/mob/living/bot/medbot name = "Medbot" desc = "A little medical robot. He looks somewhat underwhelmed." icon_state = "medibot0" req_one_access = list(access_medical, access_robotics) var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits. botcard_access = list(access_medical, access_morgue, access_surgery, access_pharmacy, access_virology, access_genetics) //AI vars var/frustration = 0 var/list/path = list() var/mob/living/carbon/human/patient = null var/mob/ignored = list() // Used by emag var/last_newpatient_speak = 0 var/vocal = 1 //Healing vars var/obj/item/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents. var/currently_healing = 0 var/injection_amount = 10 //How much reagent do we inject at a time? var/heal_threshold = 10 //Start healing when they have this much damage in a category var/use_beaker = 0 //Use reagents in beaker instead of default treatment agents. var/treatment_brute = /datum/reagent/tricordrazine var/treatment_oxy = /datum/reagent/tricordrazine var/treatment_fire = /datum/reagent/tricordrazine var/treatment_tox = /datum/reagent/tricordrazine var/treatment_emag = /datum/reagent/toxin var/declare_treatment = 0 //When attempting to treat a patient, should it notify everyone wearing medhuds? /mob/living/bot/medbot/Destroy() QDEL_NULL(reagent_glass) return ..() /mob/living/bot/medbot/think() ..() if(!on) return if(vocal && prob(1)) var/message = pick("Radar, put a mask on!", "There's always a catch, and it's the best there is.", "I knew it, I should've been a plastic surgeon.", "What kind of medbay is this? Everyone's dropping like dead flies.", "Delicious!") say(message) if(patient) if(Adjacent(patient)) if(!currently_healing) INVOKE_ASYNC(src, .proc/UnarmedAttack, patient) else if(path.len && (get_dist(patient, path[path.len]) > 2)) // We have a path, but it's off path = list() if(!path.len && (get_dist(src, patient) > 1)) spawn(0) path = AStar(loc, get_turf(patient), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 30, id = botcard) if(!path) path = list() if(path.len) step_to(src, path[1]) path -= path[1] ++frustration if(get_dist(src, patient) > 7 || frustration > 8) patient = null else for(var/mob/living/carbon/human/H in view(7, src)) // Time to find a patient! if(valid_healing_target(H)) patient = H frustration = 0 if(last_newpatient_speak + 300 < world.time) var/message = pick("Hey, [H.name]! Hold on, I'm coming.", "Wait [H.name]! I want to help!", "[H.name], you appear to be injured!") say(message) custom_emote(VISIBLE_MESSAGE, "points at [H.name].") last_newpatient_speak = world.time break /mob/living/bot/medbot/UnarmedAttack(var/mob/living/carbon/human/H, var/proximity) . = ..() if(!.) return if(!on) return if(!istype(H)) return if(H.stat == DEAD) if(pAI) to_chat(pAI.pai, SPAN_WARNING("\The [H] is dead, you cannot help them now.")) return var/death_message = pick("No! NO!", "Live, damnit! LIVE!", "I... I've never lost a patient before. Not today, I mean.") say(death_message) patient = null return var/t = valid_healing_target(H) if(!t) var/message = pick("All patched up!", "An apple a day keeps me away.", "Feel better soon!") say(message) patient = null return icon_state = "medibots" visible_message("[src] is trying to inject [H]!") if(declare_treatment) var/area/location = get_area(src) broadcast_medical_hud_message("[src] is treating [H] in [location]", src) currently_healing = 1 update_icon() if(do_mob(src, H, 30)) if(t == 1) reagent_glass.reagents.trans_to_mob(H, injection_amount, CHEM_BLOOD) else H.reagents.add_reagent(t, injection_amount) visible_message("[src] injects [H] with the syringe!") currently_healing = 0 update_icon() /mob/living/bot/medbot/update_icon() cut_overlays() if(skin) add_overlay("medskin_[skin]") if(currently_healing) icon_state = "medibots" else icon_state = "medibot[on]" /mob/living/bot/medbot/attack_hand(var/mob/user) if (!has_ui_access(user)) to_chat(user, "The unit's interface refuses to unlock!") return var/dat = "" dat += "Status: [on ? "On" : "Off"]
" dat += "Maintenance panel is [open ? "opened" : "closed"]
" dat += "Beaker: " if (reagent_glass) dat += "Loaded \[[reagent_glass.reagents.total_volume]/[reagent_glass.reagents.maximum_volume]\]" else dat += "None Loaded" dat += "
Behaviour controls are [locked ? "locked" : "unlocked"]
" if(!locked || issilicon(user)) dat += "Healing Threshold: " dat += "-- " dat += "- " dat += "[heal_threshold] " dat += "+ " dat += "++" dat += "
" dat += "Injection Level: " dat += "- " dat += "[injection_amount] " dat += "+ " dat += "
" dat += "Reagent Source: " dat += "[use_beaker ? "Loaded Beaker (When available)" : "Internal Synthesizer"]
" dat += "Treatment report is [declare_treatment ? "on" : "off"]. Toggle
" dat += "The speaker switch is [vocal ? "on" : "off"]. Toggle
" var/datum/browser/bot_win = new(user, "automed", "Automatic Medibot v1.2 Controls") bot_win.set_content(dat) bot_win.open() /mob/living/bot/medbot/attackby(var/obj/item/O, var/mob/user) if(istype(O, /obj/item/reagent_containers/glass)) if(locked) to_chat(user, "You cannot insert a beaker because the panel is locked.") return if(!isnull(reagent_glass)) to_chat(user, "There is already a beaker loaded.") return user.drop_from_inventory(O,src) reagent_glass = O to_chat(user, "You insert [O].") return 1 else ..() /mob/living/bot/medbot/Topic(href, href_list) if(..()) return usr.set_machine(src) add_fingerprint(usr) if (!has_ui_access(usr)) to_chat(usr, "Insufficient permissions.") return if (href_list["power"]) if (on) turn_off() else turn_on() else if(href_list["adj_threshold"] && (!locked || issilicon(usr))) var/adjust_num = text2num(href_list["adj_threshold"]) heal_threshold += adjust_num if(heal_threshold < 5) heal_threshold = 5 if(heal_threshold > 75) heal_threshold = 75 else if(href_list["adj_inject"] && (!locked || issilicon(usr))) var/adjust_num = text2num(href_list["adj_inject"]) injection_amount += adjust_num if(injection_amount < 5) injection_amount = 5 if(injection_amount > 15) injection_amount = 15 else if(href_list["use_beaker"] && (!locked || issilicon(usr))) use_beaker = !use_beaker else if (href_list["eject"] && (!isnull(reagent_glass))) if(!locked) reagent_glass.forceMove(get_turf(src)) reagent_glass = null else to_chat(usr, "You cannot eject the beaker because the panel is locked.") else if (href_list["togglevoice"] && (!locked || issilicon(usr))) vocal = !vocal else if (href_list["declaretreatment"] && (!locked || issilicon(usr))) declare_treatment = !declare_treatment attack_hand(usr) return /mob/living/bot/medbot/emag_act(var/remaining_uses, var/mob/user) . = ..() if(!emagged) if(user) to_chat(user, "You short out [src]'s reagent synthesis circuits.") visible_message("[src] buzzes oddly!") flick("medibot_spark", src) patient = null currently_healing = 0 emagged = 1 on = 1 update_icon() . = 1 ignored |= user /mob/living/bot/medbot/explode() on = 0 visible_message("[src] blows apart!") var/turf/Tsec = get_turf(src) new /obj/item/storage/firstaid(Tsec) new /obj/item/device/assembly/prox_sensor(Tsec) new /obj/item/device/healthanalyzer(Tsec) if (prob(50)) new /obj/item/robot_parts/l_arm(Tsec) if(reagent_glass) reagent_glass.forceMove(Tsec) reagent_glass = null spark(src, 3, alldirs) qdel(src) return /mob/living/bot/medbot/turn_off() patient = null frustration = 0 currently_healing = 0 ..() /mob/living/bot/medbot/proc/valid_healing_target(var/mob/living/carbon/human/H) if(H.stat == DEAD) // He's dead, Jim return null if(isipc(H)) return null if(H in ignored) return null if(emagged) return treatment_emag // If they're injured, we're using a beaker, and they don't have on of the chems in the beaker if(reagent_glass && use_beaker && ((H.getBruteLoss() >= heal_threshold) || (H.getToxLoss() >= heal_threshold) || (H.getToxLoss() >= heal_threshold) || (H.getOxyLoss() >= (heal_threshold + 15)))) for(var/datum/reagent/R in reagent_glass.reagents.reagent_list) if(!H.reagents.has_reagent(R)) return 1 continue if((H.getBruteLoss() >= heal_threshold) && (!H.reagents.has_reagent(treatment_brute))) return treatment_brute //If they're already medicated don't bother! if((H.getOxyLoss() >= (15 + heal_threshold)) && (!H.reagents.has_reagent(treatment_oxy))) return treatment_oxy if((H.getFireLoss() >= heal_threshold) && (!H.reagents.has_reagent(treatment_fire))) return treatment_fire if((H.getToxLoss() >= heal_threshold) && (!H.reagents.has_reagent(treatment_tox))) return treatment_tox /* Construction */ /obj/item/storage/firstaid/attackby(var/obj/item/robot_parts/S, mob/user as mob) if ((!istype(S, /obj/item/robot_parts/l_arm)) && (!istype(S, /obj/item/robot_parts/r_arm))) ..() return if(contents.len >= 1) to_chat(user, "You need to empty [src] out first.") return var/obj/item/firstaid_arm_assembly/A = new /obj/item/firstaid_arm_assembly if(istype(src, /obj/item/storage/firstaid/fire)) A.skin = "ointment" else if(istype(src, /obj/item/storage/firstaid/toxin)) A.skin = "tox" else if(istype(src, /obj/item/storage/firstaid/o2)) A.skin = "o2" qdel(S) user.put_in_hands(A) to_chat(user, "You add the robot arm to the first aid kit.") qdel(src) /obj/item/firstaid_arm_assembly name = "first aid/robot arm assembly" desc = "A first aid kit with a robot arm permanently grafted to it." icon = 'icons/obj/aibots.dmi' icon_state = "firstaid_arm" var/build_step = 0 var/created_name = "Medibot" //To preserve the name if it's a unique medbot I guess var/skin = null //Same as medbot, set to tox or ointment for the respective kits. w_class = ITEMSIZE_NORMAL /obj/item/firstaid_arm_assembly/Initialize() . = ..() if(skin) add_overlay("kit_skin_[skin]") /obj/item/firstaid_arm_assembly/attackby(obj/item/W as obj, mob/user as mob) ..() if(W.ispen()) var/t = sanitizeSafe(input(user, "Enter new robot name", name, created_name), MAX_NAME_LEN) if(!t) return if(!in_range(src, user) && loc != user) return created_name = t else switch(build_step) if(0) if(istype(W, /obj/item/device/healthanalyzer)) user.drop_from_inventory(W,get_turf(src)) qdel(W) build_step++ to_chat(user, "You add the health sensor to [src].") name = "First aid/robot arm/health analyzer assembly" add_overlay("na_scanner") return 1 if(1) if(isprox(W)) user.drop_from_inventory(W,get_turf(src)) qdel(W) to_chat(user, "You complete the Medibot! Beep boop.") var/turf/T = get_turf(src) var/mob/living/bot/medbot/S = new /mob/living/bot/medbot(T) S.skin = skin S.name = created_name qdel(src) return 1