mirror of
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Ported BS12 medbots.
This commit is contained in:
+123
-154
@@ -6,16 +6,16 @@
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/obj/machinery/bot/medbot
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name = "Medibot"
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desc = "A little medical robot. He looks somewhat underwhelmed."
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icon = 'icons/obj/aibots.dmi'
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icon = 'aibots.dmi'
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icon_state = "medibot0"
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layer = 5.0
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density = 0
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density = 1
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anchored = 0
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health = 20
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maxhealth = 20
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req_access =list(access_medical)
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var/stunned = 0 //It can be stunned by tasers. Delicate circuits.
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//var/emagged = 0
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var/obj/machinery/camera/cam = null
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var/list/botcard_access = list(access_medical, access_morgue, access_genetics, access_robotics)
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var/obj/item/weapon/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
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var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
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@@ -27,27 +27,29 @@
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var/last_found = 0
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var/last_newpatient_speak = 0 //Don't spam the "HEY I'M COMING" messages
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var/currently_healing = 0
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var/injection_amount = 15 //How much reagent do we inject at a time?
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var/injection_amount = 5 //How much reagent do we inject at a time?
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var/heal_threshold = 15 //Start healing when they have this much damage in a category
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var/use_beaker = 0 //Use reagents in beaker instead of default treatment agents.
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var/use_beaker = 1 //Use reagents in beaker instead of default treatment agents.
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//Setting which reagents to use to treat what by default. By id.
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var/treatment_brute = "bicaridine"
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var/treatment_oxy = "dexalin"
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var/treatment_fire = "kelotane"
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var/treatment_tox = "anti_toxin"
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var/treatment_virus = "spaceacillin"
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var/reagent_id = "inaprovaline"
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var/shut_up = 0 //self explanatory :)
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var/always_inject = 0
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/obj/machinery/bot/medbot/mysterious
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name = "Mysterious Medibot"
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desc = "International Medibot of mystery."
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skin = "bezerk"
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treatment_oxy = "dexalinp"
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reagent_id = "dexalinp"
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/obj/item/weapon/firstaid_arm_assembly
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name = "first aid/robot arm assembly"
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desc = "A first aid kit with a robot arm permanently grafted to it."
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icon = 'icons/obj/aibots.dmi'
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icon = 'aibots.dmi'
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icon_state = "firstaid_arm"
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var/build_step = 0
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var/created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
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@@ -58,7 +60,7 @@
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..()
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spawn(5)
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if(src.skin)
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src.overlays += image('icons/obj/aibots.dmi', "kit_skin_[src.skin]")
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src.overlays += image('aibots.dmi', "kit_skin_[src.skin]")
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/obj/machinery/bot/medbot/New()
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@@ -67,13 +69,16 @@
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spawn(4)
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if(src.skin)
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src.overlays += image('icons/obj/aibots.dmi', "medskin_[src.skin]")
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src.overlays += image('aibots.dmi', "medskin_[src.skin]")
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src.botcard = new /obj/item/weapon/card/id(src)
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if(isnull(src.botcard_access) || (src.botcard_access.len < 1))
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src.botcard.access = get_access("Medical Doctor")
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else
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src.botcard.access = src.botcard_access
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src.cam = new /obj/machinery/camera(src)
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src.cam.c_tag = src.name
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src.cam.network = "Medbay"
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/obj/machinery/bot/medbot/turn_on()
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. = ..()
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@@ -101,7 +106,6 @@
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var/dat
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dat += "<TT><B>Automatic Medical Unit v1.0</B></TT><BR><BR>"
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dat += "Status: <A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A><BR>"
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dat += "Maintenance panel panel is [src.open ? "opened" : "closed"]<BR>"
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dat += "Beaker: "
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if (src.reagent_glass)
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dat += "<A href='?src=\ref[src];eject=1'>Loaded \[[src.reagent_glass.reagents.total_volume]/[src.reagent_glass.reagents.maximum_volume]\]</a>"
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@@ -126,6 +130,9 @@
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dat += "Reagent Source: "
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dat += "<a href='?src=\ref[src];use_beaker=1'>[src.use_beaker ? "Loaded Beaker (When available)" : "Internal Synthesizer"]</a><br>"
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dat += "Inject: "
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dat += "<a href='?src=\ref[src];toggle_inject=1'>[src.always_inject ? "Always" : "If loaded chemical is known to help"]</a><br>"
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dat += "The speaker switch is [src.shut_up ? "off" : "on"]. <a href='?src=\ref[src];togglevoice=[1]'>Toggle</a>"
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user << browse("<HEAD><TITLE>Medibot v1.0 controls</TITLE></HEAD>[dat]", "window=automed")
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@@ -161,13 +168,12 @@
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else if((href_list["use_beaker"]) && (!src.locked))
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src.use_beaker = !src.use_beaker
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else if((href_list["toggle_inject"]) && (!src.locked))
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src.always_inject = !src.always_inject
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else if (href_list["eject"] && (!isnull(src.reagent_glass)))
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if(!src.locked)
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src.reagent_glass.loc = get_turf(src)
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src.reagent_glass = null
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else
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usr << "<span class='notice'>You cannot eject the beaker because the panel is locked.</span>"
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src.reagent_glass.loc = get_turf(src)
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src.reagent_glass = null
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else if ((href_list["togglevoice"]) && (!src.locked))
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src.shut_up = !src.shut_up
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@@ -177,30 +183,22 @@
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/obj/machinery/bot/medbot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user) && !open && !emagged)
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if (src.allowed(user))
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src.locked = !src.locked
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user << "<span class='notice'>Controls are now [src.locked ? "locked." : "unlocked."]</span>"
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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src.updateUsrDialog()
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else
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if(emagged)
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user << "<span class='warning'>ERROR</span>"
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if(open)
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user << "<span class='warning'>Please close the access panel before locking it.</span>"
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else
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user << "<span class='warning'>Access denied.</span>"
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user << "\red Access denied."
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else if (istype(W, /obj/item/weapon/reagent_containers/glass))
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if(src.locked)
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user << "<span class='notice'>You cannot insert a beaker because the panel is locked.</span>"
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return
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if(!isnull(src.reagent_glass))
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user << "<span class='notice'>There is already a beaker loaded.</span>"
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user << "There is already a beaker loaded!"
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return
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user.drop_item()
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W.loc = src
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src.reagent_glass = W
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user << "<span class='notice'>You insert [W].</span>"
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user << "You insert [W]."
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src.updateUsrDialog()
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return
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@@ -211,20 +209,19 @@
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/obj/machinery/bot/medbot/Emag(mob/user as mob)
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..()
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if(open && !locked)
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if(user) user << "<span class='warning'>You short out [src]'s reagent synthesis circuits.</span>"
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spawn(0)
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
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flick("medibot_spark", src)
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src.patient = null
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if(user) src.oldpatient = user
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src.currently_healing = 0
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src.last_found = world.time
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src.anchored = 0
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src.emagged = 2
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src.on = 1
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src.icon_state = "medibot[src.on]"
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if(user) user << "\red You short out [src]'s reagent synthesis circuits."
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spawn(0)
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
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flick("medibot_spark", src)
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src.patient = null
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if(user) src.oldpatient = user
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src.currently_healing = 0
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src.last_found = world.time
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src.anchored = 0
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src.emagged = 1
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src.on = 1
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src.icon_state = "medibot[src.on]"
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/obj/machinery/bot/medbot/process()
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set background = 1
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@@ -254,7 +251,7 @@
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src.path = new()
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if(!src.patient)
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if(!src.shut_up && prob(1))
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if(prob(1) && (!src.shut_up))
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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!")
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src.speak(message)
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@@ -265,6 +262,9 @@
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if ((C == src.oldpatient) && (world.time < src.last_found + 100))
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continue
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if(C.getOxyLoss() < 5 && reagent_id == "inaprovaline" && !src.emagged && !src.reagent_glass)
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continue
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if(src.assess_patient(C))
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src.patient = C
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src.oldpatient = C
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@@ -324,7 +324,7 @@
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if(C.suiciding)
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return 0 //Kevorkian school of robotic medical assistants.
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if(src.emagged == 2) //Everyone needs our medicine. (Our medicine is toxins)
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if(src.emagged) //Everyone needs our medicine. (Our medicine is toxins)
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return 1
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//If they're injured, we're using a beaker, and don't have one of our WONDERCHEMS.
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@@ -335,25 +335,18 @@
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continue
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//They're injured enough for it!
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if((C.getBruteLoss() >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_brute)))
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if(C.getBruteLoss() >= heal_threshold)
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return 1 //If they're already medicated don't bother!
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if((C.getOxyLoss() >= (15 + heal_threshold)) && (!C.reagents.has_reagent(src.treatment_oxy)))
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if(C.getOxyLoss() >= (15 + heal_threshold))
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return 1
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if((C.getFireLoss() >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_fire)))
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if(C.getFireLoss() >= heal_threshold)
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return 1
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if((C.getToxLoss() >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_tox)))
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if(C.getToxLoss() >= heal_threshold)
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return 1
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for(var/datum/disease/D in C.viruses)
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if((D.stage > 1) || (D.spread_type == AIRBORNE))
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if (!C.reagents.has_reagent(src.treatment_virus))
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return 1 //STOP DISEASE FOREVER
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return 0
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/obj/machinery/bot/medbot/proc/medicate_patient(mob/living/carbon/C as mob)
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@@ -376,40 +369,37 @@
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src.last_found = world.time
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return
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var/reagent_id = null
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//Use whatever is inside the loaded beaker. If there is one.
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//See if we have anything inside the beaker to help.
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if((src.use_beaker) && (src.reagent_glass) && (src.reagent_glass.reagents.total_volume))
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reagent_id = "internal_beaker"
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if(always_inject)
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reagent_id = "internal_beaker"
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else if (C.getBruteLoss() >= heal_threshold && reagent_glass.reagents.has_reagent(src.treatment_brute))
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reagent_id = "internal_beaker"
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if(src.emagged == 2) //Emagged! Time to poison everybody.
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else if (C.getOxyLoss() >= (15 + heal_threshold) && reagent_glass.reagents.has_reagent(src.treatment_oxy))
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reagent_id = "internal_beaker"
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else if (C.getFireLoss() >= heal_threshold && reagent_glass.reagents.has_reagent(src.treatment_fire))
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reagent_id = "internal_beaker"
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else if (C.getToxLoss() >= heal_threshold && reagent_glass.reagents.has_reagent(src.treatment_tox))
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reagent_id = "internal_beaker"
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else if (100 - C.health >= heal_threshold && reagent_glass.reagents.has_reagent("tricordrazine"))
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reagent_id = "internal_beaker"
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if(src.emagged) //Emagged! Time to poison everybody.
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reagent_id = "toxin"
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var/virus = 0
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for(var/datum/disease/D in C.viruses)
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virus = 1
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if(reagent_id == "internal_beaker" && \
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src.patient.reagents.has_reagent(src.reagent_glass.reagents.get_master_reagent_id()) )
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if(prob(10))
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var/message = pick("Oops, that's an overdose!", "You're going to be just fine!")
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src.speak(message)
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return
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if (!reagent_id && (virus))
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if(!C.reagents.has_reagent(src.treatment_virus))
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reagent_id = src.treatment_virus
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if (!reagent_id && (C.getBruteLoss() >= heal_threshold))
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if(!C.reagents.has_reagent(src.treatment_brute))
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reagent_id = src.treatment_brute
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if (!reagent_id && (C.getOxyLoss() >= (15 + heal_threshold)))
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if(!C.reagents.has_reagent(src.treatment_oxy))
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reagent_id = src.treatment_oxy
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if (!reagent_id && (C.getFireLoss() >= heal_threshold))
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if(!C.reagents.has_reagent(src.treatment_fire))
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reagent_id = src.treatment_fire
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if (!reagent_id && (C.getToxLoss() >= heal_threshold))
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if(!C.reagents.has_reagent(src.treatment_tox))
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reagent_id = src.treatment_tox
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if(!reagent_id) //If they don't need any of that they're probably cured!
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if(C.getOxyLoss() < 10 && reagent_id == "inaprovaline") //If they don't need any of that they're probably cured!
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src.oldpatient = src.patient
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src.patient = null
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src.currently_healing = 0
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@@ -433,10 +423,9 @@
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src.icon_state = "medibot[src.on]"
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src.currently_healing = 0
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reagent_id = "inaprovaline"
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return
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// src.speak(reagent_id)
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reagent_id = null
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return
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@@ -452,6 +441,11 @@
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src.stunned = min(stunned+10,20)
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..()
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/obj/machinery/bot/medbot/emp_act(severity)
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if (cam)
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cam.emp_act(severity)
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..()
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/obj/machinery/bot/medbot/explode()
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src.on = 0
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for(var/mob/O in hearers(src, null))
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@@ -478,53 +472,24 @@
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return
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/obj/machinery/bot/medbot/Bump(M as mob|obj) //Leave no door unopened!
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if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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spawn(0)
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if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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src.frustration = 0
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else if ((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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src.frustration = 0
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else if ((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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src.frustration = 0
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return
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return
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/* terrible
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/obj/machinery/bot/medbot/Bumped(atom/movable/M as mob|obj)
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spawn(0)
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if (M)
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var/turf/T = get_turf(src)
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M:loc = T
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*/
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/*
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* Pathfinding procs, allow the medibot to path through doors it has access to.
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*/
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//Pretty ugh
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/*
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/turf/proc/AdjacentTurfsAllowMedAccess()
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var/L[] = new()
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for(var/turf/t in oview(src,1))
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if(!t.density)
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if(!LinkBlocked(src, t) && !TurfBlockedNonWindowNonDoor(t,get_access("Medical Doctor")))
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L.Add(t)
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return L
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//It isn't blocked if we can open it, man.
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/proc/TurfBlockedNonWindowNonDoor(turf/loc, var/list/access)
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for(var/obj/O in loc)
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if(O.density && !istype(O, /obj/structure/window) && !istype(O, /obj/machinery/door))
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return 1
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if (O.density && (istype(O, /obj/machinery/door)) && (access.len))
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var/obj/machinery/door/D = O
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for(var/req in D.req_access)
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if(!(req in access)) //doesn't have this access
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return 1
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return 0
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*/
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/*
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* Medbot Assembly -- Can be made out of all three medkits.
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@@ -538,7 +503,7 @@
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//Making a medibot!
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if(src.contents.len >= 1)
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user << "<span class='notice'>You need to empty [src] out first.</span>"
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user << "\red You need to empty [src] out first!"
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return
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var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
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@@ -548,44 +513,48 @@
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A.skin = "tox"
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||||
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)
|
||||
|
||||
Reference in New Issue
Block a user