.HasDisease(new /datum/disease/critical/shock(0)) && prob(15)) //We do not do an else, as we need them to cure shock inside this magic zone of 10 damage
for(var/datum/disease/critical/shock/S in owner.viruses)
S.cure()
revive_cost += 150
to_chat(owner, "<span class='notice'>You feel better.</span>")
if(!reviving)
return
cooldown = revive_cost + world.time
revive_cost = 0
reviving = TRUE
/obj/item/organ/internal/cyberimp/chest/reviver/proc/heal()
if(QDELETED(owner))
return
if(prob(90) && owner.getOxyLoss())
owner.adjustOxyLoss(-3)
revive_cost += 5
if(prob(75) && owner.getBruteLoss())
owner.adjustBruteLoss(-2)
revive_cost += 15
if(prob(75) && owner.getFireLoss())
owner.adjustFireLoss(-2)
revive_cost += 15
if(prob(40) && owner.getToxLoss())
owner.adjustToxLoss(-1)
revive_cost += 25
/obj/item/organ/internal/cyberimp/chest/reviver/emp_act(severity)
if(!owner || emp_proof)
return
if(reviving)
revive_cost += 200
else
cooldown += 200
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(H.stat != DEAD && prob(50 / severity))
H.set_heartattack(TRUE)
addtimer(CALLBACK(src, PROC_REF(undo_heart_attack)), 600 / severity)
/obj/item/organ/internal/cyberimp/chest/reviver/proc/undo_heart_attack()
var/mob/living/carbon/human/H = owner
if(!istype(H))
return
H.set_heartattack(FALSE)
if(H.stat == CONSCIOUS)
to_chat(H, "<span class='notice'>You feel your heart beating again!</span>")
/obj/item/organ/internal/cyberimp/chest/ipc_repair
name = "Reactive Repair Implant"
desc = "This implant reworks the IPC frame, in order to incorporate materials that return to their original shape after being damaged. Requires power to function."
implant_color = "#0ac0d8"
origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4"
slot = "stomach" //Can't have a nutriment pump with it.
requires_machine_person = TRUE
/obj/item/organ/internal/cyberimp/chest/ipc_repair/on_life()
if(crit_fail)
return
if(owner.maxHealth == owner.health)
owner.adjust_nutrition(-0.25)
return //Passive damage scanning
owner.adjustBruteLoss(-0.5, robotic = TRUE)
owner.adjustFireLoss(-0.5, robotic = TRUE)
owner.adjust_nutrition(-2) //Very power inefficent. Hope you got an APC nearby.
/obj/item/organ/internal/cyberimp/chest/ipc_repair/emp_act(severity)
if(!owner || emp_proof || crit_fail)
return
crit_fail = TRUE
addtimer(VARSET_CALLBACK(src, crit_fail, FALSE), 30 SECONDS / severity)
/obj/item/organ/internal/cyberimp/chest/ipc_joints
name = "IPC ER-OR Joint Implant"
desc = "This is a basetype. Notify a coder!"
implant_color = "#eeff00"
origin_tech = "materials=5;programming=4;biotech=4"
slot = "joints"
requires_machine_person = TRUE
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints
name = "Magnetic Joints Implant"
desc = "This implant modifies IPC joints to use magnets, allowing easy re-attachment and fluid movement."
implant_color = "#670db1"
origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4"
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/emp_act(severity)
if(!owner || emp_proof)
return
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
to_chat(H, "<span class='userdanger'>Your magnetic joints lose power!</span>")
for(var/obj/item/organ/external/E in H.bodyparts)
if(E.body_part != UPPER_TORSO && E.body_part != LOWER_TORSO)
E.droplimb(TRUE) //lego disasemble sound
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/insert(mob/living/carbon/M, special = FALSE)
..()
ADD_TRAIT(M, TRAIT_IPC_JOINTS_MAG, "ipc_joint[UID()]")
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/remove(mob/living/carbon/M, special = FALSE)
REMOVE_TRAIT(M, TRAIT_IPC_JOINTS_MAG, "ipc_joint[UID()]")
return ..()
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed
name = "Sealed Joints Implant"
desc = "This implant seals and reinforces IPC joints, securing the limbs better for industrial work, though prone to locking up."
implant_color = "#b10d0d"
origin_tech = "materials=4;programming=4;biotech=4;engineering=4;combat=4;"
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/emp_act(severity)
if(!owner || emp_proof)
return
var/weaken_time = (10 + (severity - 1 ? 0 : 10)) SECONDS
owner.Weaken(weaken_time) //Pop it and lock it
to_chat(owner, "<span class='warning'>Your body seizes up!</span>")
return weaken_time
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/insert(mob/living/carbon/M, special = FALSE)
..()
ADD_TRAIT(M, TRAIT_IPC_JOINTS_SEALED, "ipc_joint[UID()]")
owner.physiology.stamina_mod *= 1.15 //15% more stamina damage, representing extra friction in limbs. I guess.
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/remove(mob/living/carbon/M, special = FALSE)
REMOVE_TRAIT(M, TRAIT_IPC_JOINTS_SEALED, "ipc_joint[UID()]")
owner.physiology.stamina_mod /= 1.15
return ..()
//BOX O' IMPLANTS
/obj/item/storage/box/cyber_implants
name = "boxed cybernetic implants"
desc = "A sleek, sturdy box."
icon_state = "cyber_implants_box"
var/list/boxed = list(
/obj/item/autosurgeon/organ/syndicate/thermal_eyes,
/obj/item/autosurgeon/organ/syndicate/xray_eyes,
/obj/item/autosurgeon/organ/syndicate/anti_stam,
/obj/item/autosurgeon/organ/syndicate/reviver)
var/amount = 5
/obj/item/storage/box/cyber_implants/populate_contents()
var/implant
while(length(contents) <= amount)
implant = pick(boxed)
new implant(src)