Files
CHOMPStation2/code/game/machinery/bioprinter.dm
Zuhayr f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30

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//These machines are mostly just here for debugging/spawning. Skeletons of the feature to come.
/obj/machinery/bioprinter
name = "organ bioprinter"
desc = "It's a machine that grows replacement organs."
icon = 'icons/obj/surgery.dmi'
anchored = 1
density = 1
use_power = 1
idle_power_usage = 40
icon_state = "bioprinter"
var/prints_prosthetics
var/stored_matter = 200
var/loaded_dna //Blood sample for DNA hashing.
var/list/products = list(
O_HEART = list(/obj/item/organ/internal/heart, 50),
O_LUNGS = list(/obj/item/organ/internal/lungs, 40),
O_KIDNEYS = list(/obj/item/organ/internal/kidneys,20),
O_EYES = list(/obj/item/organ/internal/eyes, 30),
O_LIVER = list(/obj/item/organ/internal/liver, 50)
)
/obj/machinery/bioprinter/prosthetics
name = "prosthetics fabricator"
desc = "It's a machine that prints prosthetic organs."
prints_prosthetics = 1
/obj/machinery/bioprinter/attack_hand(mob/user)
var/choice = input("What would you like to print?") as null|anything in products
if(!choice)
return
if(stored_matter >= products[choice][2])
stored_matter -= products[choice][2]
var/new_organ = products[choice][1]
var/obj/item/organ/O = new new_organ(get_turf(src))
if(prints_prosthetics)
O.robotize()
else if(loaded_dna)
visible_message("<span class='notice'>The printer injects the stored DNA into the biomass.</span>.")
O.transplant_data = list()
var/mob/living/carbon/C = loaded_dna["donor"]
O.transplant_data["species"] = C.species.name
O.transplant_data["blood_type"] = loaded_dna["blood_type"]
O.transplant_data["blood_DNA"] = loaded_dna["blood_DNA"]
visible_message("<span class='info'>The bioprinter spits out a new organ.</span>")
else
user << "<span class='warning'>There is not enough matter in the printer.</span>"
/obj/machinery/bioprinter/attackby(obj/item/weapon/W, mob/user)
// DNA sample from syringe.
if(!prints_prosthetics && istype(W,/obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = W
var/datum/reagent/blood/injected = locate() in S.reagents.reagent_list //Grab some blood
if(injected && injected.data)
loaded_dna = injected.data
user << "<span class='info'>You inject the blood sample into the bioprinter.</span>"
return
// Meat for biomass.
if(!prints_prosthetics && istype(W, /obj/item/weapon/reagent_containers/food/snacks/meat))
stored_matter += 50
user.drop_item()
user << "<span class='info'>\The [src] processes \the [W]. Levels of stored biomass now: [stored_matter]</span>"
qdel(W)
return
// Steel for matter.
if(prints_prosthetics && istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
var/obj/item/stack/S = W
stored_matter += S.amount * 10
user.drop_item()
user << "<span class='info'>\The [src] processes \the [W]. Levels of stored matter now: [stored_matter]</span>"
qdel(W)
return
return..()