/obj/machinery/sleep_console name = "sleeper console" icon = 'icons/obj/machines/sleeper.dmi' icon_state = "console" density = FALSE /obj/machinery/sleeper name = "sleeper" desc = "An enclosed machine used to stabilize and heal patients." icon = 'icons/obj/machines/sleeper.dmi' icon_state = "sleeper" density = FALSE state_open = TRUE circuit = /obj/item/circuitboard/machine/sleeper req_access = list(ACCESS_CMO) //Used for reagent deletion and addition of non medicines var/efficiency = 1 var/min_health = 30 var/list/available_chems var/controls_inside = FALSE var/list/possible_chems = list( list(/datum/reagent/medicine/epinephrine, /datum/reagent/medicine/morphine, /datum/reagent/medicine/salbutamol, /datum/reagent/medicine/bicaridine, /datum/reagent/medicine/kelotane), list(/datum/reagent/medicine/oculine,/datum/reagent/medicine/inacusiate), list(/datum/reagent/medicine/antitoxin, /datum/reagent/medicine/mutadone, /datum/reagent/medicine/mannitol, /datum/reagent/medicine/pen_acid), list(/datum/reagent/medicine/omnizine) ) var/list/chem_buttons //Used when emagged to scramble which chem is used, eg: antitoxin -> morphine var/scrambled_chems = FALSE //Are chem buttons scrambled? used as a warning var/enter_message = "You feel cool air surround you. You go numb as your senses turn inward." /obj/machinery/sleeper/Initialize() . = ..() create_reagents(500, NO_REACT) occupant_typecache = GLOB.typecache_living update_icon() reset_chem_buttons() RefreshParts() add_inital_chems() /obj/machinery/sleeper/on_deconstruction() var/obj/item/reagent_containers/sleeper_buffer/buffer = new (loc) buffer.volume = reagents.maximum_volume buffer.reagents.maximum_volume = reagents.maximum_volume reagents.trans_to(buffer.reagents, reagents.total_volume) /obj/machinery/sleeper/proc/add_inital_chems() for(var/i in available_chems) var/datum/reagent/R = reagents.has_reagent(i) if(!R) reagents.add_reagent(i, (20)) continue if(R.volume < 20) reagents.add_reagent(i, (20 - R.volume)) /obj/machinery/sleeper/RefreshParts() var/E for(var/obj/item/stock_parts/matter_bin/B in component_parts) E += B.rating var/I for(var/obj/item/stock_parts/manipulator/M in component_parts) I += M.rating efficiency = initial(efficiency)* E min_health = initial(min_health) - (10*(E-1)) // CIT CHANGE - changes min health equation to be min_health - (matterbin rating * 10) available_chems = list() for(var/i in 1 to I) available_chems |= possible_chems[i] reset_chem_buttons() //Total container size 500 - 2000u if(reagents) reagents.maximum_volume = (500*E) /obj/machinery/sleeper/update_icon() icon_state = initial(icon_state) if(state_open) icon_state += "-open" /obj/machinery/sleeper/container_resist(mob/living/user) visible_message("[occupant] emerges from [src]!", "You climb out of [src]!") open_machine() /obj/machinery/sleeper/Exited(atom/movable/user) if (!state_open && user == occupant) container_resist(user) /obj/machinery/sleeper/relaymove(mob/user) if (!state_open) container_resist(user) /obj/machinery/sleeper/open_machine() if(!state_open && !panel_open) ..() /obj/machinery/sleeper/close_machine(mob/user) if((isnull(user) || istype(user)) && state_open && !panel_open) ..(user) var/mob/living/mob_occupant = occupant if(mob_occupant && mob_occupant.stat != DEAD) to_chat(occupant, "[enter_message]") /obj/machinery/sleeper/emp_act(severity) . = ..() if (. & EMP_PROTECT_SELF) return if(is_operational() && occupant) var/datum/reagent/R = pick(reagents.reagent_list) inject_chem(R.type, occupant) open_machine() //Is this too much? if(severity == EMP_HEAVY) var/chem = pick(available_chems) available_chems -= chem available_chems += get_random_reagent_id() reset_chem_buttons() /obj/machinery/sleeper/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/reagent_containers/sleeper_buffer)) var/obj/item/reagent_containers/sleeper_buffer/SB = I if((SB.reagents.total_volume + reagents.total_volume) < reagents.maximum_volume) SB.reagents.trans_to(reagents, SB.reagents.total_volume) visible_message("[user] places the [SB] into the [src].") qdel(SB) return else SB.reagents.trans_to(reagents, SB.reagents.total_volume) visible_message("[user] adds as much as they can to the [src] from the [SB].") return if(istype(I, /obj/item/reagent_containers)) var/obj/item/reagent_containers/RC = I if(RC.reagents.total_volume == 0) to_chat(user, "The [I] is empty!") for(var/datum/reagent/R in RC.reagents.reagent_list) if((obj_flags & EMAGGED) || (allowed(usr))) break if(!istype(R, /datum/reagent/medicine)) visible_message("The [src] gives out a hearty boop and rejects the [I]. The Sleeper's screen flashes with a pompous \"Medicines only, please.\"") return RC.reagents.trans_to(reagents, 1000) visible_message("[user] adds as much as they can to the [src] from the [I].") return /obj/machinery/sleeper/MouseDrop_T(mob/target, mob/user) if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser()) return close_machine(target) /obj/machinery/sleeper/screwdriver_act(mob/living/user, obj/item/I) . = TRUE if(..()) return if(occupant) to_chat(user, "[src] is currently occupied!") return if(state_open) to_chat(user, "[src] must be closed to [panel_open ? "close" : "open"] its maintenance hatch!") return if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I)) return return FALSE /obj/machinery/sleeper/wrench_act(mob/living/user, obj/item/I) . = ..() if(default_change_direction_wrench(user, I)) return TRUE /obj/machinery/sleeper/crowbar_act(mob/living/user, obj/item/I) . = ..() if(default_pry_open(I)) return TRUE if(default_deconstruction_crowbar(I)) return TRUE /obj/machinery/sleeper/default_pry_open(obj/item/I) //wew . = !(state_open || panel_open || (flags_1 & NODECONSTRUCT_1)) && I.tool_behaviour == TOOL_CROWBAR if(.) I.play_tool_sound(src, 50) visible_message("[usr] pries open [src].", "You pry open [src].") open_machine() /obj/machinery/sleeper/AltClick(mob/user) . = ..() if(!user.canUseTopic(src, !issilicon(user))) return if(state_open) close_machine() else open_machine() return TRUE /obj/machinery/sleeper/examine(mob/user) . = ..() . += "Alt-click [src] to [state_open ? "close" : "open"] it." /obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \ datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state) if(controls_inside && state == GLOB.notcontained_state) state = GLOB.default_state // If it has a set of controls on the inside, make it actually controllable by the mob in it. ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open) if(!ui) ui = new(user, src, ui_key, "sleeper", name, 550, 700, master_ui, state) ui.open() /obj/machinery/sleeper/ui_data() var/list/data = list() var/chemical_list = list() var/blood_percent = 0 data["occupied"] = occupant ? 1 : 0 data["open"] = state_open data["blood_levels"] = blood_percent data["blood_status"] = "Patient either has no blood, or does not require it to function." data["chemical_list"] = chemical_list data["chems"] = list() for(var/chem in available_chems) var/datum/reagent/R = reagents.has_reagent(chem) R = GLOB.chemical_reagents_list[chem] data["synthchems"] += list(list("name" = R.name, "id" = R.type, "synth_allowed" = synth_allowed(chem))) for(var/datum/reagent/R in reagents.reagent_list) data["chems"] += list(list("name" = R.name, "id" = R.type, "vol" = R.volume, "purity" = R.purity, "allowed" = chem_allowed(R.type))) data["occupant"] = list() var/mob/living/mob_occupant = occupant if(mob_occupant) data["occupant"]["name"] = mob_occupant.name switch(mob_occupant.stat) if(CONSCIOUS) data["occupant"]["stat"] = "Conscious" data["occupant"]["statstate"] = "good" if(SOFT_CRIT) data["occupant"]["stat"] = "Conscious" data["occupant"]["statstate"] = "average" if(UNCONSCIOUS) data["occupant"]["stat"] = "Unconscious" data["occupant"]["statstate"] = "average" if(DEAD) data["occupant"]["stat"] = "Dead" data["occupant"]["statstate"] = "bad" data["occupant"]["health"] = mob_occupant.health data["occupant"]["maxHealth"] = mob_occupant.maxHealth data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD data["occupant"]["bruteLoss"] = mob_occupant.getBruteLoss() data["occupant"]["oxyLoss"] = mob_occupant.getOxyLoss() data["occupant"]["toxLoss"] = mob_occupant.getToxLoss() data["occupant"]["fireLoss"] = mob_occupant.getFireLoss() data["occupant"]["cloneLoss"] = mob_occupant.getCloneLoss() data["occupant"]["brainLoss"] = mob_occupant.getOrganLoss(ORGAN_SLOT_BRAIN) if(mob_occupant.reagents.reagent_list.len) for(var/datum/reagent/R in mob_occupant.reagents.reagent_list) chemical_list += list(list("name" = R.name, "volume" = R.volume)) else chemical_list = "Patient has no reagents." data["occupant"]["failing_organs"] = list() var/mob/living/carbon/C = mob_occupant if(C) for(var/obj/item/organ/Or in C.getFailingOrgans()) if(istype(Or, /obj/item/organ/brain)) continue data["occupant"]["failing_organs"] += list(list("name" = Or.name)) if(istype(C)) //Non-carbons shouldn't be able to enter sleepers, but this is to prevent runtimes if something ever breaks if(mob_occupant.has_dna()) // Blood-stuff is mostly a copy-paste from the healthscanner. blood_percent = round((C.blood_volume / BLOOD_VOLUME_NORMAL)*100) var/blood_id = C.get_blood_id() var/blood_warning = "" if(blood_percent < 80) blood_warning = "Patient has low blood levels." if(blood_percent < 60) blood_warning = "Patient has DANGEROUSLY low blood levels." if(blood_id) var/blood_type = C.dna.blood_type if(!(blood_id in GLOB.blood_reagent_types)) // special blood substance var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id] if(R) blood_type = R.name else blood_type = blood_id data["blood_status"] = "Patient has [blood_type] type blood. [blood_warning]" data["blood_levels"] = blood_percent return data /obj/machinery/sleeper/ui_act(action, params) if(..()) return var/mob/living/mob_occupant = occupant switch(action) if("door") if(state_open) close_machine() else open_machine() . = TRUE if("inject") var/chem = text2path(params["chem"]) var/amount = text2num(params["volume"]) if(!is_operational() || !mob_occupant || isnull(chem)) return if(mob_occupant.health < min_health && chem != /datum/reagent/medicine/epinephrine) return if(inject_chem(chem, usr, amount)) . = TRUE if(scrambled_chems && prob(5)) to_chat(usr, "Chemical system re-route detected, results may not be as expected!") if("synth") var/chem = text2path(params["chem"]) if(!is_operational()) return reagents.add_reagent(chem_buttons[chem], 10) //other_purity = 0.75 for when the mechanics are in if("purge") var/chem = text2path(params["chem"]) if(allowed(usr)) if(!is_operational()) return reagents.remove_reagent(chem, 1000) return if(chem in available_chems) if(!is_operational()) return /*var/datum/reagent/R = reagents.has_reagent(chem) //For when purity effects are in if(R.purity < 0.8)*/ reagents.remove_reagent(chem, 1000) else visible_message("Access Denied.") playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0) /obj/machinery/sleeper/emag_act(mob/user) . = ..() obj_flags |= EMAGGED scramble_chem_buttons() to_chat(user, "You scramble the sleeper's user interface!") return TRUE //trans to /obj/machinery/sleeper/proc/inject_chem(chem, mob/user, volume = 10) if(chem_allowed(chem)) reagents.trans_id_to(occupant, chem, volume)//emag effect kicks in here so that the "intended" chem is used for all checks, for extra FUUU if(user) log_combat(user, occupant, "injected [chem] into", addition = "via [src]") return TRUE /obj/machinery/sleeper/proc/chem_allowed(chem) var/mob/living/mob_occupant = occupant if(!mob_occupant || !mob_occupant.reagents) return var/amount = mob_occupant.reagents.get_reagent_amount(chem) + 10 <= 20 * efficiency var/occ_health = mob_occupant.health > min_health || chem == /datum/reagent/medicine/epinephrine return amount && occ_health /obj/machinery/sleeper/proc/synth_allowed(chem) var/datum/reagent/R = reagents.has_reagent(chem) if(!R) return TRUE if(R.volume < 50) return TRUE return FALSE /obj/machinery/sleeper/proc/reset_chem_buttons() scrambled_chems = FALSE LAZYINITLIST(chem_buttons) for(var/chem in available_chems) chem_buttons[chem] = chem /obj/machinery/sleeper/proc/scramble_chem_buttons() scrambled_chems = TRUE var/list/av_chem = available_chems.Copy() for(var/chem in av_chem) chem_buttons[chem] = pick_n_take(av_chem) //no dupes, allow for random buttons to still be correct /obj/machinery/sleeper/syndie icon_state = "sleeper_s" controls_inside = TRUE /obj/machinery/sleeper/syndie/Initialize() . = ..() component_parts = list() component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null) component_parts += new /obj/item/stock_parts/matter_bin/super(null) component_parts += new /obj/item/stock_parts/manipulator/pico(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/cable_coil(null) RefreshParts() /obj/machinery/sleeper/syndie/fullupgrade/Initialize() . = ..() component_parts = list() component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null) component_parts += new /obj/item/stock_parts/matter_bin/bluespace(null) component_parts += new /obj/item/stock_parts/manipulator/femto(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/cable_coil(null) RefreshParts() /obj/machinery/sleeper/clockwork name = "soothing sleeper" desc = "A large cryogenics unit built from brass. Its surface is pleasantly cool the touch." icon_state = "sleeper_clockwork" enter_message = "You hear the gentle hum and click of machinery, and are lulled into a sense of peace." possible_chems = list(list("epinephrine", "salbutamol", "bicaridine", "kelotane", "oculine", "inacusiate", "mannitol")) /obj/machinery/sleeper/clockwork/process() if(occupant && isliving(occupant)) var/mob/living/L = occupant if(GLOB.clockwork_vitality) //If there's Vitality, the sleeper has passive healing GLOB.clockwork_vitality = max(0, GLOB.clockwork_vitality - 1) L.adjustBruteLoss(-1) L.adjustFireLoss(-1) L.adjustOxyLoss(-5) /obj/machinery/sleeper/old icon_state = "oldpod"