/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/contained_items/tools/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)) interact(usr) return return ..() /obj/item/vitals_monitor/interact(mob/user) var/datum/vueui/ui = SSvueui.get_open_ui(user, src) if(!ui) ui = new(user, src, "devices-vitalsmonitor", 480, 250, capitalize_first_letters(name), set_state_object = bed) ui.auto_update_content = TRUE ui.open() /obj/item/vitals_monitor/vueui_data_change(var/list/data, var/mob/user, var/datum/vueui/ui) if(!data) 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) VUEUI_SET_CHECK(data["has_occupant"], has_occupant, ., data) 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 VUEUI_SET_CHECK(data["stat"], displayed_stat, ., data) VUEUI_SET_CHECK(data["brain_activity"], H.get_brain_result(), ., data) VUEUI_SET_CHECK(data["blood_pressure"], H.get_blood_pressure(), ., data) VUEUI_SET_CHECK(data["blood_pressure_level"], H.get_blood_pressure_alert(), ., data) VUEUI_SET_CHECK(data["blood_volume"], H.get_blood_volume(), ., data) VUEUI_SET_CHECK(data["blood_o2"], blood_oxygenation, ., data)