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https://github.com/CHOMPStation2/CHOMPStation2.git
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- Effects can now appear and be spliced in at higher stages than their set stages (e.g. Waiting Syndrome can now occur in any block) - Gibbingtons changed to not instantly gib infected on activation, instead either dealing massive brute damage or making humanoids' limbs fall off; this avoids three copies of Waiting Syndrome then Gibbingtons going undetected until it instagibs the entire station one after the other. - New effect: chemical synthesis. Picks one reagent from its list, and keeps infected at 5-7u of that reagent. Infecting others, splicing the gene, etc does not change the reagent, only generating an entirely new chemical synthesis effect does that. - Admin panel for spawning viruses - Virus dish examine() now doesn't print 15+ lines to output, instead printing one line and a link to open a window with the rest (and it calls ..() now) - Lowercased most virology machinery's names - Renamed/reordered antigens, there are now 16 antigens rather than 11, and they don't use the blood markers' names despite not being affected by blood type at all - Generating random effects does not rely so much on the GC
109 lines
2.9 KiB
Plaintext
109 lines
2.9 KiB
Plaintext
/obj/machinery/computer/curer
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name = "cure research machine"
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icon = 'icons/obj/computer.dmi'
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icon_state = "dna"
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circuit = /obj/item/weapon/circuitboard/curefab
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var/curing
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var/virusing
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var/obj/item/weapon/reagent_containers/container = null
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/obj/machinery/computer/curer/attackby(var/obj/I as obj, var/mob/user as mob)
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if(istype(I,/obj/item/weapon/reagent_containers))
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var/mob/living/carbon/C = user
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if(!container)
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container = I
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C.drop_item()
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I.loc = src
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return
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if(istype(I,/obj/item/weapon/virusdish))
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if(virusing)
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user << "<b>The pathogen materializer is still recharging.."
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return
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var/obj/item/weapon/reagent_containers/glass/beaker/product = new(src.loc)
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var/list/data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"virus2"=list(),"antibodies"=0)
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data["virus2"] |= I:virus2
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product.reagents.add_reagent("blood",30,data)
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virusing = 1
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spawn(1200) virusing = 0
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state("The [src.name] Buzzes", "blue")
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return
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..()
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return
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/obj/machinery/computer/curer/attack_ai(var/mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/computer/curer/attack_hand(var/mob/user as mob)
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if(..())
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return
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user.machine = src
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var/dat
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if(curing)
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dat = "Antibody production in progress"
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else if(virusing)
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dat = "Virus production in progress"
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else if(container)
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// see if there's any blood in the container
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var/datum/reagent/blood/B = locate(/datum/reagent/blood) in container.reagents.reagent_list
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if(B)
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dat = "Blood sample inserted."
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var/code = ""
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for(var/V in ANTIGENS) if(text2num(V) & B.data["antibodies"]) code += ANTIGENS[V]
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dat += "<BR>Antibodies: [code]"
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dat += "<BR><A href='?src=\ref[src];antibody=1'>Begin antibody production</a>"
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else
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dat += "<BR>Please check container contents."
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dat += "<BR><A href='?src=\ref[src];eject=1'>Eject container</a>"
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else
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dat = "Please insert a container."
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user << browse(dat, "window=computer;size=400x500")
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onclose(user, "computer")
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return
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/obj/machinery/computer/curer/process()
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..()
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if(stat & (NOPOWER|BROKEN))
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return
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use_power(500)
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if(curing)
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curing -= 1
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if(curing == 0)
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if(container)
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createcure(container)
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return
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/obj/machinery/computer/curer/Topic(href, href_list)
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if(..())
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return
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usr.machine = src
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if (href_list["antibody"])
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curing = 10
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else if(href_list["eject"])
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container.loc = src.loc
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container = null
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src.add_fingerprint(usr)
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src.updateUsrDialog()
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return
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/obj/machinery/computer/curer/proc/createcure(var/obj/item/weapon/reagent_containers/container)
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var/obj/item/weapon/reagent_containers/glass/beaker/product = new(src.loc)
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var/datum/reagent/blood/B = locate() in container.reagents.reagent_list
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var/list/data = list()
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data["antibodies"] = B.data["antibodies"]
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product.reagents.add_reagent("antibodies",30,data)
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state("\The [src.name] buzzes", "blue")
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