Files
CHOMPStation2/code/game/machinery/Sleeper.dm
2020-05-07 00:40:34 -04:00

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/obj/machinery/sleep_console
name = "sleeper console"
desc = "A control panel to operate a linked sleeper with."
icon = 'icons/obj/Cryogenic2_vr.dmi' //VOREStation Edit - Better icon.
icon_state = "sleeperconsole"
var/obj/machinery/sleeper/sleeper
anchored = 1 //About time someone fixed this.
density = 1 //VOREStation Edit - Big console
dir = 8
use_power = USE_POWER_IDLE
idle_power_usage = 40
interact_offline = 1
circuit = /obj/item/weapon/circuitboard/sleeper_console
clicksound = 'sound/machines/buttonbeep.ogg'
clickvol = 30
/obj/machinery/sleep_console/Initialize()
findsleeper()
return ..()
/obj/machinery/sleep_console/Destroy()
if(sleeper)
sleeper.console = null
return ..()
/obj/machinery/sleep_console/proc/findsleeper()
var/obj/machinery/sleeper/sleepernew = null
for(var/direction in GLOB.cardinal) // Loop through every direction
sleepernew = locate(/obj/machinery/sleeper, get_step(src, direction)) // Try to find a scanner in that direction
if(sleepernew)
sleeper = sleepernew
sleepernew.console = src
break //VOREStation Edit
/obj/machinery/sleep_console/attack_ai(var/mob/user)
return attack_hand(user)
/obj/machinery/sleep_console/attack_hand(var/mob/user)
if(..())
return 1
if(!sleeper)
findsleeper()
if(!sleeper)
to_chat(user, "<span class='notice'>Sleeper not found!</span>")
return
if(panel_open)
to_chat(user, "<span class='notice'>Close the maintenance panel first.</span>")
return
if(sleeper)
return ui_interact(user)
/obj/machinery/sleep_console/attackby(var/obj/item/I, var/mob/user)
if(computer_deconstruction_screwdriver(user, I))
return
else
return attack_hand(user)
/obj/machinery/sleep_console/power_change()
..()
if(stat & (NOPOWER|BROKEN))
icon_state = "sleeperconsole-p"
else
icon_state = initial(icon_state)
/obj/machinery/sleep_console/ui_interact(var/mob/user, var/ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = outside_state)
var/data[0]
var/obj/machinery/sleeper/S = sleeper
var/mob/living/carbon/human/occupant = sleeper.occupant
data["power"] = S.stat & (NOPOWER|BROKEN) ? 0 : 1
var/list/reagents = list()
for(var/T in S.available_chemicals)
var/list/reagent = list()
reagent["id"] = T
reagent["name"] = S.available_chemicals[T]
if(occupant)
reagent["amount"] = occupant.reagents.get_reagent_amount(T)
reagents += list(reagent)
data["reagents"] = reagents.Copy()
if(occupant)
data["occupant"] = 1
switch(occupant.stat)
if(CONSCIOUS)
data["stat"] = "Conscious"
if(UNCONSCIOUS)
data["stat"] = "Unconscious"
if(DEAD)
data["stat"] = "<font color='red'>Dead</font>"
data["health"] = occupant.health
data["maxHealth"] = occupant.getMaxHealth()
if(iscarbon(occupant))
var/mob/living/carbon/C = occupant
data["pulse"] = C.get_pulse(GETPULSE_TOOL)
data["brute"] = occupant.getBruteLoss()
data["burn"] = occupant.getFireLoss()
data["oxy"] = occupant.getOxyLoss()
data["tox"] = occupant.getToxLoss()
else
data["occupant"] = 0
if(S.beaker)
data["beaker"] = S.beaker.reagents.get_free_space()
else
data["beaker"] = -1
data["filtering"] = S.filtering
data["pump"] = S.pumping
var/stasis_level_name = "Error!"
for(var/N in S.stasis_choices)
if(S.stasis_choices[N] == S.stasis_level)
stasis_level_name = N
break
data["stasis"] = stasis_level_name
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if(!ui)
ui = new(user, src, ui_key, "sleeper.tmpl", "Sleeper UI", 600, 600, state = state)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/sleep_console/Topic(href, href_list)
if(..())
return 1
var/obj/machinery/sleeper/S = sleeper
if(usr == S.occupant)
to_chat(usr, "<span class='warning'>You can't reach the controls from the inside.</span>")
return
add_fingerprint(usr)
if(href_list["eject"])
S.go_out()
if(href_list["beaker"])
S.remove_beaker()
if(href_list["sleeper_filter"])
if(S.filtering != text2num(href_list["sleeper_filter"]))
S.toggle_filter()
if(href_list["pump"])
if(S.pumping != text2num(href_list["pump"]))
S.toggle_pump()
if(href_list["chemical"] && href_list["amount"])
if(S.occupant && S.occupant.stat != DEAD)
if(href_list["chemical"] in S.available_chemicals) // Your hacks are bad and you should feel bad
S.inject_chemical(usr, href_list["chemical"], text2num(href_list["amount"]))
if(href_list["change_stasis"])
var/new_stasis = input("Levels deeper than 50% stasis level will render the patient unconscious.","Stasis Level") as null|anything in S.stasis_choices
if(new_stasis && CanUseTopic(usr, default_state) == STATUS_INTERACTIVE)
S.stasis_level = S.stasis_choices[new_stasis]
return 1
/obj/machinery/sleeper
name = "sleeper"
desc = "A stasis pod with built-in injectors, a dialysis machine, and a limited health scanner."
icon = 'icons/obj/Cryogenic2_vr.dmi' //VOREStation Edit - Better icons
icon_state = "sleeper_0"
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/sleeper
var/mob/living/carbon/human/occupant = null
var/list/available_chemicals = list()
var/list/base_chemicals = list("inaprovaline" = "Inaprovaline", "paracetamol" = "Paracetamol", "anti_toxin" = "Dylovene", "dexalin" = "Dexalin")
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/filtering = 0
var/pumping = 0
var/obj/machinery/sleep_console/console
var/stasis_level = 0 //Every 'this' life ticks are applied to the mob (when life_ticks%stasis_level == 1)
var/stasis_choices = list("Complete (1%)" = 100, "Deep (10%)" = 10, "Moderate (20%)" = 5, "Light (50%)" = 2, "None (100%)" = 0)
use_power = USE_POWER_IDLE
idle_power_usage = 15
active_power_usage = 200 //builtin health analyzer, dialysis machine, injectors.
/obj/machinery/sleeper/Initialize()
. = ..()
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
default_apply_parts()
/obj/machinery/sleeper/Destroy()
if(console)
console.sleeper = null
return ..()
/obj/machinery/sleeper/RefreshParts(var/limited = 0)
var/man_rating = 0
var/cap_rating = 0
available_chemicals.Cut()
available_chemicals = base_chemicals.Copy()
for(var/obj/item/weapon/stock_parts/P in component_parts)
if(istype(P, /obj/item/weapon/stock_parts/capacitor))
cap_rating += P.rating
cap_rating = max(1, round(cap_rating / 2))
update_idle_power_usage(initial(idle_power_usage) / cap_rating)
update_active_power_usage(initial(active_power_usage) / cap_rating)
if(!limited)
for(var/obj/item/weapon/stock_parts/P in component_parts)
if(istype(P, /obj/item/weapon/stock_parts/manipulator))
man_rating += P.rating - 1
var/list/new_chemicals = list()
if(man_rating >= 4) // Alien tech.
var/reag_ID = pickweight(list(
"healing_nanites" = 10,
"shredding_nanites" = 5,
"irradiated_nanites" = 5,
"neurophage_nanites" = 2)
)
new_chemicals[reag_ID] = "Nanite"
if(man_rating >= 3) // Anomalous tech.
new_chemicals["immunosuprizine"] = "Immunosuprizine"
if(man_rating >= 2) // Tier 3.
new_chemicals["spaceacillin"] = "Spaceacillin"
if(man_rating >= 1) // Tier 2.
new_chemicals["leporazine"] = "Leporazine"
if(new_chemicals.len)
available_chemicals += new_chemicals
return
/obj/machinery/sleeper/Initialize()
. = ..()
update_icon()
/obj/machinery/sleeper/process()
if(stat & (NOPOWER|BROKEN))
return
if(occupant)
occupant.Stasis(stasis_level)
if(filtering > 0)
if(beaker)
if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
var/pumped = 0
for(var/datum/reagent/x in occupant.reagents.reagent_list)
occupant.reagents.trans_to_obj(beaker, 3)
pumped++
if(ishuman(occupant))
occupant.vessel.trans_to_obj(beaker, pumped + 1)
else
toggle_filter()
if(pumping > 0)
if(beaker)
if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
for(var/datum/reagent/x in occupant.ingested.reagent_list)
occupant.ingested.trans_to_obj(beaker, 3)
else
toggle_pump()
/obj/machinery/sleeper/update_icon()
icon_state = "sleeper_[occupant ? "1" : "0"]"
/obj/machinery/sleeper/attackby(var/obj/item/I, var/mob/user)
add_fingerprint(user)
if(istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
if(G.affecting)
go_in(G.affecting, user)
return
if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(!beaker)
beaker = I
user.drop_item()
I.loc = src
user.visible_message("<span class='notice'>\The [user] adds \a [I] to \the [src].</span>", "<span class='notice'>You add \a [I] to \the [src].</span>")
else
to_chat(user, "<span class='warning'>\The [src] has a beaker already.</span>")
return
if(!occupant)
if(default_deconstruction_screwdriver(user, I))
return
if(default_deconstruction_crowbar(user, I))
return
if(default_part_replacement(user, I))
return
/obj/machinery/sleeper/verb/move_eject()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr == occupant)
switch(usr.stat)
if(DEAD)
return
if(UNCONSCIOUS)
to_chat(usr, "<span class='notice'>You struggle through the haze to hit the eject button. This will take a couple of minutes...</span>")
if(do_after(usr, 2 MINUTES, src))
go_out()
if(CONSCIOUS)
go_out()
else
if(usr.stat != CONSCIOUS)
return
go_out()
add_fingerprint(usr)
/obj/machinery/sleeper/MouseDrop_T(var/mob/target, var/mob/user)
if(user.stat || user.lying || !Adjacent(user) || !target.Adjacent(user) || !ishuman(target))
return
go_in(target, user)
/obj/machinery/sleeper/relaymove(var/mob/user)
..()
go_out()
/obj/machinery/sleeper/emp_act(var/severity)
if(filtering)
toggle_filter()
if(pumping)
toggle_pump()
if(stat & (BROKEN|NOPOWER))
..(severity)
return
if(occupant)
go_out()
..(severity)
/obj/machinery/sleeper/proc/toggle_filter()
if(!occupant || !beaker)
filtering = 0
return
filtering = !filtering
/obj/machinery/sleeper/proc/toggle_pump()
if(!occupant || !beaker)
pumping = 0
return
pumping = !pumping
/obj/machinery/sleeper/proc/go_in(var/mob/M, var/mob/user)
if(!M)
return
if(stat & (BROKEN|NOPOWER))
return
if(occupant)
to_chat(user, "<span class='warning'>\The [src] is already occupied.</span>")
return
if(!ishuman(M))
to_chat(user, "<span class='warning'>\The [src] is not designed for that organism!</span>")
return
if(M == user)
visible_message("\The [user] starts climbing into \the [src].")
else
visible_message("\The [user] starts putting [M] into \the [src].")
if(do_after(user, 20))
if(occupant)
to_chat(user, "<span class='warning'>\The [src] is already occupied.</span>")
return
M.stop_pulling()
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
update_use_power(USE_POWER_ACTIVE)
occupant = M
update_icon()
/obj/machinery/sleeper/proc/go_out()
if(!occupant || occupant.loc != src)
occupant = null // JUST IN CASE
return
if(occupant.client)
occupant.client.eye = occupant.client.mob
occupant.client.perspective = MOB_PERSPECTIVE
occupant.Stasis(0)
occupant.loc = src.loc
occupant = null
for(var/atom/movable/A in src) // In case an object was dropped inside or something
if(A == beaker || A == circuit)
continue
if(A in component_parts)
continue
A.loc = src.loc
update_use_power(USE_POWER_IDLE)
update_icon()
toggle_filter()
toggle_pump()
/obj/machinery/sleeper/proc/remove_beaker()
if(beaker)
beaker.loc = src.loc
beaker = null
toggle_filter()
/obj/machinery/sleeper/proc/inject_chemical(var/mob/living/user, var/chemical, var/amount)
if(stat & (BROKEN|NOPOWER))
return
if(occupant && occupant.reagents)
if(occupant.reagents.get_reagent_amount(chemical) + amount <= 20)
use_power(amount * CHEM_SYNTH_ENERGY)
occupant.reagents.add_reagent(chemical, amount)
to_chat(user, "Occupant now has [occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in their bloodstream.")
else
to_chat(user, "The subject has too many chemicals in their bloodstream.")
else
to_chat(user, "There's no suitable occupant in \the [src].")
//Survival/Stasis sleepers
/obj/machinery/sleeper/survival_pod
desc = "A limited functionality sleeper, all it can do is put patients into stasis. It lacks the medication and configuration of the larger units."
icon_state = "sleeper"
stasis_level = 100 //Just one setting
/obj/machinery/sleeper/survival_pod/Initialize()
..()
RefreshParts(1)