mirror of
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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
337 lines
11 KiB
Plaintext
337 lines
11 KiB
Plaintext
// This file contains all boxes used by the Medical department, or otherwise associated with the task of mob interactions.
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/obj/item/storage/box/syringes
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name = "box of syringes"
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desc = "A box full of syringes."
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illustration = "syringe"
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/obj/item/storage/box/syringes/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/reagent_containers/syringe(src)
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/obj/item/storage/box/syringes/variety
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name = "syringe variety box"
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/obj/item/storage/box/syringes/variety/PopulateContents()
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new /obj/item/reagent_containers/syringe(src)
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new /obj/item/reagent_containers/syringe/lethal(src)
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new /obj/item/reagent_containers/syringe/piercing(src)
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new /obj/item/reagent_containers/syringe/bluespace(src)
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/obj/item/storage/box/medipens
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name = "box of medipens"
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desc = "A box full of epinephrine MediPens."
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illustration = "epipen"
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/obj/item/storage/box/medipens/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/reagent_containers/hypospray/medipen(src)
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/obj/item/storage/box/medipens/utility
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name = "stimpack value kit"
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desc = "A box with several stimpack medipens for the economical miner."
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illustration = "epipen"
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/obj/item/storage/box/medipens/utility/PopulateContents()
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..() // includes regular medipens.
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for(var/i in 1 to 5)
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new /obj/item/reagent_containers/hypospray/medipen/stimpack(src)
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/obj/item/storage/box/beakers
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name = "box of beakers"
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illustration = "beaker"
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/obj/item/storage/box/beakers/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/reagent_containers/cup/beaker( src )
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/obj/item/storage/box/beakers/big
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name = "box of big beakers"
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illustration = "beaker"
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/obj/item/storage/box/beakers/big/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/reagent_containers/cup/beaker/large(src)
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/obj/item/storage/box/beakers/bluespace
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name = "box of bluespace beakers"
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illustration = "beaker"
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/obj/item/storage/box/beakers/bluespace/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/reagent_containers/cup/beaker/bluespace(src)
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/obj/item/storage/box/beakers/variety
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name = "beaker variety box"
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/obj/item/storage/box/beakers/variety/PopulateContents()
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new /obj/item/reagent_containers/cup/beaker(src)
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new /obj/item/reagent_containers/cup/beaker/bluespace(src)
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new /obj/item/reagent_containers/cup/beaker/large(src)
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new /obj/item/reagent_containers/cup/beaker/meta(src)
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new /obj/item/reagent_containers/cup/beaker/noreact(src)
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new /obj/item/reagent_containers/cup/beaker/plastic(src)
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/obj/item/storage/box/medigels
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name = "box of medical gels"
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desc = "A box full of medical gel applicators, with unscrewable caps and precision spray heads."
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illustration = "medgel"
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/obj/item/storage/box/medigels/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/reagent_containers/medigel( src )
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/obj/item/storage/box/injectors
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name = "box of DNA injectors"
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desc = "This box contains injectors, it seems."
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illustration = "dna"
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/obj/item/storage/box/injectors/PopulateContents()
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var/list/items_inside = list(
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/obj/item/dnainjector/h2m = 3,
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/obj/item/dnainjector/m2h = 3,
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)
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generate_items_inside(items_inside,src)
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/obj/item/storage/box/bodybags
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name = "body bags"
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desc = "The label indicates that it contains body bags."
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illustration = "bodybags"
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/obj/item/storage/box/bodybags/PopulateContents()
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..()
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for(var/i in 1 to 7)
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new /obj/item/bodybag(src)
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/obj/item/storage/box/pillbottles
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name = "box of pill bottles"
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desc = "It has pictures of pill bottles on its front."
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illustration = "pillbox"
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/obj/item/storage/box/pillbottles/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/storage/pill_bottle(src)
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/obj/item/storage/box/plumbing/PopulateContents()
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var/list/items_inside = list(
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/obj/item/stock_parts/water_recycler = 2,
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/obj/item/stack/ducts/fifty = 1,
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/obj/item/stack/sheet/iron/ten = 1,
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)
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generate_items_inside(items_inside, src)
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/obj/item/storage/box/evilmeds
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name = "box of premium medicine"
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desc = "Contains a large number of beakers filled with premium medical supplies. Straight from Interdyne Pharmaceutics!"
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icon_state = "syndiebox"
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illustration = "beaker"
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/obj/item/storage/box/evilmeds/PopulateContents()
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var/list/items_inside = list(
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/obj/item/reagent_containers/cup/beaker/meta/omnizine = 1,
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/obj/item/reagent_containers/cup/beaker/meta/sal_acid = 1,
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/obj/item/reagent_containers/cup/beaker/meta/oxandrolone = 1,
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/obj/item/reagent_containers/cup/beaker/meta/pen_acid = 1,
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/obj/item/reagent_containers/cup/beaker/meta/atropine = 1,
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/obj/item/reagent_containers/cup/beaker/meta/salbutamol = 1,
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/obj/item/reagent_containers/cup/beaker/meta/rezadone = 1,
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)
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generate_items_inside(items_inside, src)
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/obj/item/storage/box/bandages
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name = "box of bandages"
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desc = "A box of DeForest brand gel bandages designed to treat blunt-force trauma."
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icon = 'icons/obj/storage/box.dmi' // SKYRAT EDIT CHANGE
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icon_state = "brutebox"
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base_icon_state = "brutebox"
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inhand_icon_state = "brutebox"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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drop_sound = 'sound/items/handling/matchbox_drop.ogg'
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pickup_sound = 'sound/items/handling/matchbox_pickup.ogg'
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illustration = null
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w_class = WEIGHT_CLASS_SMALL
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custom_price = PAYCHECK_CREW * 1.75
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storage_type = /datum/storage/box/bandages
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/obj/item/storage/box/bandages/PopulateContents()
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for(var/i in 1 to 5)
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new /obj/item/stack/medical/bandage(src)
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/obj/item/storage/box/bandages/update_icon_state()
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. = ..()
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switch(length(contents))
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if(5)
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icon_state = "[base_icon_state]_f"
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if(3 to 4)
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icon_state = "[base_icon_state]_almostfull"
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if(1 to 2)
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icon_state = "[base_icon_state]_almostempty"
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if(0)
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icon_state = base_icon_state
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// The actual box
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/obj/item/storage/box/triage_cards
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name = "triage card box"
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desc = "A box containing triage cards, used for quickly assessing the severity of a patient's condition."
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custom_price = PAYCHECK_CREW
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/obj/item/storage/box/triage_cards/PopulateContents()
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new /obj/item/paper_bin/triage/minor(src)
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new /obj/item/paper_bin/triage/major(src)
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new /obj/item/paper_bin/triage/critical(src)
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new /obj/item/paper_bin/triage/dead(src)
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new /obj/item/pen(src)
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// The triage cards themselves
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#define SEVERITY_MINIMAL "minimal"
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#define SEVERITY_DELAYED "delayed"
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#define SEVERITY_IMMEDIATE "immediate"
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#define SEVERITY_DEAD "expectant / deceased"
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/obj/item/paper/triage
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name = "triage card"
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desc = "A card used to determine the severity of a patient's condition at a glance."
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default_raw_text = "It's so over" // filler text
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var/severity = "none"
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/obj/item/paper/triage/Initialize(mapload)
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name = "\"[severity]\" [name]"
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default_raw_text = {"
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<center>
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<h2>TAG - TRIAGE</h2>
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</center>
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<b>Name:</b><br>
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\[______________________________\]<br>
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<center>
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<h3>- [uppertext(severity)] -<h3>
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<h4>[severity_to_subtitle()]</h4>
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</center>
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<b>Injuries:</b><br>
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\[________________________________________\]<br>
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\[________________________________________\]<br>
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\[________________________________________\]<br>
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\[________________________________________\]<br>
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\[________________________________________\]<br>
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"}
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return ..()
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/obj/item/paper/triage/proc/severity_to_subtitle()
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switch(severity)
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if(SEVERITY_DEAD)
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return "NO RESPIRATION"
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if(SEVERITY_IMMEDIATE)
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return "LIFE THREATENING"
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if(SEVERITY_DELAYED)
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return "SERIOUS INJURIES - NOT LIFE THREATENING"
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if(SEVERITY_MINIMAL)
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return "MINOR INJURIES - WALKING WOUNDED"
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return "UNKNOWN"
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/obj/item/paper/triage/examine(mob/user)
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. = ..()
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switch(severity)
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if(SEVERITY_DEAD)
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. += span_notice("This card indicates that the patient is deceased or is not expected to survive.")
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if(SEVERITY_IMMEDIATE)
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. += span_notice("This card indicates that the patient is in a critical condition and requires immediate attention.")
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if(SEVERITY_DELAYED)
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. += span_notice("This card indicates that the patient is seriously injured, but not in immediate danger.")
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if(SEVERITY_MINIMAL)
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. += span_notice("This card indicates that the patient is only slightly injured.")
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. += span_smallnoticeital("There is a guide to triage on the back of the card, if you <i>look closer</i>.")
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/obj/item/paper/triage/examine_more(mob/user)
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. = ..()
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. += span_notice("<i>The back of [src] has a guide to performing triage:</i>")
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. += "• \"Is the victim walking and can respond to simple orders?\" If so, mark as <b>minimal</b>."
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. += "• \"Has the victim stopped breathing entirely (without even gasping for air)?\" If so, mark as <b>expectant / deceased</b>."
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. += "• \"Is the victim bleeding, failing to follow simple commands, lacking a pulse, having difficulties breathing?\" If so, mark as <b>immediate</b>."
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. += "• Otherwise, mark as <b>delayed</b>."
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/obj/item/paper/triage/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!isliving(interacting_with))
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return NONE
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var/px = text2num(LAZYACCESS(modifiers, ICON_X))
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var/py = text2num(LAZYACCESS(modifiers, ICON_Y))
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if(isnull(px) || isnull(py))
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return NONE
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user.do_attack_animation(interacting_with, used_item = src)
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interacting_with.balloon_alert(user, "card attached")
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interacting_with.AddComponent(/datum/component/sticker, src, get_dir(interacting_with, src), px, py)
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return ITEM_INTERACT_SUCCESS
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/obj/item/paper/triage/minor
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color = COLOR_ASSEMBLY_GREEN
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severity = SEVERITY_MINIMAL
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/obj/item/paper/triage/major
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color = COLOR_ASSEMBLY_YELLOW
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severity = SEVERITY_DELAYED
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/obj/item/paper/triage/critical
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color = COLOR_ASSEMBLY_RED
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severity = SEVERITY_IMMEDIATE
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/obj/item/paper/triage/dead
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color = COLOR_ASSEMBLY_BLACK
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severity = SEVERITY_DEAD
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// Paper bin to store a lot of triage cards. Goes away when empty.
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/obj/item/paper_bin/triage
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name = "triage card stack"
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desc = "A stack of triage cards for quickly assessing the severity of a patient's condition."
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icon_state = ""
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bin_overlay_string = ""
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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inhand_icon_state = "paper"
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resistance_flags = FLAMMABLE
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w_class = WEIGHT_CLASS_SMALL
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drop_sound = 'sound/items/handling/paper_drop.ogg'
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pickup_sound = 'sound/items/handling/paper_pickup.ogg'
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total_paper = 20
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/obj/item/paper_bin/triage/fire_act(exposed_temperature, exposed_volume)
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total_paper -= round(exposed_volume / 25, 1)
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if(total_paper <= 0)
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qdel(src)
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else
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update_appearance()
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/obj/item/paper_bin/triage/dump_contents(atom/droppoint, collapse = FALSE)
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. = ..()
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if(total_paper <= 0)
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qdel(src)
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/obj/item/paper_bin/triage/remove_paper(amount)
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. = ..()
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if(total_paper <= 0)
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qdel(src)
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/obj/item/paper_bin/triage/Exited(atom/movable/gone, direction)
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. = ..()
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if(total_paper <= 0 && !QDELING(src))
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qdel(src)
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/obj/item/paper_bin/triage/minor
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papertype = /obj/item/paper/triage/minor
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/obj/item/paper_bin/triage/major
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papertype = /obj/item/paper/triage/major
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/obj/item/paper_bin/triage/critical
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papertype = /obj/item/paper/triage/critical
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/obj/item/paper_bin/triage/dead
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papertype = /obj/item/paper/triage/dead
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#undef SEVERITY_MINIMAL
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#undef SEVERITY_DELAYED
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#undef SEVERITY_IMMEDIATE
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#undef SEVERITY_DEAD
|