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CHOMPStation2/code/modules/mob/living/bot/medbot.dm
CHOMPStation2 f172e1f5b3 [MIRROR] even more local defines (#8516)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Kashargul <KashL@t-online.de>
2024-06-14 08:28:10 +02:00

581 lines
19 KiB
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// Medbot Info
#define MEDBOT_PANIC_NONE 0
#define MEDBOT_PANIC_LOW 15
#define MEDBOT_PANIC_MED 35
#define MEDBOT_PANIC_HIGH 55
#define MEDBOT_PANIC_FUCK 70
#define MEDBOT_PANIC_ENDING 90
#define MEDBOT_PANIC_END 100
#define MEDBOT_MIN_INJECTION 5
#define MEDBOT_MAX_INJECTION 15
#define MEDBOT_MIN_HEAL 0.1
#define MEDBOT_MAX_HEAL 75
/mob/living/bot/medbot
name = "Medibot"
desc = "A little medical robot. He looks somewhat underwhelmed."
icon_state = "medibot0"
req_one_access = list(access_robotics, access_medical)
botcard_access = list(access_medical, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics)
max_frustration = 7 //CHOMPEdit
var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
//AI vars
var/last_newpatient_speak = 0
var/vocal = 1
//Healing vars
var/obj/item/weapon/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
var/injection_amount = 15 //How much reagent do we inject at a time?
var/heal_threshold = 10 //Start healing when they have this much damage in a category
var/use_beaker = 0 //Use reagents in beaker instead of default treatment agents.
var/treatment_brute = "tricordrazine"
var/treatment_oxy = "tricordrazine"
var/treatment_fire = "tricordrazine"
var/treatment_tox = "tricordrazine"
var/treatment_virus = "spaceacillin"
var/treatment_emag = "toxin"
var/declare_treatment = 0 //When attempting to treat a patient, should it notify everyone wearing medhuds?
// Are we tipped over?
var/is_tipped = FALSE
//How panicked we are about being tipped over (why would you do this?)
var/tipped_status = MEDBOT_PANIC_NONE
//The name we got when we were tipped
var/tipper_name
//The last time we were tipped/righted and said a voice line, to avoid spam
var/last_tipping_action_voice = 0
/mob/living/bot/medbot/mysterious
name = "\improper Mysterious Medibot"
desc = "International Medibot of mystery."
skin = "bezerk"
treatment_brute = "bicaridine"
treatment_fire = "dermaline"
treatment_oxy = "dexalin"
treatment_tox = "anti_toxin"
/mob/living/bot/medbot/handleIdle()
if(is_tipped) // Don't handle idle things if we're incapacitated!
return
if(vocal && prob(1))
var/message_options = list(
"Radar, put a mask on!" = 'sound/voice/medbot/mradar.ogg',
"There's always a catch, and it's the best there is." = 'sound/voice/medbot/mcatch.ogg',
"I knew it, I should've been a plastic surgeon." = 'sound/voice/medbot/msurgeon.ogg',
"What kind of medbay is this? Everyone's dropping like flies." = 'sound/voice/medbot/mflies.ogg',
"Delicious!" = 'sound/voice/medbot/mdelicious.ogg'
)
var/message = pick(message_options)
say(message)
playsound(src, message_options[message], 50, 0)
/mob/living/bot/medbot/handleAdjacentTarget()
if(is_tipped) // Don't handle targets if we're incapacitated!
return
UnarmedAttack(target)
/mob/living/bot/medbot/handlePanic() // Speed modification based on alert level.
. = 0
switch(get_security_level())
if("green")
. = 0
if("yellow")
. = 0
if("violet")
. = 1
if("orange")
. = 0
if("blue")
. = 1
if("red")
. = 2
if("delta")
. = 2
return .
/mob/living/bot/medbot/lookForTargets()
if(is_tipped) // Don't look for targets if we're incapacitated!
return
for(var/mob/living/carbon/human/H in view(7, src)) // Time to find a patient!
if(confirmTarget(H))
target = H
if(last_newpatient_speak + 30 SECONDS < world.time)
if(vocal)
var/message_options = list(
"Hey, [H.name]! Hold on, I'm coming." = 'sound/voice/medbot/mcoming.ogg',
"Wait [H.name]! I want to help!" = 'sound/voice/medbot/mhelp.ogg',
"[H.name], you appear to be injured!" = 'sound/voice/medbot/minjured.ogg'
)
var/message = pick(message_options)
say(message)
playsound(src, message_options[message], 50, 0)
custom_emote(1, "points at [H.name].")
last_newpatient_speak = world.time
break
/mob/living/bot/medbot/UnarmedAttack(var/mob/living/carbon/human/H)
if(!..())
return
if(!on)
return
if(!istype(H))
return
if(busy)
return
var/t = confirmTarget(H)
if(!t)
return
visible_message("<span class='warning'>[src] is trying to inject [H]!</span>")
if(declare_treatment)
var/area/location = get_area(src)
global_announcer.autosay("[src] is treating <b>[H]</b> in <b>[location]</b>", "[src]", "Medical")
busy = 1
update_icons()
if(do_mob(src, H, 30))
if(t == 1)
reagent_glass.reagents.trans_to_mob(H, injection_amount, CHEM_BLOOD)
else
H.reagents.add_reagent(t, injection_amount)
visible_message("<span class='warning'>[src] injects [H] with the syringe!</span>")
if(H.stat == DEAD) // This is down here because this proc won't be called again due to losing a target because of parent AI loop.
target = null
if(vocal)
var/death_messages = list(
"No! Stay with me!" = 'sound/voice/medbot/mno.ogg',
"Live, damnit! LIVE!" = 'sound/voice/medbot/mlive.ogg',
"I... I've never lost a patient before. Not today, I mean." = 'sound/voice/medbot/mlost.ogg'
)
var/message = pick(death_messages)
say(message)
playsound(src, death_messages[message], 50, 0)
// This is down here for the same reason as above.
else
t = confirmTarget(H)
if(!t)
target = null
if(vocal)
var/possible_messages = list(
"All patched up!" = 'sound/voice/medbot/mpatchedup.ogg',
"An apple a day keeps me away." = 'sound/voice/medbot/mapple.ogg',
"Feel better soon!" = 'sound/voice/medbot/mfeelbetter.ogg'
)
var/message = pick(possible_messages)
say(message)
playsound(src, possible_messages[message], 50, 0)
busy = 0
update_icons()
/mob/living/bot/medbot/update_icons()
cut_overlays()
if(skin)
add_overlay("medskin_[skin]")
if(busy)
icon_state = "medibots"
else
icon_state = "medibot[on]"
/mob/living/bot/medbot/attack_hand(mob/living/carbon/human/H)
if(istype(H) && H.a_intent == I_DISARM && !is_tipped)
H.visible_message("<span class='danger'>[H] begins tipping over [src].</span>", "<span class='warning'>You begin tipping over [src]...</span>")
if(world.time > last_tipping_action_voice + 15 SECONDS)
last_tipping_action_voice = world.time // message for tipping happens when we start interacting, message for righting comes after finishing
var/list/messagevoice = list("Hey, wait..." = 'sound/voice/medbot/hey_wait.ogg',"Please don't..." = 'sound/voice/medbot/please_dont.ogg',"I trusted you..." = 'sound/voice/medbot/i_trusted_you.ogg', "Nooo..." = 'sound/voice/medbot/nooo.ogg', "Oh fuck-" = 'sound/voice/medbot/oh_fuck.ogg')
var/message = pick(messagevoice)
say(message)
playsound(src, messagevoice[message], 70, FALSE)
if(do_after(H, 3 SECONDS, target=src))
tip_over(H)
else if(istype(H) && H.a_intent == I_HELP && is_tipped)
H.visible_message("<span class='notice'>[H] begins righting [src].</span>", "<span class='notice'>You begin righting [src]...</span>")
if(do_after(H, 3 SECONDS, target=src))
set_right(H)
else
tgui_interact(H)
/mob/living/bot/medbot/tgui_data(mob/user, datum/tgui/ui, datum/tgui_state/state)
var/list/data = ..()
data["on"] = on
data["open"] = open
data["beaker"] = FALSE
if(reagent_glass)
data["beaker"] = TRUE
data["beaker_total"] = reagent_glass.reagents.total_volume
data["beaker_max"] = reagent_glass.reagents.maximum_volume
data["locked"] = locked
data["heal_threshold"] = null
data["heal_threshold_max"] = MEDBOT_MAX_HEAL
data["injection_amount_min"] = MEDBOT_MIN_INJECTION
data["injection_amount"] = null
data["injection_amount_max"] = MEDBOT_MAX_INJECTION
data["use_beaker"] = null
data["declare_treatment"] = null
data["vocal"] = null
if(!locked || issilicon(user))
data["heal_threshold"] = heal_threshold
data["injection_amount"] = injection_amount
data["use_beaker"] = use_beaker
data["declare_treatment"] = declare_treatment
data["vocal"] = vocal
return data
/mob/living/bot/medbot/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Medbot", name)
ui.open()
/mob/living/bot/medbot/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/weapon/reagent_containers/glass))
if(locked)
to_chat(user, "<span class='notice'>You cannot insert a beaker because the panel is locked.</span>")
return
if(!isnull(reagent_glass))
to_chat(user, "<span class='notice'>There is already a beaker loaded.</span>")
return
user.drop_item()
O.loc = src
reagent_glass = O
to_chat(user, "<span class='notice'>You insert [O].</span>")
return
else
..()
/mob/living/bot/medbot/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
if(..())
return TRUE
usr.set_machine(src)
add_fingerprint(usr)
. = TRUE
switch(action)
if("power")
if(!access_scanner.allowed(usr))
return FALSE
if(on)
turn_off()
else
turn_on()
if(locked && !issilicon(usr))
return TRUE
switch(action)
if("adj_threshold")
heal_threshold = clamp(text2num(params["val"]), MEDBOT_MIN_HEAL, MEDBOT_MAX_HEAL)
. = TRUE
if("adj_inject")
injection_amount = clamp(text2num(params["val"]), MEDBOT_MIN_INJECTION, MEDBOT_MAX_INJECTION)
. = TRUE
if("use_beaker")
use_beaker = !use_beaker
. = TRUE
if("eject")
if(reagent_glass)
reagent_glass.forceMove(get_turf(src))
reagent_glass = null
. = TRUE
if("togglevoice")
vocal = !vocal
. = TRUE
if("declaretreatment")
declare_treatment = !declare_treatment
. = TRUE
/mob/living/bot/medbot/emag_act(var/remaining_uses, var/mob/user)
. = ..()
if(!emagged)
if(user)
to_chat(user, "<span class='warning'>You short out [src]'s reagent synthesis circuits.</span>")
visible_message("<span class='warning'>[src] buzzes oddly!</span>")
flick("medibot_spark", src)
target = null
busy = 0
emagged = 1
on = 1
update_icons()
. = 1
ignore_list |= user
/mob/living/bot/medbot/explode()
on = 0
visible_message("<span class='danger'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
new /obj/item/weapon/storage/firstaid(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
new /obj/item/device/healthanalyzer(Tsec)
if (prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
if(reagent_glass)
reagent_glass.loc = Tsec
reagent_glass = null
if(emagged && prob(25))
playsound(src, 'sound/voice/medbot/minsult.ogg', 50, 0)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
//qdel(src)
return ..()
/mob/living/bot/medbot/handleRegular()
. = ..()
if(is_tipped)
handle_panic()
return
/mob/living/bot/medbot/proc/tip_over(mob/user)
playsound(src, 'sound/machines/warning-buzzer.ogg', 50)
user.visible_message("<span class='danger'>[user] tips over [src]!</span>", "<span class='danger'>You tip [src] over!</span>")
is_tipped = TRUE
tipper_name = user.name
var/matrix/mat = transform
transform = mat.Turn(180)
/mob/living/bot/medbot/proc/set_right(mob/user)
var/list/messagevoice
if(user)
user.visible_message("<span class='notice'>[user] sets [src] right-side up!</span>", "<span class='green'>You set [src] right-side up!</span>")
if(user.name == tipper_name)
messagevoice = list("I forgive you." = 'sound/voice/medbot/forgive.ogg')
else
messagevoice = list("Thank you!" = 'sound/voice/medbot/thank_you.ogg', "You are a good person." = 'sound/voice/medbot/youre_good.ogg')
else
visible_message("<span class='notice'>[src] manages to [pick("writhe", "wriggle", "wiggle")] enough to right itself.</span>")
messagevoice = list("Fuck you." = 'sound/voice/medbot/fuck_you.ogg', "Your behavior has been reported, have a nice day." = 'sound/voice/medbot/reported.ogg')
tipper_name = null
if(world.time > last_tipping_action_voice + 15 SECONDS)
last_tipping_action_voice = world.time
var/message = pick(messagevoice)
say(message)
playsound(src, messagevoice[message], 70)
tipped_status = MEDBOT_PANIC_NONE
is_tipped = FALSE
transform = matrix()
// if someone tipped us over, check whether we should ask for help or just right ourselves eventually
/mob/living/bot/medbot/proc/handle_panic()
tipped_status++
var/list/messagevoice
switch(tipped_status)
if(MEDBOT_PANIC_LOW)
messagevoice = list("I require assistance." = 'sound/voice/medbot/i_require_asst.ogg')
if(MEDBOT_PANIC_MED)
messagevoice = list("Please put me back." = 'sound/voice/medbot/please_put_me_back.ogg')
if(MEDBOT_PANIC_HIGH)
messagevoice = list("Please, I am scared!" = 'sound/voice/medbot/please_im_scared.ogg')
if(MEDBOT_PANIC_FUCK)
messagevoice = list("I don't like this, I need help!" = 'sound/voice/medbot/dont_like.ogg', "This hurts, my pain is real!" = 'sound/voice/medbot/pain_is_real.ogg')
if(MEDBOT_PANIC_ENDING)
messagevoice = list("Is this the end?" = 'sound/voice/medbot/is_this_the_end.ogg', "Nooo!" = 'sound/voice/medbot/nooo.ogg')
if(MEDBOT_PANIC_END)
global_announcer.autosay("PSYCH ALERT: Crewmember [tipper_name] recorded displaying antisocial tendencies torturing bots in [get_area(src)]. Please schedule psych evaluation.", "[src]", "Medical")
set_right() // strong independent medbot
// if(prob(tipped_status)) // Commented out pending introduction of jitter stuff from /tg/
// do_jitter_animation(tipped_status * 0.1)
if(messagevoice)
var/message = pick(messagevoice)
say(message)
playsound(src, messagevoice[message], 70)
else if(prob(tipped_status * 0.2))
playsound(src, 'sound/machines/warning-buzzer.ogg', 30, extrarange=-2)
/mob/living/bot/medbot/examine(mob/user)
. = ..()
if(tipped_status == MEDBOT_PANIC_NONE)
return
switch(tipped_status)
if(MEDBOT_PANIC_NONE to MEDBOT_PANIC_LOW)
. += "It appears to be tipped over, and is quietly waiting for someone to set it right."
if(MEDBOT_PANIC_LOW to MEDBOT_PANIC_MED)
. += "It is tipped over and requesting help."
if(MEDBOT_PANIC_MED to MEDBOT_PANIC_HIGH)
. += "They are tipped over and appear visibly distressed." // now we humanize the medbot as a they, not an it
if(MEDBOT_PANIC_HIGH to MEDBOT_PANIC_FUCK)
. += "<span class='warning'>They are tipped over and visibly panicking!</span>"
if(MEDBOT_PANIC_FUCK to INFINITY)
. += "<span class='warning'><b>They are freaking out from being tipped over!</b></span>"
/mob/living/bot/medbot/confirmTarget(var/mob/living/carbon/human/H)
if(!..())
return 0
if(H.isSynthetic()) // Don't treat FBPs
return 0
if(H.stat == DEAD) // He's dead, Jim
return 0
if(H.suiciding)
return 0
if(emagged)
return treatment_emag
// If they're injured, we're using a beaker, and they don't have on of the chems in the beaker
if(reagent_glass && use_beaker && ((H.getBruteLoss() >= heal_threshold) || (H.getToxLoss() >= heal_threshold) || (H.getFireLoss() >= heal_threshold) || (H.getOxyLoss() >= (heal_threshold + 15))))
for(var/datum/reagent/R in reagent_glass.reagents.reagent_list)
if(!H.reagents.has_reagent(R))
return 1
continue
if((H.getBruteLoss() >= heal_threshold) && (!H.reagents.has_reagent(treatment_brute)))
return treatment_brute //If they're already medicated don't bother!
if((H.getOxyLoss() >= (15 + heal_threshold)) && (!H.reagents.has_reagent(treatment_oxy)))
return treatment_oxy
if((H.getFireLoss() >= heal_threshold) && (!H.reagents.has_reagent(treatment_fire)))
return treatment_fire
if((H.getToxLoss() >= heal_threshold) && (!H.reagents.has_reagent(treatment_tox)))
return treatment_tox
/* Construction */
/obj/item/weapon/storage/firstaid/attackby(var/obj/item/robot_parts/S, mob/user as mob)
if ((!istype(S, /obj/item/robot_parts/l_arm)) && (!istype(S, /obj/item/robot_parts/r_arm)))
..()
return
if(contents.len >= 1)
to_chat(user, "<span class='notice'>You need to empty [src] out first.</span>")
return
var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
if(istype(src, /obj/item/weapon/storage/firstaid/fire))
A.skin = "ointment"
else if(istype(src, /obj/item/weapon/storage/firstaid/toxin))
A.skin = "tox"
else if(istype(src, /obj/item/weapon/storage/firstaid/o2))
A.skin = "o2"
qdel(S)
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You add the robot arm to the first aid kit.</span>")
user.drop_from_inventory(src)
qdel(src)
/obj/item/weapon/storage/firstaid/attackby(var/obj/item/organ/external/S, mob/user as mob)
if (!istype(S, /obj/item/organ/external/arm) || S.robotic != ORGAN_ROBOT)
..()
return
if(contents.len >= 1)
to_chat(user, "<span class='notice'>You need to empty [src] out first.</span>")
return
var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
if(istype(src, /obj/item/weapon/storage/firstaid/fire))
A.skin = "ointment"
else if(istype(src, /obj/item/weapon/storage/firstaid/toxin))
A.skin = "tox"
else if(istype(src, /obj/item/weapon/storage/firstaid/o2))
A.skin = "o2"
qdel(S)
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You add the robot arm to the first aid kit.</span>")
user.drop_from_inventory(src)
qdel(src)
/obj/item/weapon/firstaid_arm_assembly
name = "first aid/robot arm assembly"
desc = "A first aid kit with a robot arm permanently grafted to it."
icon = 'icons/obj/aibots.dmi'
icon_state = "firstaid_arm"
var/build_step = 0
var/created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
var/skin = null //Same as medbot, set to tox or ointment for the respective kits.
w_class = ITEMSIZE_NORMAL
/obj/item/weapon/firstaid_arm_assembly/Initialize()
. = ..()
if(skin)
add_overlay("kit_skin_[src.skin]")
/obj/item/weapon/firstaid_arm_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/pen))
var/t = sanitizeSafe(tgui_input_text(user, "Enter new robot name", name, created_name, MAX_NAME_LEN), MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
else
switch(build_step)
if(0)
if(istype(W, /obj/item/device/healthanalyzer))
user.drop_item()
qdel(W)
build_step++
to_chat(user, "<span class='notice'>You add the health sensor to [src].</span>")
name = "First aid/robot arm/health analyzer assembly"
add_overlay("na_scanner")
if(1)
if(isprox(W))
user.drop_item()
qdel(W)
to_chat(user, "<span class='notice'>You complete the Medibot! Beep boop.</span>")
var/turf/T = get_turf(src)
var/mob/living/bot/medbot/S = new /mob/living/bot/medbot(T)
S.skin = skin
S.name = created_name
user.drop_from_inventory(src)
qdel(src)
// Undefine these.
#undef MEDBOT_PANIC_NONE
#undef MEDBOT_PANIC_LOW
#undef MEDBOT_PANIC_MED
#undef MEDBOT_PANIC_HIGH
#undef MEDBOT_PANIC_FUCK
#undef MEDBOT_PANIC_ENDING
#undef MEDBOT_PANIC_END
#undef MEDBOT_MIN_INJECTION
#undef MEDBOT_MAX_INJECTION
#undef MEDBOT_MIN_HEAL
#undef MEDBOT_MAX_HEAL