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Paradise/code/game/objects/items/weapons/implants/implant.dm

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/obj/item/weapon/implant
name = "implant"
var
implanted = null
mob/imp_in = null
color = "b"
allow_reagents = 0
proc
trigger(emote, source as mob)
activate()
implanted(source as mob)
get_data()
hear(message, source as mob)
trigger(emote, source as mob)
return
activate()
return
implanted(source as mob)
return
get_data()
return "No information available"
hear(message, source as mob)
return
/obj/item/weapon/implant/uplink
name = "uplink"
desc = "Summon things."
var
activation_emote = "chuckle"
obj/item/device/uplink/radio/uplink = null
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
uplink = new /obj/item/device/uplink/radio/implanted(src)
..()
return
implanted(mob/source as mob)
activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
return
trigger(emote, mob/source as mob)
if(emote == activation_emote)
uplink.attack_self(source)
return
/obj/item/weapon/implant/tracking
name = "tracking"
desc = "Track with this."
var
id = 1.0
get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
<b>Life:</b> 10 minutes after death of host<BR>
<b>Important Notes:</b> None<BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
<b>Special Features:</b><BR>
<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
a malfunction occurs thereby securing safety of subject. The implant will melt and
disintegrate into bio-safe elements.<BR>
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.<HR>
Implant Specifics:<BR>"}
return dat
//Nuke Agent Explosive
/obj/item/weapon/implant/dexplosive
name = "explosive"
desc = "And boom goes the weasel."
var/activation_emote = "deathgasp"
var/coded = 0
New()
verbs += /obj/item/weapon/implant/dexplosive/proc/set_emote
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
trigger(emote, source as mob)
if(emote == activation_emote)
src.activate("death")
return
activate(var/cause)
if((!cause) || (!src.imp_in)) return 0
explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
if(src.imp_in)
src.imp_in.gib()
proc/set_emote()
set name = "Set Emote"
set category = "Object"
set src in usr
if(coded != 0)
usr << "You've already set up your implant!"
return
activation_emote = input("Choose activation emote:") in list("deathgasp","blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
usr.mind.store_memory("Explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
usr << "The implanted explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
coded = 1
verbs -= /obj/item/weapon/implant/dexplosive/proc/set_emote
return
/obj/item/weapon/implant/chem
name = "chem"
desc = "Injects things."
allow_reagents = 1
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
will suffer from an increased appetite.</B><BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
the implant releases the chemicals directly into the blood stream.<BR>
<b>Special Features:</b>
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 15 units.<BR>
Can only be loaded while still in its original case.<BR>
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
the implant may become unstable and either pre-maturely inject the subject or simply break."}
return dat
New()
..()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
trigger(emote, source as mob)
if(emote == "deathgasp")
src.activate(10)
return
activate(var/cause)
if((!cause) || (!src.imp_in)) return 0
var/mob/living/carbon/R = src.imp_in
src.reagents.trans_to(R, cause)
R << "You hear a faint *beep*."
if(!src.reagents.total_volume)
R << "You hear a faint click from your chest."
spawn(0)
del(src)
return
/obj/item/weapon/implant/loyalty
name = "loyalty"
desc = "Makes you loyal or such."
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen Employee Management Implant<BR>
<b>Life:</b> Ten years.<BR>
<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
<b>Integrity:</b> Degradation can occur within nanobots, re-application may be necessary to ensure full cooperation."}
return dat
implanted(M as mob)
if(!istype(M, /mob/living/carbon/human)) return
var/mob/living/carbon/human/H = M
if(H.mind in ticker.mode.head_revolutionaries)
visible_message("\red [M] seems to resist the implant.", 1)
for(var/mob/O in (viewers(M) - M))
O.show_message("\red [M] seems to resist the implant.", 1)
M << "\red You resist the implant."
return
else if(H.mind in ticker.mode:revolutionaries)
ticker.mode:remove_revolutionary(H.mind)
H << "\blue You feel a surge of loyalty towards NanoTrasen."
return
//BS12 Explosive
/obj/item/weapon/implant/explosive
name = "explosive"
desc = "And boom goes the weasel."
var/phrase = "supercalifragilisticexpialidocious"
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
<b>Life:</b> Activates upon codephrase.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
hear_talk(mob/M as mob, msg)
hear(msg)
return
hear(var/msg)
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
msg = sanitize_simple(msg, replacechars)
if(findtext(msg,phrase))
if(istype(loc, /mob/))
var/mob/T = loc
T.gib()
explosion(find_loc(src), 1, 3, 4, 6, 3)
var/turf/t = find_loc(src)
if(t)
t.hotspot_expose(3500,125)
del(src)
implanted(mob/source as mob)
phrase = input("Choose activation phrase:") as text
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
phrase = sanitize_simple(phrase, replacechars)
usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate."
/obj/item/weapon/implant/death_alarm
name = "death alarm"
desc = "Danger Will Robinson!"
var/mobname = "Will Robinson"
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
process()
var/mob/M = src.loc
if(isnull(M)) // If the mob got gibbed
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
a.autosay("states, \"[mobname] has died-zzzzt in-in-in...\"", "[mobname]'s Death Alarm")
del(a)
processing_objects.Remove(src)
else if(M.stat == 2)
var/turf/t = get_turf(M)
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
a.autosay("states, \"[mobname] has died in [t.loc.name]!\"", "[mobname]'s Death Alarm")
del(a)
processing_objects.Remove(src)
implanted(mob/source as mob)
mobname = source.real_name
processing_objects.Add(src)
/obj/item/weapon/implant/compressed
name = "compressed matter implant"
desc = "*fwooomp*"
var/activation_emote = "sigh"
var/obj/item/scanned = null
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
trigger(emote, mob/source as mob)
if (src.scanned == null)
return 0
if (emote == src.activation_emote)
source << "The air glows as \the [src.scanned.name] uncompresses."
var/turf/t = get_turf(source)
src.scanned.loc = t
del src
implanted(mob/source as mob)
src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."