Files
Citadel-Station-13-RP/code/game/mecha/equipment/tools/syringe_gun.dm
Zandario 5a7f357b85 CitadelRP (#4108)
* dme and dmb

* Heeeere we gooo

* fasease

* Continued.

* AAAAAAAAAAAAAAAAAAAAAAAA

* Brain going numb

* agh

* The suffering will be worth it... right?

* Going blank...

* Am I done?

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Fixes

* Should be everything I care about right now.
2022-05-26 01:37:55 -07:00

513 lines
17 KiB
Plaintext

/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun
name = "syringe gun"
desc = "Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur. (Can be attached to: Medical Exosuits)"
mech_flags = EXOSUIT_MODULE_MEDICAL
icon = 'icons/obj/gun/launcher.dmi'
icon_state = "syringegun"
var/list/syringes
var/list/known_reagents
var/list/processed_reagents
var/max_syringes = 10
var/max_volume = 75 //max reagent volume
var/synth_speed = 5 //[num] reagent units per cycle
energy_drain = 10
var/mode = 0 //0 - fire syringe, 1 - analyze reagents.
var/datum/global_iterator/mech_synth/synth
range = MELEE|RANGED
equip_cooldown = 10
origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4, TECH_MAGNET = 4, TECH_DATA = 3)
required_type = list(/obj/mecha/medical)
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/Initialize(mapload)
. = ..()
flags |= NOREACT
syringes = new
known_reagents = list("inaprovaline"="Inaprovaline","anti_toxin"="Dylovene")
processed_reagents = new
create_reagents(max_volume)
synth = new (list(src),0)
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/detach()
synth.stop()
return ..()
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/critfail()
..()
flags &= ~NOREACT
return
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/get_equip_info()
var/output = ..()
if(output)
return "[output] \[<a href=\"?src=\ref[src];toggle_mode=1\">[mode? "Analyze" : "Launch"]</a>\]<br />\[Syringes: [syringes.len]/[max_syringes] | Reagents: [reagents.total_volume]/[reagents.maximum_volume]\]<br /><a href='?src=\ref[src];show_reagents=1'>Reagents list</a>"
return
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/action(atom/movable/target)
if(!action_checks(target))
return
if(istype(target,/obj/item/reagent_containers/syringe))
return load_syringe(target)
if(istype(target,/obj/item/storage))//Loads syringes from boxes
for(var/obj/item/reagent_containers/syringe/S in target.contents)
load_syringe(S)
return
if(mode)
return analyze_reagents(target)
if(!syringes.len)
occupant_message("<span class=\"alert\">No syringes loaded.</span>")
return
if(reagents.total_volume<=0)
occupant_message("<span class=\"alert\">No available reagents to load syringe with.</span>")
return
set_ready_state(0)
chassis.use_power(energy_drain)
var/turf/trg = get_turf(target)
var/obj/item/reagent_containers/syringe/S = syringes[1]
S.forceMove(get_turf(chassis))
reagents.trans_to_obj(S, min(S.volume, reagents.total_volume))
syringes -= S
S.icon = 'icons/obj/chemical.dmi'
S.icon_state = "syringeproj"
playsound(src, 'sound/items/syringeproj.ogg', 50, 1)
log_message("Launched [S] from [src], targeting [target].")
spawn(-1)
src = null //if src is deleted, still process the syringe
for(var/i=0, i<6, i++)
if(!S)
break
if(step_towards(S,trg))
var/list/mobs = new
for(var/mob/living/carbon/M in S.loc)
mobs += M
var/mob/living/carbon/M = SAFEPICK(mobs)
if(M)
S.icon_state = initial(S.icon_state)
S.icon = initial(S.icon)
S.reagents.trans_to_mob(M, S.reagents.total_volume, CHEM_BLOOD)
M.take_organ_damage(2)
S.visible_message("<span class=\"attack\"> [M] was hit by the syringe!</span>")
break
else if(S.loc == trg)
S.icon_state = initial(S.icon_state)
S.icon = initial(S.icon)
S.update_icon()
break
else
S.icon_state = initial(S.icon_state)
S.icon = initial(S.icon)
S.update_icon()
break
sleep(1)
do_after_cooldown()
return 1
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/Topic(href,href_list)
..()
var/datum/topic_input/top_filter = new (href,href_list)
if(top_filter.get("toggle_mode"))
mode = !mode
update_equip_info()
return
if(top_filter.get("select_reagents"))
processed_reagents.len = 0
var/m = 0
var/message
for(var/i=1 to known_reagents.len)
if(m>=synth_speed)
break
var/reagent = top_filter.get("reagent_[i]")
if(reagent && (reagent in known_reagents))
message = "[m ? ", " : null][known_reagents[reagent]]"
processed_reagents += reagent
m++
if(processed_reagents.len)
message += " added to production"
synth.start()
occupant_message(message)
occupant_message("Reagent processing started.")
log_message("Reagent processing started.")
return
if(top_filter.get("show_reagents"))
chassis.occupant << browse(get_reagents_page(),"window=msyringegun")
if(top_filter.get("purge_reagent"))
var/reagent = top_filter.get("purge_reagent")
if(reagent)
reagents.del_reagent(reagent)
return
if(top_filter.get("purge_all"))
reagents.clear_reagents()
return
return
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/proc/get_reagents_page()
var/output = {"<html>
<head>
<title>Reagent Synthesizer</title>
<script language='javascript' type='text/javascript'>
[js_byjax]
</script>
<style>
h3 {margin-bottom:2px;font-size:14px;}
#reagents, #reagents_form {}
form {width: 90%; margin:10px auto; border:1px dotted #999; padding:6px;}
#submit {margin-top:5px;}
</style>
</head>
<body>
<h3>Current reagents:</h3>
<div id="reagents">
[get_current_reagents()]
</div>
<h3>Reagents production:</h3>
<div id="reagents_form">
[get_reagents_form()]
</div>
</body>
</html>
"}
return output
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/proc/get_reagents_form()
var/r_list = get_reagents_list()
var/inputs
if(r_list)
inputs += "<input type=\"hidden\" name=\"src\" value=\"\ref[src]\">"
inputs += "<input type=\"hidden\" name=\"select_reagents\" value=\"1\">"
inputs += "<input id=\"submit\" type=\"submit\" value=\"Apply settings\">"
var/output = {"<form action="byond://" method="get">
[r_list || "No known reagents"]
[inputs]
</form>
[r_list? "<span style=\"font-size:80%;\">Only the first [synth_speed] selected reagent\s will be added to production</span>" : null]
"}
return output
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/proc/get_reagents_list()
var/output
for(var/i=1 to known_reagents.len)
var/reagent_id = known_reagents[i]
output += {"<input type="checkbox" value="[reagent_id]" name="reagent_[i]" [(reagent_id in processed_reagents)? "checked=\"1\"" : null]> [known_reagents[reagent_id]]<br />"}
return output
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/proc/get_current_reagents()
var/output
for(var/datum/reagent/R in reagents.reagent_list)
if(R.volume > 0)
output += "[R]: [round(R.volume,0.001)] - <a href=\"?src=\ref[src];purge_reagent=[R.id]\">Purge Reagent</a><br />"
if(output)
output += "Total: [round(reagents.total_volume,0.001)]/[reagents.maximum_volume] - <a href=\"?src=\ref[src];purge_all=1\">Purge All</a>"
return output || "None"
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/proc/load_syringe(obj/item/reagent_containers/syringe/S)
if(syringes.len<max_syringes)
if(get_dist(src,S) >= 2)
occupant_message("The syringe is too far away.")
return 0
for(var/obj/structure/D in S.loc)//Basic level check for structures in the way (Like grilles and windows)
if(!(D.CanPass(S,src.loc)))
occupant_message("Unable to load syringe.")
return 0
for(var/obj/machinery/door/D in S.loc)//Checks for doors
if(!(D.CanPass(S,src.loc)))
occupant_message("Unable to load syringe.")
return 0
S.reagents.trans_to_obj(src, S.reagents.total_volume)
S.forceMove(src)
syringes += S
occupant_message("Syringe loaded.")
update_equip_info()
return 1
occupant_message("The [src] syringe chamber is full.")
return 0
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/proc/analyze_reagents(atom/A)
if(get_dist(src,A) >= 4)
occupant_message("The object is too far away.")
return 0
if(!A.reagents || istype(A,/mob))
occupant_message("<span class=\"alert\">No reagent info gained from [A].</span>")
return 0
occupant_message("Analyzing reagents...")
for(var/datum/reagent/R in A.reagents.reagent_list)
if(R.id in known_reagents)
occupant_message("Reagent \"[R.name]\" already present in database, skipping.")
else if(R.reagent_state == 2 && add_known_reagent(R.id,R.name))
occupant_message("Reagent analyzed, identified as [R.name] and added to database.")
send_byjax(chassis.occupant,"msyringegun.browser","reagents_form",get_reagents_form())
else
occupant_message("Reagent \"[R.name]\" unable to be scanned, skipping.")
occupant_message("Analysis complete.")
return 1
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/proc/add_known_reagent(r_id,r_name)
set_ready_state(0)
do_after_cooldown()
if(!(r_id in known_reagents))
known_reagents += r_id
known_reagents[r_id] = r_name
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/update_equip_info()
if(..())
send_byjax(chassis.occupant,"msyringegun.browser","reagents",get_current_reagents())
send_byjax(chassis.occupant,"msyringegun.browser","reagents_form",get_reagents_form())
return 1
return
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/on_reagent_change()
..()
update_equip_info()
return
/datum/global_iterator/mech_synth
delay = 100
/datum/global_iterator/mech_synth/process(var/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun/S)
if(!S.chassis)
return stop()
var/energy_drain = S.energy_drain*10
if(!S.processed_reagents.len || S.reagents.total_volume >= S.reagents.maximum_volume || !S.chassis.has_charge(energy_drain))
S.occupant_message("<span class=\"alert\">Reagent processing stopped.</span>")
S.log_message("Reagent processing stopped.")
return stop()
var/amount = S.synth_speed / S.processed_reagents.len
for(var/reagent in S.processed_reagents)
S.reagents.add_reagent(reagent,amount)
S.chassis.use_power(energy_drain)
return 1
/obj/item/mecha_parts/mecha_equipment/crisis_drone
name = "crisis dronebay"
desc = "A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit."
icon_state = "mecha_dronebay"
origin_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_BIO = 5, TECH_DATA = 4)
range = MELEE|RANGED
equip_cooldown = 3 SECONDS
required_type = list(/obj/mecha/medical)
var/droid_state = "med_droid"
var/beam_state = "medbeam"
var/enabled = FALSE
var/icon/drone_overlay
var/max_distance = 3
var/damcap = 60
var/heal_dead = FALSE // Does this device heal the dead?
var/brute_heal = 0.5 // Amount of bruteloss healed.
var/burn_heal = 0.5 // Amount of fireloss healed.
var/tox_heal = 0.5 // Amount of toxloss healed.
var/oxy_heal = 1 // Amount of oxyloss healed.
var/rad_heal = 0 // Amount of radiation healed.
var/clone_heal = 0 // Amount of cloneloss healed.
var/hal_heal = 0.2 // Amount of halloss healed.
var/bone_heal = 0 // Percent chance it will heal a broken bone. this does not mean 'make it not instantly re-break'.
var/mob/living/Target = null
var/datum/beam/MyBeam = null
equip_type = EQUIP_HULL
/obj/item/mecha_parts/mecha_equipment/crisis_drone/Initialize(mapload)
. = ..()
drone_overlay = new(src.icon, icon_state = droid_state)
/obj/item/mecha_parts/mecha_equipment/crisis_drone/Destroy()
STOP_PROCESSING(SSobj, src)
..()
/obj/item/mecha_parts/mecha_equipment/crisis_drone/attach(obj/mecha/M as obj)
. = ..(M)
if(chassis)
START_PROCESSING(SSobj, src)
/obj/item/mecha_parts/mecha_equipment/crisis_drone/detach(atom/moveto=null)
shut_down()
. = ..(moveto)
STOP_PROCESSING(SSobj, src)
/obj/item/mecha_parts/mecha_equipment/crisis_drone/critfail()
. = ..()
STOP_PROCESSING(SSobj, src)
shut_down()
if(chassis && chassis.occupant)
to_chat(chassis.occupant, "<span class='notice'>\The [chassis] shudders as something jams!</span>")
log_message("[src.name] has malfunctioned. Maintenance required.")
/obj/item/mecha_parts/mecha_equipment/crisis_drone/process() // Will continually try to find the nearest person above the threshold that is a valid target, and try to heal them.
if(chassis && enabled && chassis.has_charge(energy_drain) && (chassis.occupant || enable_special))
var/mob/living/Targ = Target
var/TargDamage = 0
if(!valid_target(Target))
Target = null
if(Target)
TargDamage = (Targ.getOxyLoss() + Targ.getFireLoss() + Targ.getBruteLoss() + Targ.getToxLoss())
for(var/mob/living/Potential in viewers(max_distance, chassis))
if(!valid_target(Potential))
continue
var/tallydamage = 0
if(oxy_heal)
tallydamage += Potential.getOxyLoss()
if(burn_heal)
tallydamage += Potential.getFireLoss()
if(brute_heal)
tallydamage += Potential.getBruteLoss()
if(tox_heal)
tallydamage += Potential.getToxLoss()
if(hal_heal)
tallydamage += Potential.getHalLoss()
if(clone_heal)
tallydamage += Potential.getCloneLoss()
if(rad_heal)
tallydamage += Potential.radiation / 2
if(tallydamage > TargDamage)
Target = Potential
if(MyBeam && !valid_target(MyBeam.target))
QDEL_NULL(MyBeam)
if(Target)
if(MyBeam && MyBeam.target != Target)
QDEL_NULL(MyBeam)
if(valid_target(Target))
if(!MyBeam)
MyBeam = chassis.Beam(Target,icon='icons/effects/beam.dmi',icon_state=beam_state,time=3 SECONDS,maxdistance=max_distance,beam_type = /obj/effect/ebeam,beam_sleep_time=2)
heal_target(Target)
else
shut_down()
/obj/item/mecha_parts/mecha_equipment/crisis_drone/proc/valid_target(var/mob/living/L)
. = TRUE
if(!L || !istype(L))
return FALSE
if(get_dist(L, src) > max_distance)
return FALSE
if(!(L in viewers(max_distance, chassis)))
return FALSE
if(!unique_patient_checks(L))
return FALSE
if(L.stat == DEAD && !heal_dead)
return FALSE
var/tallydamage = 0
if(oxy_heal)
tallydamage += L.getOxyLoss()
if(burn_heal)
tallydamage += L.getFireLoss()
if(brute_heal)
tallydamage += L.getBruteLoss()
if(tox_heal)
tallydamage += L.getToxLoss()
if(hal_heal)
tallydamage += L.getHalLoss()
if(clone_heal)
tallydamage += L.getCloneLoss()
if(rad_heal)
tallydamage += L.radiation / 2
if(tallydamage < damcap)
return FALSE
/obj/item/mecha_parts/mecha_equipment/crisis_drone/proc/shut_down()
if(enabled)
chassis.visible_message("<span class='notice'>\The [chassis]'s [src] buzzes as its drone returns to port.</span>")
toggle_drone()
if(!isnull(Target))
Target = null
if(MyBeam)
QDEL_NULL(MyBeam)
/obj/item/mecha_parts/mecha_equipment/crisis_drone/proc/unique_patient_checks(var/mob/living/L) // Anything special for subtypes. Does it only work on Robots? Fleshies? A species?
. = TRUE
/obj/item/mecha_parts/mecha_equipment/crisis_drone/proc/heal_target(var/mob/living/L) // We've done all our special checks, just get to fixing damage.
chassis.use_power(energy_drain)
if(istype(L))
L.adjustBruteLoss(brute_heal * -1)
L.adjustFireLoss(burn_heal * -1)
L.adjustToxLoss(tox_heal * -1)
L.adjustOxyLoss(oxy_heal * -1)
L.adjustCloneLoss(clone_heal * -1)
L.adjustHalLoss(hal_heal * -1)
L.radiation = max(0, L.radiation - rad_heal)
if(ishuman(L) && bone_heal)
var/mob/living/carbon/human/H = L
if(H.bad_external_organs.len)
for(var/obj/item/organ/external/E in H.bad_external_organs)
if(prob(bone_heal))
E.status &= ~ORGAN_BROKEN
/obj/item/mecha_parts/mecha_equipment/crisis_drone/proc/toggle_drone()
if(chassis)
enabled = !enabled
if(enabled)
set_ready_state(0)
log_message("Activated.")
else
set_ready_state(1)
log_message("Deactivated.")
/obj/item/mecha_parts/mecha_equipment/crisis_drone/add_equip_overlay(obj/mecha/M as obj)
..()
if(enabled)
M.add_overlay(drone_overlay)
return
/obj/item/mecha_parts/mecha_equipment/crisis_drone/Topic(href, href_list)
..()
if(href_list["toggle_drone"])
toggle_drone()
return
/obj/item/mecha_parts/mecha_equipment/crisis_drone/get_equip_info()
if(!chassis) return
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[src.name] - <a href='?src=\ref[src];toggle_drone=1'>[enabled?"Dea":"A"]ctivate</a>"
/obj/item/mecha_parts/mecha_equipment/crisis_drone/rad
name = "hazmat dronebay"
desc = "A small shoulder-mounted dronebay containing a rapid response drone capable of purging a patient near the exosuit of radiation damage."
icon_state = "mecha_dronebay_rad"
droid_state = "rad_drone"
beam_state = "g_beam"
tox_heal = 0.5
rad_heal = 5
clone_heal = 0.2
hal_heal = 0.2
/obj/item/mecha_parts/mecha_equipment/tool/powertool/medanalyzer
name = "mounted humanoid scanner"
desc = "An exosuit-mounted scanning device."
icon_state = "mecha_analyzer_health"
origin_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 5, TECH_BIO = 5)
equip_cooldown = 5 SECONDS
energy_drain = 100
range = MELEE
equip_type = EQUIP_UTILITY
ready_sound = 'sound/weapons/flash.ogg'
required_type = list(/obj/mecha/medical)
tooltype = /obj/item/healthanalyzer/advanced