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CHOMPStation2/code/game/machinery/iv_drip.dm
CHOMPStation2StaffMirrorBot 1b8f394a14 [MIRROR] Makes uses of do_after sane (#11582)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-07 23:02:27 -04:00

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/obj/machinery/iv_drip
name = "\improper IV drip"
desc = "Helpful for giving someone blood! Or taking it away. It giveth, it taketh."
icon = 'icons/obj/iv_drip.dmi'
anchored = FALSE
density = FALSE
/obj/machinery/iv_drip/var/mob/living/carbon/human/attached = null
/obj/machinery/iv_drip/var/mode = 1 // 1 is injecting, 0 is taking blood.
/obj/machinery/iv_drip/var/obj/item/reagent_containers/beaker = null
/obj/machinery/iv_drip/update_icon()
if(attached)
icon_state = "hooked"
else
icon_state = ""
cut_overlays()
if(beaker)
var/datum/reagents/reagents = beaker.reagents
if(reagents.total_volume)
var/image/filling = image('icons/obj/iv_drip.dmi', src, "reagent")
var/percent = round((reagents.total_volume / beaker.volume) * 100)
switch(percent)
if(0 to 9) filling.icon_state = "reagent0"
if(10 to 24) filling.icon_state = "reagent10"
if(25 to 49) filling.icon_state = "reagent25"
if(50 to 74) filling.icon_state = "reagent50"
if(75 to 79) filling.icon_state = "reagent75"
if(80 to 90) filling.icon_state = "reagent80"
if(91 to INFINITY) filling.icon_state = "reagent100"
filling.icon += reagents.get_color()
add_overlay(filling)
/obj/machinery/iv_drip/MouseDrop(over_object, src_location, over_location)
..()
if(!isliving(usr))
return
if(attached)
visible_message("[attached] is detached from \the [src]")
attached = null
update_icon()
return
if(in_range(src, usr) && ishuman(over_object) && get_dist(over_object, src) <= 1)
visible_message("[usr] attaches \the [src] to \the [over_object].")
attached = over_object
update_icon()
/obj/machinery/iv_drip/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/reagent_containers))
if(!isnull(beaker))
to_chat(user, "There is already a reagent container loaded!")
return
user.drop_item()
W.loc = src
beaker = W
to_chat(user, "You attach \the [W] to \the [src].")
update_icon()
return
if(W.has_tool_quality(TOOL_SCREWDRIVER))
playsound(src, W.usesound, 50, 1)
to_chat(user, span_notice("You start to dismantle the IV drip."))
if(do_after(user, 15, target = src))
to_chat(user, span_notice("You dismantle the IV drip."))
new /obj/item/stack/rods(src.loc, 6)
if(beaker)
beaker.loc = get_turf(src)
beaker = null
qdel(src)
return
else
return ..()
/obj/machinery/iv_drip/process()
set background = 1
if(attached)
if(!(get_dist(src, attached) <= 1 && isturf(attached.loc)))
visible_message("The needle is ripped out of [attached], doesn't that hurt?")
attached:apply_damage(3, BRUTE, pick(BP_R_ARM, BP_L_ARM))
attached = null
update_icon()
return
if(attached && beaker)
// Give blood
if(mode)
if(beaker.volume > 0)
var/transfer_amount = REM
if(istype(beaker, /obj/item/reagent_containers/blood))
// speed up transfer on blood packs
transfer_amount = 4
beaker.reagents.trans_to_mob(attached, transfer_amount, CHEM_BLOOD)
update_icon()
// Take blood
else
var/amount = beaker.reagents.maximum_volume - beaker.reagents.total_volume
amount = min(amount, 4)
// If the beaker is full, ping
if(amount == 0)
if(prob(5))
visible_message("\The [src] pings.")
return
var/mob/living/carbon/human/T = attached
if(!istype(T))
return
if(!T.dna)
return
if(NOCLONE in T.mutations)
return
if(!T.should_have_organ(O_HEART))
return
// If the human is losing too much blood, beep.
if(T.vessel.get_reagent_amount(REAGENT_ID_BLOOD) < T.species.blood_volume*T.species.blood_level_safe)
visible_message("\The [src] beeps loudly.")
var/datum/reagent/B = T.take_blood(beaker,amount)
if(B)
beaker.reagents.reagent_list |= B
beaker.reagents.update_total()
beaker.on_reagent_change()
beaker.reagents.handle_reactions()
update_icon()
/obj/machinery/iv_drip/attack_hand(mob/user as mob)
if(beaker)
beaker.loc = get_turf(src)
beaker = null
update_icon()
else
return ..()
/obj/machinery/iv_drip/verb/toggle_mode()
set category = "Object"
set name = "Toggle Mode"
set src in view(1)
if(!isliving(usr))
to_chat(usr, span_warning("You can't do that."))
return
if(usr.stat)
return
mode = !mode
to_chat(usr, "The IV drip is now [mode ? "injecting" : "taking blood"].")
/obj/machinery/iv_drip/examine(mob/user)
. = ..()
if(get_dist(user, src) <= 2)
. += "The IV drip is [mode ? "injecting" : "taking blood"]."
if(beaker)
if(beaker.reagents?.reagent_list?.len)
. += span_notice("Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.")
else
. += span_notice("Attached is an empty [beaker].")
else
. += span_notice("No chemicals are attached.")
. += span_notice("[attached ? attached : "No one"] is attached.")
/obj/machinery/iv_drip/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE)) //allow bullets, beams, thrown objects, mice, drones, and the like through.
return TRUE
return ..()