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CHOMPstation/code/game/objects/items/devices/defib.dm
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//The case the paddles are kept in.
/obj/item/device/defib_kit
name = "defibrilator kit"
desc = "This KHI-branded defib kit is a semi-automated model. Remove pads, slap on chest, wait."
icon = 'icons/obj/device.dmi'
icon_state = "defib_kit"
w_class = ITEMSIZE_LARGE
var/state //0 off, 1 open, 2 working, 3 dead
var/uses = 3 //Calculates initial uses based on starting cell size
var/charge_cost //Set in New() based on uses
var/obj/item/weapon/cell/device/cell //The size is mostly irrelevant, see 'uses'
var/obj/item/clothing/under/defib_paddles/paddles //Reference to connected paddles
var/mob/living/carbon/human/patient //The person the paddles are on
/obj/item/device/defib_kit/New()
..()
//Create cell and determine uses (futureproofing against cell size changes)
cell = new(src)
charge_cost = cell.maxcharge / uses
//Create paddles and associate them with the kit
paddles = new(src)
paddles.kit = src
statechange(0)
/obj/item/device/defib_kit/attack_hand(mob/user as mob)
if(user.get_inactive_hand() == src)
get_paddles(user)
else
return ..()
/obj/item/device/defib_kit/MouseDrop(var/mob/living/carbon/human/onto)
if(istype(onto) && usr == onto && Adjacent(usr) && !usr.restrained() && !usr.stat)
get_paddles(onto)
else
return ..()
/obj/item/device/defib_kit/attackby(var/obj/item/A as obj, mob/living/user as mob)
..()
if(istype(A,/obj/item/clothing/under/defib_paddles))
put_paddles(A, user)
else if(!cell && istype(A,/obj/item/weapon/cell/device))
if(!user.unEquip(A)) return
user << "You jack \the [A] into \the [src]'s battery mount."
A.forceMove(src)
src.cell = A
else if(istype(A,/obj/item/weapon/screwdriver))
if(cell)
user << "<span class='notice'>You remove \the [cell] from \the [src].</span>"
if(user.r_hand && user.l_hand)
cell.forceMove(get_turf(user))
else
cell.forceMove(user.put_in_hands(cell))
cell = null
else
user << "<span class='warning'>The power source has already been removed!</span>"
/obj/item/device/defib_kit/proc/get_paddles(mob/user)
if(paddles && state == 0)
if(paddles.grabbed(src, user))
statechange(1)
processing_objects |= src
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
else if(paddles && state > 0)
user << "<span class='warning'>The paddles have already been removed and are on/in [paddles.loc].</span>"
else if(!paddles)
user << "<span class='warning'>The paddles are missing!</span>"
/obj/item/device/defib_kit/proc/put_paddles(var/obj/item/clothing/under/defib_paddles/P, mob/user)
if(state == 0) //Weird case, shouldn't happen unless you're being weird with more than one defib kit.
user << "<span class='notice'>This defib kit doesn't need more paddles!</span>"
return
if(state > 0 && !paddles) //Reconnecting paddles
if(P.reconnected(src, user))
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
else if(P == paddles)//Returning paddles
if(P.replaced(src, user))
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
statechange(0)
/obj/item/device/defib_kit/proc/statechange(var/new_state)
if(state == new_state) return //Let's just save ourselves some time
state = new_state
icon_state = "[initial(icon_state)][state]"
var/turf/T = get_turf(src)
var/state_words = ""
switch(state)
if(0)
state_words = "It is currently closed."
if(1)
state_words = "A green light is lit; it has charge."
if(2)
state_words = "A yellow light is flashing: it's in the process of reviving a patient."
T.visible_message("<span class='notice'>A yellow light starts flashing on \the [src].</span>")
playsound(T, 'sound/machines/chime.ogg', 50, 0)
if(3)
state_words = "A red light is flashing: the battery needs to be recharged."
T.visible_message("<span class='warning'>A red light starts flashing on \the [src].</span>")
playsound(T, 'sound/machines/buzz-sigh.ogg', 50, 0)
desc = "[initial(desc)] [state_words]"
update_icon()
/obj/item/device/defib_kit/process()
if(!state) //0 or null
statechange(0)
processing_objects -= src
return
//Battery died
if(!cell || cell.charge < charge_cost)
statechange(3)
return
//Everything below here requires paddles
if(!paddles) return
//Paddles moved too far
if(!(get_dist(src,paddles) <= 1)) //You separated the kit and pads too far
audible_message("<span class='warning'>There's a clatter as \the [paddles] connector cables are yanked out of \the [src].</span>")
paddles.kit = null
paddles = null
patient = null
return
//A patient isn't being worked on, but we have one, so start
if(patient && patient.stat == DEAD && state != 2)
statechange(2)
if(attempt_shock()) //Try to shock them, has timer and such
patient.visible_message("<span class='warning'>[patient] convulses!</span>")
playsound(src.loc, 'sound/effects/sparks2.ogg', 50, 1)
//Actual rezzing code
if(prob(75) && !((world.time - patient.tod) > (10 MINUTES))) //Can only revive within a few minutes
if(!patient.client && patient.mind) //Don't force the dead person to come back if they don't want to.
for(var/mob/observer/dead/ghost in player_list)
if(ghost.mind == patient.mind)
ghost << "<b><font color = #330033><font size = 3>Someone is trying to \
revive you. Return to your body if you want to be revived!</b> \
(Verbs -> Ghost -> Re-enter corpse). You have 15 seconds to do this!</font></font>"
sleep(15 SECONDS)
break
if(patient.client)
patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system
patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
dead_mob_list -= patient
living_mob_list += patient
patient.timeofdeath = null
patient.visible_message("<span class='notice'>[patient]'s eyes open!</span>")
log_and_message_admins("[patient] was revived.")
cell.charge -= charge_cost //Always charge the cost after any attempt, failed or not
sleep(20) //Wait 2 seconds before next attempt
statechange(1) //Back to ready
/obj/item/device/defib_kit/proc/attempt_shock()
if(!paddles || !patient || cell.charge < charge_cost) return
var/zap_time = world.time + (5 SECONDS)
var/o_patient_loc = patient.loc
. = 1
while(world.time < zap_time) //This is basically a custom do_after() call
sleep(1)
//Failed: We lost something important
if(!paddles || !patient || !cell || cell.charge < charge_cost)
. = 0
break
//Failed: The locations aren't right
if((o_patient_loc != patient.loc) || !(get_dist(src,paddles) <= 1))
. = 0
break
//Failed: The paddles aren't on the patient
if(patient.w_uniform != paddles)
patient = null
. = 0
break
return
// --------------------------------------
//The paddles themselves. ZAP.
/obj/item/clothing/under/defib_paddles
name = "defibrilator pads"
desc = "Adhesive! Apply to dead person."
icon = 'icons/obj/device.dmi'
icon_override = 'icons/obj/device.dmi'
icon_state = "defib_pads"
var/obj/item/device/defib_kit/kit
has_sensor = 0 //Naaah.
/obj/item/clothing/under/defib_paddles/proc/replaced(var/obj/item/device/defib_kit/K, var/mob/user)
if(!kit) //Sanity: should not fire due to logic in kit
return
if(kit && K != kit)
user << "<span class='warning'>The pads are connected to a different kit!</span>"
return
user.visible_message("[user] returns \the [src] and closes \the [kit].", "<span class='notice'>You return \the [src] and close \the [kit].</span>")
user.remove_from_mob(src)
src.forceMove(K)
layer = initial(layer)
return 1
/obj/item/clothing/under/defib_paddles/proc/reconnected(var/obj/item/device/defib_kit/K, var/mob/user)
if(kit && K != kit)
user << "<span class='warning'>The pads are connected to a different kit!</span>"
return
user.visible_message("[user] reconnects \the [src] to \the [K].", "<span class='notice'>You reconnect \the [src] to \the [K].</span>")
kit = K
kit.paddles = src
return 1
/obj/item/clothing/under/defib_paddles/proc/grabbed(var/obj/item/device/defib_kit/K, var/mob/user)
if(K != kit && istype(K)) //Mostly for sanity
K.paddles = null //Stop talking to me!
return
user.visible_message("[user] removes \the [src] from \the [kit].", "<span class='notice'>You remove \the [src] from \the [kit].</span>")
if(!user.put_in_hands(src))
src.forceMove(get_turf(src))
return 1
/obj/item/clothing/under/defib_paddles/equipped(var/mob/living/carbon/human/user, var/slot)
. = ..()
if(kit && istype(user) && slot == slot_w_uniform)
kit.patient = user
if(kit.patient.stat == DEAD)
kit.patient.dir = 2 //Looks better this way