Changes to medbots.

- They now have a mode, which is enabled by default, in which they only inject chemicals if the chemical helps with the target's damage.
- You can now load and unload them without access.
- Added a few beakers of tricordrazine to robotics, so they can load medbots when they make them.
This commit is contained in:
cib
2012-01-22 18:59:42 -08:00
parent 40ae6b8340
commit e2e1cecd7d
3 changed files with 47 additions and 16 deletions

View File

@@ -33,13 +33,14 @@
var/heal_threshold = 15 //Start healing when they have this much damage in a category
var/use_beaker = 0 //Use reagents in beaker instead of default treatment agents.
//Setting which reagents to use to treat what by default. By id.
// var/treatment_brute = "bicaridine"
// var/treatment_oxy = "dexalin"
// var/treatment_fire = "kelotane"
// var/treatment_tox = "anti_toxin"
// var/treatment_virus = "spaceacillin"
var/treatment_brute = "bicaridine"
var/treatment_oxy = "dexalin"
var/treatment_fire = "kelotane"
var/treatment_tox = "anti_toxin"
var/treatment_virus = "spaceacillin"
var/reagent_id = "inaprovaline"
var/shut_up = 0 //self explanatory :)
var/always_inject = 0
/obj/machinery/bot/medbot/mysterious
name = "Mysterious Medibot"
@@ -131,6 +132,9 @@
dat += "Reagent Source: "
dat += "<a href='?src=\ref[src];use_beaker=1'>[src.use_beaker ? "Loaded Beaker (When available)" : "Internal Synthesizer"]</a><br>"
dat += "Inject: "
dat += "<a href='?src=\ref[src];toggle_inject=1'>[src.always_inject ? "Always" : "If loaded chemical is known to help"]</a><br>"
dat += "The speaker switch is [src.shut_up ? "off" : "on"]. <a href='?src=\ref[src];togglevoice=[1]'>Toggle</a>"
user << browse("<HEAD><TITLE>Medibot v1.0 controls</TITLE></HEAD>[dat]", "window=automed")
@@ -166,13 +170,12 @@
else if((href_list["use_beaker"]) && (!src.locked))
src.use_beaker = !src.use_beaker
else if((href_list["toggle_inject"]) && (!src.locked))
src.always_inject = !src.always_inject
else if (href_list["eject"] && (!isnull(src.reagent_glass)))
if(!src.locked)
src.reagent_glass.loc = get_turf(src)
src.reagent_glass = null
else
usr << "You cannot eject the beaker because the panel is locked!"
src.reagent_glass.loc = get_turf(src)
src.reagent_glass = null
else if ((href_list["togglevoice"]) && (!src.locked))
src.shut_up = !src.shut_up
@@ -190,9 +193,6 @@
user << "\red Access denied."
else if (istype(W, /obj/item/weapon/reagent_containers/glass))
if(src.locked)
user << "You cannot insert a beaker because the panel is locked!"
return
if(!isnull(src.reagent_glass))
user << "There is already a beaker loaded!"
return
@@ -371,9 +371,29 @@
src.last_found = world.time
return
//Use whatever is inside the loaded beaker. If there is one.
//See if we have anything inside the beaker to help.
if((src.use_beaker) && (src.reagent_glass) && (src.reagent_glass.reagents.total_volume))
reagent_id = "internal_beaker"
if(always_inject)
reagent_id = "internal_beaker"
else if (C.getBruteLoss() >= heal_threshold)
if(C.reagents.has_reagent(src.treatment_brute))
reagent_id = "internal_beaker"
else if (C.getOxyLoss() >= (15 + heal_threshold))
if(C.reagents.has_reagent(src.treatment_oxy))
reagent_id = "internal_beaker"
else if (C.getFireLoss() >= heal_threshold)
if(C.reagents.has_reagent(src.treatment_fire))
reagent_id = "internal_beaker"
else if (C.getToxLoss() >= heal_threshold)
if(C.reagents.has_reagent(src.treatment_tox))
reagent_id = "internal_beaker"
else if (100 - C.health >= heal_threshold)
if(C.reagents.has_reagent("tricordrazine"))
reagent_id = "internal_beaker"
if(src.emagged) //Emagged! Time to poison everybody.
reagent_id = "toxin"

View File

@@ -2128,6 +2128,17 @@
..()
reagents.add_reagent("cryoxadone", 30)
/obj/item/weapon/reagent_containers/glass/beaker/tricordrazine
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
New()
..()
reagents.add_reagent("tricordrazine", 30)
/obj/item/weapon/reagent_containers/food/drinks/golden_cup
desc = "A golden cup"
name = "golden cup"