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CHOMPStation2/code/game/objects/structures/medical_stand_vr.dm
2020-07-31 17:01:26 -04:00

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/obj/structure/medical_stand
name = "medical stand"
icon = 'icons/obj/medical_stand_vr.dmi'
desc = "Medical stand used to hang reagents for transfusion and to hold anesthetic tank."
icon_state = "medical_stand_empty"
//gas stuff
var/obj/item/weapon/tank/tank
var/mob/living/carbon/human/breather
var/obj/item/clothing/mask/breath/contained
var/spawn_type = null
var/mask_type = /obj/item/clothing/mask/breath/medical
var/is_loosen = TRUE
var/valve_opened = FALSE
//blood stuff
var/mob/living/carbon/attached
var/mode = 1 // 1 is injecting, 0 is taking blood.
var/obj/item/weapon/reagent_containers/beaker
var/list/transfer_amounts = list(REM, 1, 2)
var/transfer_amount = 1
/obj/structure/medical_stand/New()
..()
if (spawn_type)
tank = new spawn_type (src)
contained = new mask_type (src)
update_icon()
/obj/structure/medical_stand/update_icon()
overlays.Cut()
if (tank)
if (breather)
overlays += "tube_active"
else
overlays += "tube"
if(istype(tank,/obj/item/weapon/tank/anesthetic))
overlays += "tank_anest"
else if(istype(tank,/obj/item/weapon/tank/nitrogen))
overlays += "tank_nitro"
else if(istype(tank,/obj/item/weapon/tank/oxygen))
overlays += "tank_oxyg"
else if(istype(tank,/obj/item/weapon/tank/phoron))
overlays += "tank_plasma"
//else if(istype(tank,/obj/item/weapon/tank/hydrogen))
// overlays += "tank_hydro"
else
overlays += "tank_other"
if(beaker)
overlays += "beaker"
if(attached)
overlays += "line_active"
else
overlays += "line"
var/datum/reagents/reagents = beaker.reagents
var/percent = round((reagents.total_volume / beaker.volume) * 100)
if(reagents.total_volume)
var/image/filling = image('icons/obj/medical_stand_vr.dmi', src, "reagent")
switch(percent)
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"
if (filling.icon)
filling.icon += reagents.get_color()
overlays += filling
/obj/structure/medical_stand/Destroy()
STOP_PROCESSING(SSobj,src)
if(breather)
breather.internal = null
breather.internals?.icon_state = "internal0"
if(tank)
qdel(tank)
if(breather)
breather.remove_from_mob(contained)
src.visible_message("<span class='notice'>The mask rapidly retracts just before /the [src] is destroyed!</span>")
qdel(contained)
contained = null
breather = null
attached = null
qdel(beaker)
beaker = null
return ..()
/obj/structure/medical_stand/attack_robot(var/mob/user)
if(Adjacent(user))
attack_hand(user)
/obj/structure/medical_stand/MouseDrop(var/mob/living/carbon/human/target, src_location, over_location)
..()
if(istype(target))
if(usr.stat == DEAD || !CanMouseDrop(target))
return
var/list/available_options = list()
if (tank)
available_options += "Gas mask"
if (beaker)
available_options += "Drip needle"
var/action_type
if(available_options.len > 1)
action_type = input(usr, "What do you want to attach/detach?") as null|anything in available_options
else if(available_options.len)
action_type = available_options[1]
if(usr.stat == DEAD || !CanMouseDrop(target))
return
switch (action_type)
if("Gas mask")
if(!can_apply_to_target(target, usr)) // There is no point in attempting to apply a mask if it's impossible.
return
if (breather)
src.add_fingerprint(usr)
if(!do_mob(usr, target, 30) || !can_apply_to_target(target, usr))
return
if(tank)
tank.forceMove(src)
if (breather.wear_mask == contained)
breather.remove_from_mob(contained)
contained.forceMove(src)
else
qdel(contained)
contained = new mask_type(src)
breather = null
src.visible_message("<span class='notice'>\The [contained] slips to \the [src]!</span>")
update_icon()
return
usr.visible_message("<span class='notice'>\The [usr] begins carefully placing the mask onto [target].</span>",
"<span class='notice'>You begin carefully placing the mask onto [target].</span>")
if(!do_mob(usr, target, 100) || !can_apply_to_target(target, usr))
return
// place mask and add fingerprints
usr.visible_message("<span class='notice'>\The [usr] has placed \the mask on [target]'s mouth.</span>",
"<span class='notice'>You have placed \the mask on [target]'s mouth.</span>")
if(attach_mask(target))
src.add_fingerprint(usr)
update_icon()
START_PROCESSING(SSobj,src)
return
if("Drip needle")
if(attached)
if(!do_mob(usr, target, 20))
return
visible_message("\The [attached] is taken off \the [src]")
attached = null
else if(ishuman(target))
usr.visible_message("<span class='notice'>\The [usr] begins inserting needle into [target]'s vein.</span>",
"<span class='notice'>You begin inserting needle into [target]'s vein.</span>")
if(!do_mob(usr, target, 50))
usr.visible_message("<span class='notice'>\The [usr]'s hand slips and pricks \the [target].</span>",
"<span class='notice'>Your hand slips and pricks \the [target].</span>")
target.apply_damage(3, BRUTE, pick(BP_R_ARM, BP_L_ARM))
return
usr.visible_message("<span class='notice'>\The [usr] hooks \the [target] up to \the [src].</span>",
"<span class='notice'>You hook \the [target] up to \the [src].</span>")
attached = target
START_PROCESSING(SSobj,src)
update_icon()
/obj/structure/medical_stand/attack_hand(mob/user as mob)
var/list/available_options = list()
if (tank)
available_options += "Toggle valve"
available_options += "Remove tank"
if (beaker)
available_options += "Remove vessel"
var/action_type
if(available_options.len > 1)
action_type = input(user, "What do you want to do?") as null|anything in available_options
else if(available_options.len)
action_type = available_options[1]
switch (action_type)
if ("Remove tank")
if (!tank)
to_chat(user, "<span class='warning'>There is no tank in \the [src]!</span>")
return
else if (tank && is_loosen)
user.visible_message("<span class='notice'>\The [user] removes \the [tank] from \the [src].</span>", "<span class='warning'>You remove \the [tank] from \the [src].</span</span>>")
user.put_in_hands(tank)
tank = null
update_icon()
return
else if (!is_loosen)
user.visible_message("<span class='notice'>\The [user] tries to removes \the [tank] from \the [src] but it won't budge.</span>", "<span class='warning'>You try to removes \the [tank] from \the [src] but it won't budge.</span</span>>")
return
if ("Toggle valve")
if (!tank)
to_chat(user, "<span class='warning'>There is no tank in \the [src]!</span>")
return
else
if (valve_opened)
src.visible_message("<span class='notice'>\The [user] closes valve on \the [src]!</span>",
"<span class='notice'>You close valve on \the [src].</span>")
if(breather)
breather.internals?.icon_state = "internal0"
breather.internal = null
valve_opened = FALSE
update_icon()
else
src.visible_message("<span class='notice'>\The [user] opens valve on \the [src]!</span>",
"<span class='notice'>You open valve on \the [src].</span>")
if(breather)
breather.internal = tank
breather.internals?.icon_state = "internal1"
valve_opened = TRUE
//playsound(src, 'sound/effects/internals.ogg', 100, 1)
update_icon()
START_PROCESSING(SSobj,src)
if ("Remove vessel")
if(beaker)
beaker.forceMove(loc)
beaker = null
update_icon()
/obj/structure/medical_stand/verb/toggle_mode()
set category = "Object"
set name = "Toggle IV Mode"
set src in view(1)
if(!istype(usr, /mob/living))
to_chat(usr, "<span class='warning'>You can't do that.</span>")
return
if(usr.incapacitated())
return
mode = !mode
to_chat(usr, "The IV drip is now [mode ? "injecting" : "taking blood"].")
/obj/structure/medical_stand/verb/set_APTFT()
set name = "Set IV transfer amount"
set category = "Object"
set src in range(1)
var/N = input("Amount per transfer from this:","[src]") as null|anything in transfer_amounts
if(N)
transfer_amount = N
/obj/structure/medical_stand/proc/attach_mask(var/mob/living/carbon/C)
if(C && istype(C))
if(C.equip_to_slot_if_possible(contained, slot_wear_mask))
if(tank)
tank.forceMove(C)
breather = C
return TRUE
/obj/structure/medical_stand/proc/can_apply_to_target(var/mob/living/carbon/human/target, var/mob/user)
if(!user)
user = target
// Check target validity
if(!istype(target))
to_chat(user, "<span class='warning'>\The [target] not compatible with machine.</span>")
return
if(!target.organs_by_name[BP_HEAD])
to_chat(user, "<span class='warning'>\The [target] doesn't have a head.</span>")
return
if(!target.check_has_mouth())
to_chat(user, "<span class='warning'>\The [target] doesn't have a mouth.</span>")
return
if(target.wear_mask && target != breather)
to_chat(user, "<span class='warning'>\The [target] is already wearing a mask.</span>")
return
if(target.head && (target.head.body_parts_covered & FACE))
to_chat(user, "<span class='warning'>Remove their [target.head] first.</span>")
return
if(!tank)
to_chat(user, "<span class='warning'>There is no tank in \the [src].</span>")
return
if(is_loosen)
to_chat(user, "<span class='warning'>Tighten \the nut with a wrench first.</span>")
return
if(!Adjacent(target))
return
//when there is a breather:
if(breather && target != breather)
to_chat(user, "<span class='warning'>\The [src] is already in use.</span>")
return
//Checking if breather is still valid
if(target == breather && target.wear_mask != contained)
to_chat(user, "<span class='warning'>\The [target] is not using the supplied mask.</span>")
return
return 1
/obj/structure/medical_stand/attackby(var/obj/item/weapon/W, var/mob/user)
if(istype (W, /obj/item/weapon/tool))
if (valve_opened)
to_chat(user, "<span class='warning'>Close the valve first.</span>")
return
if (tank)
if(!W.is_wrench())
return
if (!is_loosen)
is_loosen = TRUE
else
is_loosen = FALSE
if (valve_opened)
START_PROCESSING(SSobj,src)
user.visible_message(
"<span class='notice'>The [user] [is_loosen == TRUE ? "loosen" : "tighten"] the nut holding [tank] in place.</span>",
"<span class='notice'>You [is_loosen == TRUE ? "loosen" : "tighten"] the nut holding [tank] in place.</span>")
else
to_chat(user, "<span class='warning'>There is no tank in \the [src].</span>")
else if(istype(W, /obj/item/weapon/tank))
if(tank)
to_chat(user, "<span class='warning'>\The [src] already has a tank installed!</span>")
else if(!is_loosen)
to_chat(user, "<span class='warning'>Loosen the nut with a wrench first.</span>")
else
user.drop_item()
W.forceMove(src)
tank = W
user.visible_message("<span class='notice'>\The [user] attaches \the [tank] to \the [src].</span>", "<span class='notice'>You attach \the [tank] to \the [src].</span>")
src.add_fingerprint(user)
update_icon()
else if (istype(W, /obj/item/weapon/reagent_containers))
if(!isnull(src.beaker))
to_chat(user, "There is already a reagent container loaded!")
return
user.drop_item()
W.forceMove(src)
beaker = W
to_chat(user, "You attach \the [W] to \the [src].")
update_icon()
else
return ..()
/obj/structure/medical_stand/examine(var/mob/user)
. = ..()
if (get_dist(src, user) > 2)
return
if(beaker)
. += "The IV drip is [mode ? "injecting" : "taking blood"]."
. += "It is set to transfer [transfer_amount]u of chemicals per cycle."
if(beaker.reagents && beaker.reagents.total_volume)
. += "<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>"
else
. += "<span class='notice'>Attached is an empty [beaker].</span>"
. += "<span class='notice'>[attached ? attached : "No one"] is hooked up to it.</span>"
else
. += "<span class='notice'>There is no vessel.</span>"
if(tank)
if (!is_loosen)
. += "\The [tank] connected."
. += "The meter shows [round(tank.air_contents.return_pressure())]. The valve is [valve_opened == TRUE ? "open" : "closed"]."
if (tank.distribute_pressure == 0)
. += "Use wrench to replace tank."
else
. += "<span class='notice'>There is no tank.</span>"
/obj/structure/medical_stand/process()
//Gas Stuff
if(breather)
if(!can_apply_to_target(breather))
if(tank)
tank.forceMove(src)
if (breather.wear_mask == contained)
breather.remove_from_mob(contained)
contained.forceMove(src)
else
qdel(contained)
contained = new mask_type (src)
src.visible_message("<span class='notice'>\The [contained] slips to \the [src]!</span>")
breather = null
update_icon()
return
if(valve_opened)
if (tank)
breather.internal = tank
breather.internals?.icon_state = "internal1"
else
breather.internals?.icon_state = "internal0"
breather.internal = null
else if (valve_opened)
var/datum/gas_mixture/removed = tank.remove_air(0.01)
var/datum/gas_mixture/environment = loc.return_air()
environment.merge(removed)
//Reagent Stuff
if(attached)
if(!Adjacent(attached))
visible_message("The needle is ripped out of [src.attached], doesn't that hurt?")
attached.apply_damage(3, BRUTE, pick(BP_R_ARM, BP_L_ARM))
attached = null
update_icon()
if(beaker)
if(mode) // Give blood
if(beaker.volume > 0)
beaker.reagents.trans_to_mob(attached, transfer_amount, CHEM_BLOOD)
update_icon()
else // Take blood
var/amount = beaker.reagents.maximum_volume - beaker.reagents.total_volume
amount = min(amount, 4)
if(amount == 0) // If the beaker is full, ping
if(prob(5)) visible_message("\The [src] pings.")
return
var/mob/living/carbon/human/H = attached
if(!istype(H))
return
if(!H.dna)
return
if(NOCLONE in H.mutations)
return
if(H.species.flags & NO_BLOOD)
return
if(!H.should_have_organ(O_HEART))
return
// If the human is losing too much blood, beep.
if(H.vessel.get_reagent_amount("blood") < H.species.blood_volume*H.species.blood_level_safe)
visible_message("\The [src] beeps loudly.")
var/datum/reagent/B = H.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()
if ((!valve_opened || tank.distribute_pressure == 0) && !breather && !attached)
return PROCESS_KILL
/obj/structure/medical_stand/anesthetic
spawn_type = /obj/item/weapon/tank/anesthetic
mask_type = /obj/item/clothing/mask/breath/medical
is_loosen = FALSE