mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com>
539 lines
17 KiB
Plaintext
539 lines
17 KiB
Plaintext
/obj/machinery/sleep_console
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name = "sleeper console"
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desc = "A control panel to operate a linked sleeper with."
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeperconsole"
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var/obj/machinery/sleeper/sleeper
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anchored = TRUE //About time someone fixed this.
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density = TRUE
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unacidable = TRUE
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dir = 8
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use_power = USE_POWER_IDLE
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idle_power_usage = 40
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interact_offline = 1
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circuit = /obj/item/circuitboard/sleeper_console
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clicksound = 'sound/machines/buttonbeep.ogg'
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clickvol = 30
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/obj/machinery/sleep_console/Initialize(mapload)
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findsleeper()
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return ..()
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/obj/machinery/sleep_console/Destroy()
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if(sleeper)
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sleeper.console = null
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return ..()
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/obj/machinery/sleep_console/proc/findsleeper()
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var/obj/machinery/sleeper/sleepernew = null
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for(var/direction in GLOB.cardinal) // Loop through every direction
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sleepernew = locate(/obj/machinery/sleeper, get_step(src, direction)) // Try to find a scanner in that direction
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if(sleepernew)
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sleeper = sleepernew
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sleepernew.console = src
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break //VOREStation Edit
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/obj/machinery/sleep_console/attack_ai(var/mob/user)
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return attack_hand(user)
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/obj/machinery/sleep_console/attack_hand(var/mob/user)
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if(..())
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return 1
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if(!sleeper)
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findsleeper()
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if(!sleeper)
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to_chat(user, span_notice("Sleeper not found!"))
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return
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if(panel_open)
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to_chat(user, span_notice("Close the maintenance panel first."))
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return
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if(sleeper)
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return tgui_interact(user)
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/obj/machinery/sleep_console/attackby(var/obj/item/I, var/mob/user)
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if(computer_deconstruction_screwdriver(user, I))
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return
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else
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return attack_hand(user)
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/obj/machinery/sleep_console/power_change()
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..()
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if(stat & (NOPOWER|BROKEN))
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icon_state = "sleeperconsole-p"
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else
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icon_state = initial(icon_state)
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/obj/machinery/sleep_console/tgui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Sleeper", "Sleeper")
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ui.open()
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/obj/machinery/sleep_console/tgui_data(mob/user)
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if(sleeper)
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return sleeper.tgui_data(user)
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return null
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/obj/machinery/sleep_console/tgui_act(action, params, datum/tgui/ui, datum/tgui_state/state)
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if(sleeper)
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return sleeper.tgui_act(action, params, ui, state)
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return ..()
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/obj/machinery/sleeper
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name = "sleeper"
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desc = "A stasis pod with built-in injectors, a dialysis machine, and a limited health scanner."
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeper_0"
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density = TRUE
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anchored = TRUE
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unacidable = TRUE
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circuit = /obj/item/circuitboard/sleeper
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var/mob/living/carbon/human/occupant = null
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var/list/available_chemicals = list()
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var/list/base_chemicals = list(REAGENT_ID_INAPROVALINE = REAGENT_INAPROVALINE, REAGENT_ID_PARACETAMOL = REAGENT_PARACETAMOL, REAGENT_ID_ANTITOXIN = REAGENT_ANTITOXIN, REAGENT_ID_DEXALIN = REAGENT_DEXALIN)
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var/amounts = list(5, 10)
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var/obj/item/reagent_containers/glass/beaker = null
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var/filtering = 0
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var/pumping = 0
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// Currently never changes. On Paradise, max_chem and min_health are based on the matter bins in the sleeper.
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var/max_chem = 20
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var/initial_bin_rating = 1
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var/min_health = -101
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var/obj/machinery/sleep_console/console
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var/stasis_level = 0 //Every 'this' life ticks are applied to the mob (when life_ticks%stasis_level == 1)
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var/stasis_choices = list("Complete (1%)" = 100, "Deep (10%)" = 10, "Moderate (20%)" = 5, "Light (50%)" = 2, "None (100%)" = 0)
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var/controls_inside = FALSE
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var/auto_eject_dead = FALSE
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use_power = USE_POWER_IDLE
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idle_power_usage = 15
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active_power_usage = 200 //builtin health analyzer, dialysis machine, injectors.
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/obj/machinery/sleeper/Initialize(mapload)
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. = ..()
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beaker = new /obj/item/reagent_containers/glass/beaker/large(src)
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default_apply_parts()
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update_icon()
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/obj/machinery/sleeper/Destroy()
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if(console)
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console.sleeper = null
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return ..()
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/obj/machinery/sleeper/RefreshParts(var/limited = 0)
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var/man_rating = 0
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var/cap_rating = 0
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available_chemicals.Cut()
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available_chemicals = base_chemicals.Copy()
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for(var/obj/item/stock_parts/P in component_parts)
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if(istype(P, /obj/item/stock_parts/capacitor))
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cap_rating += P.rating
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cap_rating = max(1, round(cap_rating / 2))
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update_idle_power_usage(initial(idle_power_usage) / cap_rating)
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update_active_power_usage(initial(active_power_usage) / cap_rating)
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if(!limited)
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for(var/obj/item/stock_parts/P in component_parts)
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if(istype(P, /obj/item/stock_parts/manipulator))
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man_rating += P.rating - 1
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var/list/new_chemicals = list()
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if(man_rating >= 4) // Alien tech.
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var/reag_ID = pickweight(list(
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REAGENT_ID_HEALINGNANITES = 10,
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REAGENT_ID_SHREDDINGNANITES = 5,
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REAGENT_ID_IRRADIATEDNANITES = 5,
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REAGENT_ID_NEUROPHAGENANITES = 2)
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)
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new_chemicals[reag_ID] = "Nanite"
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if(man_rating >= 3) // Anomalous tech.
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new_chemicals[REAGENT_ID_IMMUNOSUPRIZINE] = REAGENT_IMMUNOSUPRIZINE
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if(man_rating >= 2) // Tier 3.
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new_chemicals[REAGENT_ID_SPACEACILLIN] = REAGENT_SPACEACILLIN
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if(man_rating >= 1) // Tier 2.
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new_chemicals[REAGENT_ID_LEPORAZINE] = REAGENT_LEPORAZINE
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if(new_chemicals.len)
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available_chemicals += new_chemicals
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return
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/obj/machinery/sleeper/attack_hand(var/mob/user)
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if(!controls_inside)
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return FALSE
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if(user == occupant)
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tgui_interact(user)
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/obj/machinery/sleeper/tgui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Sleeper", "Sleeper")
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ui.open()
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/obj/machinery/sleeper/tgui_data(mob/user)
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var/data[0]
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data["amounts"] = amounts
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data["hasOccupant"] = occupant ? 1 : 0
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var/occupantData[0]
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// var/crisis = 0
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if(occupant)
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occupantData["name"] = occupant.name
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occupantData["stat"] = occupant.stat
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occupantData["health"] = occupant.health
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occupantData["maxHealth"] = occupant.getMaxHealth()
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occupantData["minHealth"] = -(occupant.getMaxHealth())
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occupantData["bruteLoss"] = occupant.getBruteLoss()
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occupantData["oxyLoss"] = occupant.getOxyLoss()
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occupantData["toxLoss"] = occupant.getToxLoss()
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occupantData["fireLoss"] = occupant.getFireLoss()
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occupantData["paralysis"] = occupant.paralysis
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occupantData["hasBlood"] = 0
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occupantData["bodyTemperature"] = occupant.bodytemperature
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occupantData["maxTemp"] = 1000 // If you get a burning vox armalis into the sleeper, congratulations
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// Because we can put simple_animals in here, we need to do something tricky to get things working nice
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occupantData["temperatureSuitability"] = 0 // 0 is the baseline
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if(ishuman(occupant) && occupant.species)
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// I wanna do something where the bar gets bluer as the temperature gets lower
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// For now, I'll just use the standard format for the temperature status
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var/datum/species/sp = occupant.species
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if(occupant.bodytemperature < sp.cold_level_3)
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occupantData["temperatureSuitability"] = -3
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else if(occupant.bodytemperature < sp.cold_level_2)
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occupantData["temperatureSuitability"] = -2
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else if(occupant.bodytemperature < sp.cold_level_1)
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occupantData["temperatureSuitability"] = -1
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else if(occupant.bodytemperature > sp.heat_level_3)
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occupantData["temperatureSuitability"] = 3
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else if(occupant.bodytemperature > sp.heat_level_2)
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occupantData["temperatureSuitability"] = 2
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else if(occupant.bodytemperature > sp.heat_level_1)
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occupantData["temperatureSuitability"] = 1
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else if(isanimal(occupant))
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var/mob/living/simple_mob/silly = occupant
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if(silly.bodytemperature < silly.minbodytemp)
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occupantData["temperatureSuitability"] = -3
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else if(silly.bodytemperature > silly.maxbodytemp)
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occupantData["temperatureSuitability"] = 3
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// Blast you, imperial measurement system
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occupantData["btCelsius"] = occupant.bodytemperature - T0C
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occupantData["btFaren"] = ((occupant.bodytemperature - T0C) * (9.0/5.0))+ 32
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// crisis = (occupant.health < min_health)
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// I'm not sure WHY you'd want to put a simple_animal in a sleeper, but precedent is precedent
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// Runtime is aptly named, isn't she?
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if(ishuman(occupant) && !(NO_BLOOD in occupant.species.flags) && occupant.vessel)
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occupantData["pulse"] = occupant.get_pulse(GETPULSE_TOOL)
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occupantData["hasBlood"] = 1
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var/blood_volume = round(occupant.vessel.get_reagent_amount(REAGENT_ID_BLOOD))
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occupantData["bloodLevel"] = blood_volume
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occupantData["bloodMax"] = occupant.species.blood_volume
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occupantData["bloodPercent"] = round(100*(blood_volume/occupant.species.blood_volume), 0.01) //copy pasta ends here
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occupantData["bloodType"] = occupant.dna.b_type
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data["occupant"] = occupantData
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data["maxchem"] = max_chem
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data["minhealth"] = min_health
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data["dialysis"] = filtering
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data["stomachpumping"] = pumping
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data["auto_eject_dead"] = auto_eject_dead
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if(beaker)
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data["isBeakerLoaded"] = 1
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if(beaker.reagents)
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data["beakerMaxSpace"] = beaker.reagents.maximum_volume
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data["beakerFreeSpace"] = beaker.reagents.get_free_space()
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else
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data["beakerMaxSpace"] = 0
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data["beakerFreeSpace"] = 0
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else
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data["isBeakerLoaded"] = FALSE
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var/stasis_level_name = "Error!"
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for(var/N in stasis_choices)
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if(stasis_choices[N] == stasis_level)
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stasis_level_name = N
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break
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data["stasis"] = stasis_level_name
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var/chemicals[0]
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for(var/re in available_chemicals)
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var/datum/reagent/temp = SSchemistry.chemical_reagents[re]
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if(temp)
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var/reagent_amount = 0
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var/pretty_amount
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var/injectable = occupant ? 1 : 0
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var/overdosing = 0
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var/caution = 0 // To make things clear that you're coming close to an overdose
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// if(crisis && !(temp.id in emergency_chems))
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// injectable = 0
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if(occupant && occupant.reagents)
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reagent_amount = occupant.reagents.get_reagent_amount(temp.id)
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// If they're mashing the highest concentration, they get one warning
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if(temp.overdose && reagent_amount + 10 > (temp.overdose * occupant?.species.chemOD_threshold))
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caution = 1
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if(temp.overdose && reagent_amount > (temp.overdose * occupant?.species.chemOD_threshold))
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overdosing = 1
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pretty_amount = round(reagent_amount, 0.05)
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chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("chemical" = temp.id), "occ_amount" = reagent_amount, "pretty_amount" = pretty_amount, "injectable" = injectable, "overdosing" = overdosing, "od_warning" = caution)))
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data["chemicals"] = chemicals
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return data
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/obj/machinery/sleeper/tgui_act(action, params, datum/tgui/ui, datum/tgui_state/state)
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if(..())
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return TRUE
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if(!controls_inside && ui.user == occupant)
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return
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if(panel_open)
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to_chat(ui.user, span_notice("Close the maintenance panel first."))
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return
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. = TRUE
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switch(action)
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if("chemical")
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if(!occupant)
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return
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if(occupant.stat == DEAD)
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var/datum/gender/G = GLOB.gender_datums[occupant.get_visible_gender()]
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to_chat(ui.user, span_danger("This person has no life to preserve anymore. Take [G.him] to a department capable of reanimating [G.him]."))
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return
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var/chemical = params["chemid"]
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var/amount = text2num(params["amount"])
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if(!length(chemical) || amount <= 0)
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return
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if(occupant.health > min_health) //|| (chemical in emergency_chems))
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inject_chemical(ui.user, chemical, amount)
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else
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to_chat(ui.user, span_danger("This person is not in good enough condition for sleepers to be effective! Use another means of treatment, such as cryogenics!"))
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if("removebeaker")
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remove_beaker()
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if("togglefilter")
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toggle_filter()
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if("togglepump")
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toggle_pump()
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if("ejectify")
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go_out()
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if("changestasis")
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var/new_stasis = tgui_input_list(ui.user, "Levels deeper than 50% stasis level will render the patient unconscious.","Stasis Level", stasis_choices)
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if(new_stasis)
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stasis_level = stasis_choices[new_stasis]
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if("auto_eject_dead_on")
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auto_eject_dead = TRUE
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if("auto_eject_dead_off")
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auto_eject_dead = FALSE
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else
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return FALSE
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add_fingerprint(ui.user)
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/obj/machinery/sleeper/process()
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if(stat & (NOPOWER|BROKEN))
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return
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if(occupant)
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if(auto_eject_dead && occupant.stat == DEAD)
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playsound(loc, 'sound/machines/buzz-sigh.ogg', 40)
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go_out()
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return
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occupant.Stasis(stasis_level)
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if(filtering > 0)
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if(beaker)
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if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
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var/pumped = 0
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for(var/datum/reagent/x in occupant.reagents.reagent_list)
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occupant.reagents.trans_to_obj(beaker, 3)
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pumped++
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if(ishuman(occupant))
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occupant.vessel.trans_to_obj(beaker, pumped + 1)
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else
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toggle_filter()
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if(pumping > 0)
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if(beaker)
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if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
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for(var/datum/reagent/x in occupant.ingested.reagent_list)
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occupant.ingested.trans_to_obj(beaker, 3)
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else
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toggle_pump()
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/obj/machinery/sleeper/update_icon()
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icon_state = "sleeper_[occupant ? "1" : "0"]"
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/obj/machinery/sleeper/attackby(var/obj/item/I, var/mob/user)
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add_fingerprint(user)
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if(istype(I, /obj/item/grab))
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var/obj/item/grab/G = I
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if(G.affecting)
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go_in(G.affecting, user)
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return
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if(istype(I, /obj/item/reagent_containers/glass))
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if(!beaker)
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beaker = I
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user.drop_item()
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I.forceMove(src)
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user.visible_message(span_infoplain(span_bold("\The [user]") + " adds \a [I] to \the [src]."), span_notice("You add \a [I] to \the [src]."))
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else
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to_chat(user, span_warning("\The [src] has a beaker already."))
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return
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if(!occupant)
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if(default_deconstruction_screwdriver(user, I))
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return
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if(default_deconstruction_crowbar(user, I))
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return
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if(default_part_replacement(user, I))
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return
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/obj/machinery/sleeper/verb/move_eject()
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set name = "Eject occupant"
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set category = "Object"
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set src in oview(1)
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if(usr == occupant)
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switch(usr.stat)
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if(DEAD)
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return
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if(UNCONSCIOUS)
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to_chat(usr, span_notice("You struggle through the haze to hit the eject button. This will take a couple of minutes..."))
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if(do_after(usr, 2 MINUTES, target = src))
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go_out()
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if(CONSCIOUS)
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go_out()
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else
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if(usr.stat != CONSCIOUS)
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return
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go_out()
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add_fingerprint(usr)
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/obj/machinery/sleeper/MouseDrop_T(var/mob/target, var/mob/user)
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if(user.stat || user.lying || !Adjacent(user) || !target.Adjacent(user) || !ishuman(target))
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return
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go_in(target, user)
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/obj/machinery/sleeper/relaymove(var/mob/user)
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..()
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if(user.incapacitated())
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return
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go_out()
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/obj/machinery/sleeper/emp_act(var/severity)
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if(filtering)
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toggle_filter()
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if(pumping)
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toggle_pump()
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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if(occupant)
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go_out()
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..(severity)
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/obj/machinery/sleeper/proc/toggle_filter()
|
|
if(!occupant || !beaker)
|
|
filtering = 0
|
|
return
|
|
filtering = !filtering
|
|
|
|
/obj/machinery/sleeper/proc/toggle_pump()
|
|
if(!occupant || !beaker)
|
|
pumping = 0
|
|
return
|
|
pumping = !pumping
|
|
|
|
/obj/machinery/sleeper/proc/go_in(var/mob/M, var/mob/user)
|
|
if(!M)
|
|
return
|
|
if(stat & (BROKEN|NOPOWER))
|
|
return
|
|
if(M.buckled)
|
|
return
|
|
if(occupant)
|
|
to_chat(user, span_warning("\The [src] is already occupied."))
|
|
return
|
|
if(!ishuman(M))
|
|
to_chat(user, span_warning("\The [src] is not designed for that organism!"))
|
|
return
|
|
if(M == user)
|
|
visible_message("\The [user] starts climbing into \the [src].")
|
|
else
|
|
visible_message("\The [user] starts putting [M] into \the [src].")
|
|
|
|
if(do_after(user, 2 SECONDS, target = src))
|
|
if(M.buckled)
|
|
return
|
|
if(occupant)
|
|
to_chat(user, span_warning("\The [src] is already occupied."))
|
|
return
|
|
M.stop_pulling()
|
|
M.forceMove(src)
|
|
update_use_power(USE_POWER_ACTIVE)
|
|
occupant = M
|
|
occupant.cozyloop.start() // CHOMPStation Add: Cozy Music
|
|
update_icon()
|
|
|
|
/obj/machinery/sleeper/proc/go_out()
|
|
if(!occupant || occupant.loc != src)
|
|
occupant.cozyloop.stop() // CHOMPStation Add: Cozy Music
|
|
occupant = null // JUST IN CASE
|
|
return
|
|
occupant.Stasis(0)
|
|
occupant.forceMove(get_turf(src))
|
|
occupant.cozyloop.stop() // CHOMPStation Add: Cozy Music
|
|
occupant = null
|
|
for(var/atom/movable/A in src) // In case an object was dropped inside or something
|
|
if(A == beaker || A == circuit)
|
|
continue
|
|
if(A in component_parts)
|
|
continue
|
|
A.forceMove(get_turf(src))
|
|
update_use_power(USE_POWER_IDLE)
|
|
update_icon()
|
|
toggle_filter()
|
|
toggle_pump()
|
|
|
|
/obj/machinery/sleeper/proc/remove_beaker()
|
|
if(beaker)
|
|
beaker.forceMove(get_turf(src))
|
|
beaker = null
|
|
toggle_filter()
|
|
|
|
/obj/machinery/sleeper/proc/inject_chemical(var/mob/living/user, var/chemical, var/amount)
|
|
if(stat & (BROKEN|NOPOWER))
|
|
return
|
|
if(!(amount in amounts))
|
|
return
|
|
|
|
if(occupant && occupant.reagents)
|
|
if(occupant.reagents.get_reagent_amount(chemical) + amount <= max_chem)
|
|
use_power(amount * CHEM_SYNTH_ENERGY)
|
|
occupant.reagents.add_reagent(chemical, amount)
|
|
to_chat(user, "Occupant now has [occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in their bloodstream.")
|
|
else
|
|
to_chat(user, "The subject has too many chemicals in their bloodstream.")
|
|
else
|
|
to_chat(user, "There's no suitable occupant in \the [src].")
|
|
|
|
//Survival/Stasis sleepers
|
|
/obj/machinery/sleeper/survival_pod
|
|
desc = "A limited functionality sleeper, all it can do is put patients into stasis. It lacks the medication and configuration of the larger units."
|
|
icon_state = "sleeper"
|
|
stasis_level = 100 //Just one setting
|
|
|
|
/obj/machinery/sleeper/survival_pod/Initialize(mapload)
|
|
. = ..()
|
|
RefreshParts(1)
|