Ported BS12 medbots.

This commit is contained in:
cib
2012-10-13 06:33:05 -07:00
parent 8dc75dfa3c
commit 9c55f8c8ac
2 changed files with 123 additions and 156 deletions
+123 -154
View File
@@ -6,16 +6,16 @@
/obj/machinery/bot/medbot
name = "Medibot"
desc = "A little medical robot. He looks somewhat underwhelmed."
icon = 'icons/obj/aibots.dmi'
icon = 'aibots.dmi'
icon_state = "medibot0"
layer = 5.0
density = 0
density = 1
anchored = 0
health = 20
maxhealth = 20
req_access =list(access_medical)
var/stunned = 0 //It can be stunned by tasers. Delicate circuits.
//var/emagged = 0
var/obj/machinery/camera/cam = null
var/list/botcard_access = list(access_medical, access_morgue, access_genetics, access_robotics)
var/obj/item/weapon/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
@@ -27,27 +27,29 @@
var/last_found = 0
var/last_newpatient_speak = 0 //Don't spam the "HEY I'M COMING" messages
var/currently_healing = 0
var/injection_amount = 15 //How much reagent do we inject at a time?
var/injection_amount = 5 //How much reagent do we inject at a time?
var/heal_threshold = 15 //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/use_beaker = 1 //Use reagents in beaker instead of default treatment agents.
//Setting which reagents to use to treat what by default. By id.
var/treatment_brute = "bicaridine"
var/treatment_oxy = "dexalin"
var/treatment_fire = "kelotane"
var/treatment_tox = "anti_toxin"
var/treatment_virus = "spaceacillin"
var/reagent_id = "inaprovaline"
var/shut_up = 0 //self explanatory :)
var/always_inject = 0
/obj/machinery/bot/medbot/mysterious
name = "Mysterious Medibot"
desc = "International Medibot of mystery."
skin = "bezerk"
treatment_oxy = "dexalinp"
reagent_id = "dexalinp"
/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 = '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
@@ -58,7 +60,7 @@
..()
spawn(5)
if(src.skin)
src.overlays += image('icons/obj/aibots.dmi', "kit_skin_[src.skin]")
src.overlays += image('aibots.dmi', "kit_skin_[src.skin]")
/obj/machinery/bot/medbot/New()
@@ -67,13 +69,16 @@
spawn(4)
if(src.skin)
src.overlays += image('icons/obj/aibots.dmi', "medskin_[src.skin]")
src.overlays += image('aibots.dmi', "medskin_[src.skin]")
src.botcard = new /obj/item/weapon/card/id(src)
if(isnull(src.botcard_access) || (src.botcard_access.len < 1))
src.botcard.access = get_access("Medical Doctor")
else
src.botcard.access = src.botcard_access
src.cam = new /obj/machinery/camera(src)
src.cam.c_tag = src.name
src.cam.network = "Medbay"
/obj/machinery/bot/medbot/turn_on()
. = ..()
@@ -101,7 +106,6 @@
var/dat
dat += "<TT><B>Automatic Medical Unit v1.0</B></TT><BR><BR>"
dat += "Status: <A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A><BR>"
dat += "Maintenance panel panel is [src.open ? "opened" : "closed"]<BR>"
dat += "Beaker: "
if (src.reagent_glass)
dat += "<A href='?src=\ref[src];eject=1'>Loaded \[[src.reagent_glass.reagents.total_volume]/[src.reagent_glass.reagents.maximum_volume]\]</a>"
@@ -126,6 +130,9 @@
dat += "Reagent Source: "
dat += "<a href='?src=\ref[src];use_beaker=1'>[src.use_beaker ? "Loaded Beaker (When available)" : "Internal Synthesizer"]</a><br>"
dat += "Inject: "
dat += "<a href='?src=\ref[src];toggle_inject=1'>[src.always_inject ? "Always" : "If loaded chemical is known to help"]</a><br>"
dat += "The speaker switch is [src.shut_up ? "off" : "on"]. <a href='?src=\ref[src];togglevoice=[1]'>Toggle</a>"
user << browse("<HEAD><TITLE>Medibot v1.0 controls</TITLE></HEAD>[dat]", "window=automed")
@@ -161,13 +168,12 @@
else if((href_list["use_beaker"]) && (!src.locked))
src.use_beaker = !src.use_beaker
else if((href_list["toggle_inject"]) && (!src.locked))
src.always_inject = !src.always_inject
else if (href_list["eject"] && (!isnull(src.reagent_glass)))
if(!src.locked)
src.reagent_glass.loc = get_turf(src)
src.reagent_glass = null
else
usr << "<span class='notice'>You cannot eject the beaker because the panel is locked.</span>"
src.reagent_glass.loc = get_turf(src)
src.reagent_glass = null
else if ((href_list["togglevoice"]) && (!src.locked))
src.shut_up = !src.shut_up
@@ -177,30 +183,22 @@
/obj/machinery/bot/medbot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user) && !open && !emagged)
if (src.allowed(user))
src.locked = !src.locked
user << "<span class='notice'>Controls are now [src.locked ? "locked." : "unlocked."]</span>"
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
src.updateUsrDialog()
else
if(emagged)
user << "<span class='warning'>ERROR</span>"
if(open)
user << "<span class='warning'>Please close the access panel before locking it.</span>"
else
user << "<span class='warning'>Access denied.</span>"
user << "\red Access denied."
else if (istype(W, /obj/item/weapon/reagent_containers/glass))
if(src.locked)
user << "<span class='notice'>You cannot insert a beaker because the panel is locked.</span>"
return
if(!isnull(src.reagent_glass))
user << "<span class='notice'>There is already a beaker loaded.</span>"
user << "There is already a beaker loaded!"
return
user.drop_item()
W.loc = src
src.reagent_glass = W
user << "<span class='notice'>You insert [W].</span>"
user << "You insert [W]."
src.updateUsrDialog()
return
@@ -211,20 +209,19 @@
/obj/machinery/bot/medbot/Emag(mob/user as mob)
..()
if(open && !locked)
if(user) user << "<span class='warning'>You short out [src]'s reagent synthesis circuits.</span>"
spawn(0)
for(var/mob/O in hearers(src, null))
O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
flick("medibot_spark", src)
src.patient = null
if(user) src.oldpatient = user
src.currently_healing = 0
src.last_found = world.time
src.anchored = 0
src.emagged = 2
src.on = 1
src.icon_state = "medibot[src.on]"
if(user) user << "\red You short out [src]'s reagent synthesis circuits."
spawn(0)
for(var/mob/O in hearers(src, null))
O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
flick("medibot_spark", src)
src.patient = null
if(user) src.oldpatient = user
src.currently_healing = 0
src.last_found = world.time
src.anchored = 0
src.emagged = 1
src.on = 1
src.icon_state = "medibot[src.on]"
/obj/machinery/bot/medbot/process()
set background = 1
@@ -254,7 +251,7 @@
src.path = new()
if(!src.patient)
if(!src.shut_up && prob(1))
if(prob(1) && (!src.shut_up))
var/message = pick("Radar, put a mask on!","There's always a catch, and it's the best there is.","I knew it, I should've been a plastic surgeon.","What kind of medbay is this? Everyone's dropping like dead flies.","Delicious!")
src.speak(message)
@@ -265,6 +262,9 @@
if ((C == src.oldpatient) && (world.time < src.last_found + 100))
continue
if(C.getOxyLoss() < 5 && reagent_id == "inaprovaline" && !src.emagged && !src.reagent_glass)
continue
if(src.assess_patient(C))
src.patient = C
src.oldpatient = C
@@ -324,7 +324,7 @@
if(C.suiciding)
return 0 //Kevorkian school of robotic medical assistants.
if(src.emagged == 2) //Everyone needs our medicine. (Our medicine is toxins)
if(src.emagged) //Everyone needs our medicine. (Our medicine is toxins)
return 1
//If they're injured, we're using a beaker, and don't have one of our WONDERCHEMS.
@@ -335,25 +335,18 @@
continue
//They're injured enough for it!
if((C.getBruteLoss() >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_brute)))
if(C.getBruteLoss() >= heal_threshold)
return 1 //If they're already medicated don't bother!
if((C.getOxyLoss() >= (15 + heal_threshold)) && (!C.reagents.has_reagent(src.treatment_oxy)))
if(C.getOxyLoss() >= (15 + heal_threshold))
return 1
if((C.getFireLoss() >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_fire)))
if(C.getFireLoss() >= heal_threshold)
return 1
if((C.getToxLoss() >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_tox)))
if(C.getToxLoss() >= heal_threshold)
return 1
for(var/datum/disease/D in C.viruses)
if((D.stage > 1) || (D.spread_type == AIRBORNE))
if (!C.reagents.has_reagent(src.treatment_virus))
return 1 //STOP DISEASE FOREVER
return 0
/obj/machinery/bot/medbot/proc/medicate_patient(mob/living/carbon/C as mob)
@@ -376,40 +369,37 @@
src.last_found = world.time
return
var/reagent_id = null
//Use whatever is inside the loaded beaker. If there is one.
//See if we have anything inside the beaker to help.
if((src.use_beaker) && (src.reagent_glass) && (src.reagent_glass.reagents.total_volume))
reagent_id = "internal_beaker"
if(always_inject)
reagent_id = "internal_beaker"
else if (C.getBruteLoss() >= heal_threshold && reagent_glass.reagents.has_reagent(src.treatment_brute))
reagent_id = "internal_beaker"
if(src.emagged == 2) //Emagged! Time to poison everybody.
else if (C.getOxyLoss() >= (15 + heal_threshold) && reagent_glass.reagents.has_reagent(src.treatment_oxy))
reagent_id = "internal_beaker"
else if (C.getFireLoss() >= heal_threshold && reagent_glass.reagents.has_reagent(src.treatment_fire))
reagent_id = "internal_beaker"
else if (C.getToxLoss() >= heal_threshold && reagent_glass.reagents.has_reagent(src.treatment_tox))
reagent_id = "internal_beaker"
else if (100 - C.health >= heal_threshold && reagent_glass.reagents.has_reagent("tricordrazine"))
reagent_id = "internal_beaker"
if(src.emagged) //Emagged! Time to poison everybody.
reagent_id = "toxin"
var/virus = 0
for(var/datum/disease/D in C.viruses)
virus = 1
if(reagent_id == "internal_beaker" && \
src.patient.reagents.has_reagent(src.reagent_glass.reagents.get_master_reagent_id()) )
if(prob(10))
var/message = pick("Oops, that's an overdose!", "You're going to be just fine!")
src.speak(message)
return
if (!reagent_id && (virus))
if(!C.reagents.has_reagent(src.treatment_virus))
reagent_id = src.treatment_virus
if (!reagent_id && (C.getBruteLoss() >= heal_threshold))
if(!C.reagents.has_reagent(src.treatment_brute))
reagent_id = src.treatment_brute
if (!reagent_id && (C.getOxyLoss() >= (15 + heal_threshold)))
if(!C.reagents.has_reagent(src.treatment_oxy))
reagent_id = src.treatment_oxy
if (!reagent_id && (C.getFireLoss() >= heal_threshold))
if(!C.reagents.has_reagent(src.treatment_fire))
reagent_id = src.treatment_fire
if (!reagent_id && (C.getToxLoss() >= heal_threshold))
if(!C.reagents.has_reagent(src.treatment_tox))
reagent_id = src.treatment_tox
if(!reagent_id) //If they don't need any of that they're probably cured!
if(C.getOxyLoss() < 10 && reagent_id == "inaprovaline") //If they don't need any of that they're probably cured!
src.oldpatient = src.patient
src.patient = null
src.currently_healing = 0
@@ -433,10 +423,9 @@
src.icon_state = "medibot[src.on]"
src.currently_healing = 0
reagent_id = "inaprovaline"
return
// src.speak(reagent_id)
reagent_id = null
return
@@ -452,6 +441,11 @@
src.stunned = min(stunned+10,20)
..()
/obj/machinery/bot/medbot/emp_act(severity)
if (cam)
cam.emp_act(severity)
..()
/obj/machinery/bot/medbot/explode()
src.on = 0
for(var/mob/O in hearers(src, null))
@@ -478,53 +472,24 @@
return
/obj/machinery/bot/medbot/Bump(M as mob|obj) //Leave no door unopened!
if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
var/obj/machinery/door/D = M
if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
D.open()
spawn(0)
if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
var/obj/machinery/door/D = M
if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
D.open()
src.frustration = 0
else if ((istype(M, /mob/living/)) && (!src.anchored))
src.loc = M:loc
src.frustration = 0
else if ((istype(M, /mob/living/)) && (!src.anchored))
src.loc = M:loc
src.frustration = 0
return
return
/* terrible
/obj/machinery/bot/medbot/Bumped(atom/movable/M as mob|obj)
spawn(0)
if (M)
var/turf/T = get_turf(src)
M:loc = T
*/
/*
* Pathfinding procs, allow the medibot to path through doors it has access to.
*/
//Pretty ugh
/*
/turf/proc/AdjacentTurfsAllowMedAccess()
var/L[] = new()
for(var/turf/t in oview(src,1))
if(!t.density)
if(!LinkBlocked(src, t) && !TurfBlockedNonWindowNonDoor(t,get_access("Medical Doctor")))
L.Add(t)
return L
//It isn't blocked if we can open it, man.
/proc/TurfBlockedNonWindowNonDoor(turf/loc, var/list/access)
for(var/obj/O in loc)
if(O.density && !istype(O, /obj/structure/window) && !istype(O, /obj/machinery/door))
return 1
if (O.density && (istype(O, /obj/machinery/door)) && (access.len))
var/obj/machinery/door/D = O
for(var/req in D.req_access)
if(!(req in access)) //doesn't have this access
return 1
return 0
*/
/*
* Medbot Assembly -- Can be made out of all three medkits.
@@ -538,7 +503,7 @@
//Making a medibot!
if(src.contents.len >= 1)
user << "<span class='notice'>You need to empty [src] out first.</span>"
user << "\red You need to empty [src] out first!"
return
var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
@@ -548,44 +513,48 @@
A.skin = "tox"
else if(istype(src,/obj/item/weapon/storage/firstaid/o2))
A.skin = "o2"
else if(istype(src,/obj/item/weapon/storage/firstaid/adv))
A.skin = "adv"
A.loc = user
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = A
else
user.u_equip(S)
user.l_hand = A
A.layer = 20
user << "You add the robot arm to the first aid kit"
del(S)
user.put_in_hands(A)
user << "<span class='notice'>You add the robot arm to the first aid kit.</span>"
user.drop_from_inventory(src)
del(src)
/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 = stripped_input(user, "Enter new robot name", src.name, src.created_name)
if((istype(W, /obj/item/device/healthanalyzer)) && (!src.build_step))
src.build_step++
user << "You add the health sensor to [src]!"
src.name = "First aid/robot arm/health analyzer assembly"
src.overlays += image('aibots.dmi', "na_scanner")
del(W)
else if((isprox(W)) && (src.build_step == 1))
src.build_step++
user << "You complete the Medibot! Beep boop."
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot
S.skin = src.skin
S.loc = get_turf(src)
S.name = src.created_name
del(W)
del(src)
else if(istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_NAME_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t
else
switch(build_step)
if(0)
if(istype(W, /obj/item/device/healthanalyzer))
user.drop_item()
del(W)
src.build_step++
user << "<span class='notice'>You add the health sensor to [src].</span>"
src.name = "First aid/robot arm/health analyzer assembly"
src.overlays += image('icons/obj/aibots.dmi', "na_scanner")
if(1)
if(isprox(W))
user.drop_item()
del(W)
src.build_step++
user << "<span class='notice'>You complete the Medibot! Beep boop.</span>"
var/turf/T = get_turf(src)
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot(T)
S.skin = src.skin
S.name = src.created_name
user.drop_from_inventory(src)
del(src)
@@ -212,8 +212,6 @@
else//Brain is gone, doesn't matter if they are AFK or present
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
var/temp_dam = getBruteLoss() //no need to calculate each of these twice
msg += "<span class='warning'>"
if(nutrition < 100)