Files
GS13NG/code/modules/surgery/organs/augments_arms.dm
T
Timothy Teakettle 14e217082f compile
2020-10-01 20:51:53 +01:00

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/obj/item/organ/cyberimp/arm
name = "arm-mounted implant"
desc = "You shouldn't see this! Adminhelp and report this as an issue on github!"
zone = BODY_ZONE_R_ARM
organ_flags = ORGAN_SYNTHETIC
icon_state = "implant-toolkit"
w_class = WEIGHT_CLASS_NORMAL
actions_types = list(/datum/action/item_action/organ_action/toggle)
var/list/items_list = list()
// Used to store a list of all items inside, for multi-item implants.
// I would use contents, but they shuffle on every activation/deactivation leading to interface inconsistencies.
var/obj/item/holder = null
// You can use this var for item path, it would be converted into an item on New()
/obj/item/organ/cyberimp/arm/Initialize()
. = ..()
if(ispath(holder))
holder = new holder(src)
update_icon()
SetSlotFromZone()
for(var/obj/item/I in contents)
add_item(I)
/obj/item/organ/cyberimp/arm/proc/add_item(obj/item/I)
if(I in items_list)
return
I.forceMove(src)
items_list += I
// ayy only dropped signal for performance, we can't possibly have shitcode that doesn't call it when removing items from a mob, right?
// .. right??!
RegisterSignal(I, COMSIG_ITEM_DROPPED, .proc/magnetic_catch)
/obj/item/organ/cyberimp/arm/proc/magnetic_catch(datum/source, mob/user)
. = COMPONENT_DROPPED_RELOCATION
var/obj/item/I = source //if someone is misusing the signal, just runtime
if(I in items_list)
if(I in contents) //already in us somehow? i probably shouldn't catch this so it's easier to spot bugs but eh..
return
I.visible_message("<span class='notice'>[I] snaps back into [src]!</span>")
I.forceMove(src)
if(I == holder)
holder = null
/obj/item/organ/cyberimp/arm/proc/SetSlotFromZone()
switch(zone)
if(BODY_ZONE_L_ARM)
slot = ORGAN_SLOT_LEFT_ARM_AUG
if(BODY_ZONE_R_ARM)
slot = ORGAN_SLOT_RIGHT_ARM_AUG
else
CRASH("Invalid zone for [type]")
/obj/item/organ/cyberimp/arm/update_icon_state()
if(zone == BODY_ZONE_R_ARM)
transform = null
else // Mirroring the icon
transform = matrix(-1, 0, 0, 0, 1, 0)
/obj/item/organ/cyberimp/arm/examine(mob/user)
. = ..()
. += "<span class='info'>[src] is assembled in the [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm configuration. You can use a screwdriver to reassemble it.</span>"
/obj/item/organ/cyberimp/arm/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return TRUE
I.play_tool_sound(src)
if(zone == BODY_ZONE_R_ARM)
zone = BODY_ZONE_L_ARM
else
zone = BODY_ZONE_R_ARM
SetSlotFromZone()
to_chat(user, "<span class='notice'>You modify [src] to be installed on the [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm.</span>")
update_icon()
/obj/item/organ/cyberimp/arm/Remove(special = FALSE)
Retract()
..()
/obj/item/organ/cyberimp/arm/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(owner)
to_chat(owner, "<span class='warning'>[src] is hit by EMP!</span>")
// give the owner an idea about why his implant is glitching
Retract()
/obj/item/organ/cyberimp/arm/proc/Retract()
if(!holder || (holder in src))
return
owner.visible_message("<span class='notice'>[owner] retracts [holder] back into [owner.p_their()] [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm.</span>",
"<span class='notice'>[holder] snaps back into your [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm.</span>",
"<span class='italics'>You hear a short mechanical noise.</span>")
owner.transferItemToLoc(holder, src, TRUE)
holder = null
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
/obj/item/organ/cyberimp/arm/proc/Extend(obj/item/item)
if(!(item in src))
return
holder = item
holder.resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
holder.slot_flags = null
holder.set_custom_materials(null)
var/obj/item/arm_item = owner.get_active_held_item()
if(arm_item)
if(!owner.dropItemToGround(arm_item))
to_chat(owner, "<span class='warning'>Your [arm_item] interferes with [src]!</span>")
return
else
to_chat(owner, "<span class='notice'>You drop [arm_item] to activate [src]!</span>")
var/result = (zone == BODY_ZONE_R_ARM ? owner.put_in_r_hand(holder) : owner.put_in_l_hand(holder))
if(!result)
to_chat(owner, "<span class='warning'>Your [name] fails to activate!</span>")
return
// Activate the hand that now holds our item.
owner.swap_hand(result)//... or the 1st hand if the index gets lost somehow
owner.visible_message("<span class='notice'>[owner] extends [holder] from [owner.p_their()] [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm.</span>",
"<span class='notice'>You extend [holder] from your [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm.</span>",
"<span class='italics'>You hear a short mechanical noise.</span>")
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
return TRUE
/obj/item/organ/cyberimp/arm/ui_action_click()
if(crit_fail || (organ_flags & ORGAN_FAILING) || (!holder && !contents.len))
to_chat(owner, "<span class='warning'>The implant doesn't respond. It seems to be broken...</span>")
return
if(!holder || (holder in src))
holder = null
if(contents.len == 1)
Extend(contents[1])
else
var/list/choice_list = list()
for(var/obj/item/I in items_list)
choice_list[I] = image(I)
var/obj/item/choice = show_radial_menu(owner, owner, choice_list)
if(owner && owner == usr && owner.stat != DEAD && (src in owner.internal_organs) && !holder && (choice in contents))
// This monster sanity check is a nice example of how bad input is.
Extend(choice)
else
Retract()
/obj/item/organ/cyberimp/arm/medibeam
name = "integrated medical beamgun"
desc = "A cybernetic implant that allows the user to project a healing beam from their hand."
contents = newlist(/obj/item/gun/medbeam)
///////////////
//Tools Arms//
///////////////
/obj/item/organ/cyberimp/arm/toolset
name = "integrated toolset implant"
desc = "A stripped-down version of the engineering cyborg toolset, designed to be installed on subject's arm. Contains all necessary tools."
contents = newlist(/obj/item/screwdriver/cyborg, /obj/item/wrench/cyborg, /obj/item/weldingtool/largetank/cyborg,
/obj/item/crowbar/cyborg, /obj/item/wirecutters/cyborg, /obj/item/multitool/cyborg)
/obj/item/organ/cyberimp/arm/toolset/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(usr, "<span class='notice'>You unlock [src]'s integrated knife!</span>")
items_list += new /obj/item/kitchen/knife/combat/cyborg(src)
return TRUE
/obj/item/organ/cyberimp/arm/surgery
name = "surgical toolset implant"
desc = "A set of surgical tools hidden behind a concealed panel on the user's arm."
contents = newlist(/obj/item/retractor/augment, /obj/item/hemostat/augment, /obj/item/cautery/augment, /obj/item/surgicaldrill/augment, /obj/item/scalpel/augment, /obj/item/circular_saw/augment, /obj/item/surgical_drapes)
/obj/item/organ/cyberimp/arm/surgery/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(usr, "<span class='notice'>You unlock [src]'s integrated knife!</span>")
items_list += new /obj/item/kitchen/knife/combat/cyborg(src)
return TRUE
/obj/item/organ/cyberimp/arm/janitor
name = "janitorial tools implant"
desc = "A set of janitorial tools on the user's arm."
contents = newlist(/obj/item/lightreplacer, /obj/item/holosign_creator, /obj/item/soap/nanotrasen, /obj/item/reagent_containers/spray/cyborg_drying, /obj/item/mop/advanced, /obj/item/paint/paint_remover, /obj/item/reagent_containers/glass/beaker/large, /obj/item/reagent_containers/spray/cleaner) //Beaker if for refilling sprays
/obj/item/organ/cyberimp/arm/janitor/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(usr, "<span class='notice'>You unlock [src]'s integrated deluxe cleaning supplies!</span>")
items_list += new /obj/item/soap/syndie(src) //We add not replace.
items_list += new /obj/item/reagent_containers/spray/cyborg_lube(src)
return TRUE
/obj/item/organ/cyberimp/arm/service
name = "service toolset implant"
desc = "A set of miscellaneous gadgets hidden behind a concealed panel on the user's arm."
contents = newlist(/obj/item/extinguisher/mini, /obj/item/kitchen/knife/combat/bone/plastic, /obj/item/hand_labeler, /obj/item/pen, /obj/item/reagent_containers/dropper, /obj/item/kitchen/rollingpin, /obj/item/reagent_containers/glass/beaker/large, /obj/item/reagent_containers/syringe,/obj/item/reagent_containers/food/drinks/shaker, /obj/item/radio/off, /obj/item/camera, /obj/item/modular_computer/tablet/preset/cargo)
/obj/item/organ/cyberimp/arm/service/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(usr, "<span class='notice'>You unlock [src]'s integrated real knife!</span>")
items_list += new /obj/item/kitchen/knife/combat/cyborg(src)
return TRUE
///////////////
//Combat Arms//
///////////////
/obj/item/organ/cyberimp/arm/gun/laser
name = "arm-mounted laser implant"
desc = "A variant of the arm cannon implant that fires lethal laser beams. The cannon emerges from the subject's arm and remains inside when not in use."
icon_state = "arm_laser"
contents = newlist(/obj/item/gun/energy/laser/mounted)
/obj/item/organ/cyberimp/arm/gun/taser
name = "arm-mounted taser implant"
desc = "A variant of the arm cannon implant that fires electrodes and disabler shots. The cannon emerges from the subject's arm and remains inside when not in use."
icon_state = "arm_taser"
contents = newlist(/obj/item/gun/energy/e_gun/advtaser/mounted)
/obj/item/organ/cyberimp/arm/flash
name = "integrated high-intensity photon projector" //Why not
desc = "An integrated projector mounted onto a user's arm that is able to be used as a powerful flash."
contents = newlist(/obj/item/assembly/flash/armimplant)
/obj/item/organ/cyberimp/arm/flash/Initialize()
. = ..()
if(locate(/obj/item/assembly/flash/armimplant) in items_list)
var/obj/item/assembly/flash/armimplant/F = locate(/obj/item/assembly/flash/armimplant) in items_list
F.I = src
/obj/item/organ/cyberimp/arm/baton
name = "arm electrification implant"
desc = "An illegal combat implant that allows the user to administer disabling shocks from their arm."
contents = newlist(/obj/item/borg/stun)
/obj/item/organ/cyberimp/arm/combat
name = "combat cybernetics implant"
desc = "A powerful cybernetic implant that contains combat modules built into the user's arm."
contents = newlist(/obj/item/melee/transforming/energy/blade/hardlight, /obj/item/gun/medbeam, /obj/item/borg/stun, /obj/item/assembly/flash/armimplant)
/obj/item/organ/cyberimp/arm/combat/Initialize()
. = ..()
if(locate(/obj/item/assembly/flash/armimplant) in items_list)
var/obj/item/assembly/flash/armimplant/F = locate(/obj/item/assembly/flash/armimplant) in items_list
F.I = src
/obj/item/organ/cyberimp/arm/esword
name = "arm-mounted energy blade"
desc = "An illegal and highly dangerous cybernetic implant that can project a deadly blade of concentrated energy."
contents = newlist(/obj/item/melee/transforming/energy/blade/hardlight)
/obj/item/organ/cyberimp/arm/shield
name = "arm-mounted riot shield"
desc = "A deployable riot shield to help deal with civil unrest."
contents = newlist(/obj/item/shield/riot/implant)
/obj/item/organ/cyberimp/arm/shield/Extend(obj/item/I, silent = FALSE)
if(I.obj_integrity == 0) //that's how the shield recharge works
if(!silent)
to_chat(owner, "<span class='warning'>[I] is still too unstable to extend. Give it some time!</span>")
return FALSE
return ..()
/obj/item/organ/cyberimp/arm/shield/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = TRUE)
. = ..()
if(.)
RegisterSignal(M, COMSIG_LIVING_ACTIVE_BLOCK_START, .proc/on_signal)
/obj/item/organ/cyberimp/arm/shield/Remove(special = FALSE)
UnregisterSignal(owner, COMSIG_LIVING_ACTIVE_BLOCK_START)
return ..()
/obj/item/organ/cyberimp/arm/shield/proc/on_signal(datum/source, obj/item/blocking_item, list/other_items)
if(!blocking_item) //if they don't have something
var/obj/item/shield/S = locate() in contents
if(!Extend(S, TRUE))
return
other_items += S
/obj/item/organ/cyberimp/arm/shield/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(usr, "<span class='notice'>You unlock [src]'s high-power flash!</span>")
var/obj/item/assembly/flash/armimplant/F = new(src)
items_list += F
F.I = src
/////////////////
//IPC/Synth Arm//
/////////////////
/obj/item/organ/cyberimp/arm/power_cord
name = "power cord implant"
desc = "An internal power cord hooked up to a battery. Useful if you run on volts."
contents = newlist(/obj/item/apc_powercord)
zone = "l_arm"
/obj/item/apc_powercord
name = "power cord"
desc = "An internal power cord hooked up to a battery. Useful if you run on electricity. Not so much otherwise."
icon = 'icons/obj/power.dmi'
icon_state = "wire1"
/obj/item/apc_powercord/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(!istype(target, /obj/machinery/power/apc) || !ishuman(user) || !proximity_flag)
return ..()
user.DelayNextAction(CLICK_CD_MELEE)
var/obj/machinery/power/apc/A = target
var/mob/living/carbon/human/H = user
var/obj/item/organ/stomach/ipc/cell = locate(/obj/item/organ/stomach/ipc) in H.internal_organs
if(!cell)
to_chat(H, "<span class='warning'>You try to siphon energy from the [A], but your power cell is gone!</span>")
return
if(A.cell && A.cell.charge > 0)
if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
to_chat(user, "<span class='warning'>You are already fully charged!</span>")
return
else
powerdraw_loop(A, H)
return
to_chat(user, "<span class='warning'>There is no charge to draw from that APC.</span>")
/obj/item/apc_powercord/proc/powerdraw_loop(obj/machinery/power/apc/A, mob/living/carbon/human/H)
H.visible_message("<span class='notice'>[H] inserts a power connector into the [A].</span>", "<span class='notice'>You begin to draw power from the [A].</span>")
while(do_after(H, 10, target = A))
if(loc != H)
to_chat(H, "<span class='warning'>You must keep your connector out while charging!</span>")
break
if(A.cell.charge == 0)
to_chat(H, "<span class='warning'>The [A] doesn't have enough charge to spare.</span>")
break
A.charging = 1
if(A.cell.charge >= 500)
do_sparks(1, FALSE, A)
H.nutrition += 50
A.cell.charge -= 150
to_chat(H, "<span class='notice'>You siphon off some of the stored charge for your own use.</span>")
else
H.nutrition += A.cell.charge/10
A.cell.charge = 0
to_chat(H, "<span class='notice'>You siphon off as much as the [A] can spare.</span>")
break
if(H.nutrition > NUTRITION_LEVEL_WELL_FED)
to_chat(H, "<span class='notice'>You are now fully charged.</span>")
break
H.visible_message("<span class='notice'>[H] unplugs from the [A].</span>", "<span class='notice'>You unplug from the [A].</span>")