Files
CHOMPStation2/code/game/machinery/iv_drip.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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/obj/machinery/iv_drip
name = "\improper IV drip"
icon = 'icons/obj/iv_drip.dmi'
anchored = 0
density = 1
/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/weapon/reagent_containers/beaker = null
/obj/machinery/iv_drip/update_icon()
if(src.attached)
icon_state = "hooked"
else
icon_state = ""
overlays = null
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()
overlays += filling
/obj/machinery/iv_drip/MouseDrop(over_object, src_location, over_location)
..()
if(attached)
visible_message("[src.attached] is detached from \the [src]")
src.attached = null
src.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].")
src.attached = over_object
src.update_icon()
/obj/machinery/iv_drip/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/reagent_containers))
if(!isnull(src.beaker))
user << "There is already a reagent container loaded!"
return
user.drop_item()
W.loc = src
src.beaker = W
user << "You attach \the [W] to \the [src]."
src.update_icon()
return
else
return ..()
/obj/machinery/iv_drip/process()
set background = 1
if(src.attached)
if(!(get_dist(src, src.attached) <= 1 && isturf(src.attached.loc)))
visible_message("The needle is ripped out of [src.attached], doesn't that hurt?")
src.attached:apply_damage(3, BRUTE, pick("r_arm", "l_arm"))
src.attached = null
src.update_icon()
return
if(src.attached && src.beaker)
// Give blood
if(mode)
if(src.beaker.volume > 0)
var/transfer_amount = REM
if(istype(src.beaker, /obj/item/weapon/reagent_containers/blood))
// speed up transfer on blood packs
transfer_amount = 4
src.beaker.reagents.trans_to_mob(src.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("blood") < BLOOD_VOLUME_SAFE) if(prob(5))
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(src.beaker)
src.beaker.loc = get_turf(src)
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(!istype(usr, /mob/living))
usr << "<span class='warning'>You can't do that.</span>"
return
if(usr.stat)
return
mode = !mode
usr << "The IV drip is now [mode ? "injecting" : "taking blood"]."
/obj/machinery/iv_drip/examine(mob/user)
..(user)
if (!(user in view(2)) && user!=src.loc) return
user << "The IV drip is [mode ? "injecting" : "taking blood"]."
if(beaker)
if(beaker.reagents && beaker.reagents.reagent_list.len)
usr << "<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>"
else
usr << "<span class='notice'>Attached is an empty [beaker].</span>"
else
usr << "<span class='notice'>No chemicals are attached.</span>"
usr << "<span class='notice'>[attached ? attached : "No one"] is attached.</span>"
/obj/machinery/iv_drip/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(height && istype(mover) && mover.checkpass(PASSTABLE)) //allow bullets, beams, thrown objects, mice, drones, and the like through.
return 1
return ..()