/obj/item/vitals_monitor name = "vitals monitor" desc = "A vitals monitor, used to track a patient's vitality. It needs to be attached to a rollerbed to function." icon = 'icons/obj/item/vitals_monitor.dmi' icon_state = "vitals_monitor" item_state = "vitals_monitor" contained_sprite = TRUE var/obj/structure/bed/roller/bed var/reported_critical = FALSE /obj/item/vitals_monitor/Destroy() bed = null return ..() /obj/item/vitals_monitor/process() if(!bed) return var/mob/living/carbon/human/H if(bed?.buckled) if(ishuman(bed.buckled)) H = bed.buckled else if(istype(bed.buckled, /obj/structure/closet)) H = locate() in bed.buckled.contents if(!H) return if(H.is_asystole()) if(!reported_critical) bed.visible_message(SPAN_WARNING("\The [src] flashes red!")) playsound(bed.loc, 'sound/machines/airalarm.ogg', 70) reported_critical = TRUE update_icon() else if(reported_critical) bed.visible_message(SPAN_NOTICE("\The [src] returns to a normal green.")) reported_critical = FALSE update_icon() /obj/item/vitals_monitor/proc/update_monitor() if(bed) START_PROCESSING(SSprocessing, src) else STOP_PROCESSING(SSprocessing, src) reported_critical = FALSE update_icon() /obj/item/vitals_monitor/update_icon() if(bed) if(bed.density) icon_state = "[initial(icon_state)]-bb" layer = bed.buckled.layer + 0.1 else icon_state = "[initial(icon_state)]-b" layer = bed.layer + 0.1 else icon_state = initial(icon_state) layer = initial(layer) if(reported_critical) color = color_rotation(-120) else color = null /obj/item/vitals_monitor/CtrlClick(var/mob/user) if(bed) return bed.CtrlClick(user) return ..() /obj/item/vitals_monitor/Click() // attack_hand doesn't work here because it's inside the rollerbed if(bed && bed.Adjacent(usr)) ui_interact(usr) return return ..() /obj/item/vitals_monitor/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "VitalsMonitor", "Vitals Monitor", 480, 300) ui.open() /obj/item/vitals_monitor/ui_status(mob/user, datum/ui_state/state) return (bed && bed.Adjacent(user)) ? UI_INTERACTIVE : UI_UPDATE /obj/item/vitals_monitor/ui_data(mob/user) var/list/data = list() var/mob/living/carbon/human/H if(bed?.buckled) if(ishuman(bed.buckled)) H = bed.buckled else if(istype(bed.buckled, /obj/structure/closet)) H = locate() in bed.buckled.contents var/has_occupant = !isnull(H) data["has_occupant"] = has_occupant if(has_occupant) var/displayed_stat = H.stat var/blood_oxygenation = H.get_blood_oxygenation() if(H.status_flags & FAKEDEATH) displayed_stat = DEAD blood_oxygenation = min(blood_oxygenation, BLOOD_VOLUME_SURVIVE) var/pulse_result if(H.should_have_organ(BP_HEART)) var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[BP_HEART] if(!heart) pulse_result = 0 else if(BP_IS_ROBOTIC(heart)) pulse_result = -2 else if(H.status_flags & FAKEDEATH) pulse_result = 0 else pulse_result = H.get_pulse(GETPULSE_TOOL) else pulse_result = -1 if(pulse_result == ">250") pulse_result = -3 data["stat"] = displayed_stat data["brain_activity"] = H.get_brain_result() data["blood_pressure"] = H.get_blood_pressure() data["blood_pressure_level"] = H.get_blood_pressure_alert() data["blood_volume"] = H.get_blood_volume() data["blood_o2"] = blood_oxygenation return data