Files
GS13NG/code/game/objects/items/implants/implantchair.dm
2018-08-23 01:16:32 -07:00

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/obj/machinery/implantchair
name = "mindshield implanter"
desc = "Used to implant occupants with mindshield implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = TRUE
opacity = 0
var/ready = TRUE
var/replenishing = FALSE
var/ready_implants = 5
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/implant_type = /obj/item/implant/mindshield
var/auto_inject = FALSE
var/auto_replenish = TRUE
var/special = FALSE
var/special_name = "special function"
var/message_cooldown
var/breakout_time = 600
/obj/machinery/implantchair/Initialize()
. = ..()
open_machine()
update_icon()
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
ui.open()
/obj/machinery/implantchair/ui_data()
var/list/data = list()
data["occupied"] = occupant ? 1 : 0
data["open"] = state_open
data["occupant"] = list()
if(occupant)
var/mob/living/mob_occupant = occupant
data["occupant"]["name"] = mob_occupant.name
data["occupant"]["stat"] = mob_occupant.stat
data["special_name"] = special ? special_name : null
data["ready_implants"] = ready_implants
data["ready"] = ready
data["replenishing"] = replenishing
return data
/obj/machinery/implantchair/ui_act(action, params)
if(..())
return
switch(action)
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("implant")
implant(occupant,usr)
. = TRUE
/obj/machinery/implantchair/proc/implant(mob/living/M,mob/user)
if (!istype(M))
return
if(!ready_implants || !ready)
return
if(implant_action(M,user))
ready_implants--
if(!replenishing && auto_replenish)
replenishing = TRUE
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
if(injection_cooldown > 0)
ready = FALSE
addtimer(CALLBACK(src,"set_ready"),injection_cooldown)
else
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 25, 1)
update_icon()
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
var/obj/item/I = new implant_type
if(istype(I, /obj/item/implant))
var/obj/item/implant/P = I
if(P.implant(M))
visible_message("<span class='warning'>[M] has been implanted by [src].</span>")
return TRUE
else if(istype(I, /obj/item/organ))
var/obj/item/organ/P = I
P.Insert(M, drop_if_replaced = FALSE)
visible_message("<span class='warning'>[M] has been implanted by [src].</span>")
return TRUE
/obj/machinery/implantchair/update_icon()
icon_state = initial(icon_state)
if(state_open)
icon_state += "_open"
if(occupant)
icon_state += "_occupied"
if(ready)
add_overlay("ready")
else
cut_overlays()
/obj/machinery/implantchair/proc/replenish()
if(ready_implants < max_implants)
ready_implants++
if(ready_implants < max_implants)
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
else
replenishing = FALSE
/obj/machinery/implantchair/proc/set_ready()
ready = TRUE
update_icon()
/obj/machinery/implantchair/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/implantchair/relaymove(mob/user)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
/obj/machinery/implantchair/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !isliving(target) || !user.IsAdvancedToolUser())
return
close_machine(target)
/obj/machinery/implantchair/close_machine(mob/living/user)
if((isnull(user) || istype(user)) && state_open)
..(user)
if(auto_inject && ready && ready_implants > 0)
implant(user,null)
/obj/machinery/implantchair/genepurge
name = "Genetic purifier"
desc = "Used to purge a human genome of foreign influences."
special = TRUE
special_name = "Purge genome"
injection_cooldown = 0
replenish_cooldown = 300
/obj/machinery/implantchair/genepurge/implant_action(mob/living/carbon/human/H,mob/user)
if(!istype(H))
return 0
H.set_species(/datum/species/human, 1)//lizards go home
purrbation_remove(H)//remove cats
H.dna.remove_all_mutations()//hulks out
return 1
/obj/machinery/implantchair/brainwash
name = "Neural Imprinter"
desc = "Used to <s>indoctrinate</s> rehabilitate hardened recidivists."
special_name = "Imprint"
injection_cooldown = 3000
auto_inject = FALSE
auto_replenish = FALSE
special = TRUE
var/objective = "Obey the law. Praise Nanotrasen."
var/custom = FALSE
/obj/machinery/implantchair/brainwash/implant_action(mob/living/C,mob/user)
if(!istype(C) || !C.mind) // I don't know how this makes any sense for silicons but laws trump objectives anyway.
return FALSE
if(custom)
if(!user || !user.Adjacent(src))
return FALSE
objective = stripped_input(usr,"What order do you want to imprint on [C]?","Enter the order","",120)
message_admins("[ADMIN_LOOKUPFLW(user)] set brainwash machine objective to '[objective]'.")
log_game("[key_name(user)] set brainwash machine objective to '[objective]'.")
if(C.has_trait(TRAIT_MINDSHIELD))
return FALSE
brainwash(C, objective)
message_admins("[ADMIN_LOOKUPFLW(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
log_game("[key_name(user)] brainwashed [key_name(C)] with objective '[objective]'.")
return TRUE