/////////////////////////////////////////
// SLEEPER CONSOLE
/////////////////////////////////////////
/obj/machinery/sleep_console
name = "Sleeper Console"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "console"
var/obj/machinery/sleeper/connected = null
anchored = 1 //About time someone fixed this.
density = 1
var/orient = "LEFT"
dir = 8
idle_power_usage = 250
active_power_usage = 500
interact_offline = 1
/obj/machinery/sleep_console/power_change()
if(stat & BROKEN)
icon_state = "console-p"
else if(powered() && !panel_open)
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "console-p"
stat |= NOPOWER
/obj/machinery/sleep_console/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/sleep_console(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/stack/cable_coil(src, 2)
RefreshParts()
findsleeper()
/obj/machinery/sleep_console/RefreshParts()
/obj/machinery/sleep_console/process()
if(stat & (NOPOWER|BROKEN))
return
src.updateUsrDialog()
return
/obj/machinery/sleep_console/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
qdel(src)
return
if(2.0)
if (prob(50))
//SN src = null
qdel(src)
return
else
return
/obj/machinery/sleep_console/proc/findsleeper()
spawn( 5 )
var/obj/machinery/sleeper/sleepernew = null
// Loop through every direction
for(dir in list(NORTH,EAST,SOUTH,WEST))
// Try to find a scanner in that direction
sleepernew = locate(/obj/machinery/sleeper, get_step(src, dir))
src.connected = sleepernew
return
return
/obj/machinery/sleeper/attack_animal(var/mob/living/simple_animal/M)//Stop putting hostile mobs in things guise
if(M.environment_smash)
M.do_attack_animation(src)
visible_message("[M.name] smashes [src] apart!")
qdel(src)
return
/obj/machinery/sleep_console/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob, params)
if (istype(G, /obj/item/weapon/screwdriver))
default_deconstruction_screwdriver(user, "console-p", "console", G)
return
if (istype(G, /obj/item/weapon/wrench))
if(panel_open)
user << "Close the maintenance panel first."
return
if(dir == 4)
orient = "LEFT"
dir = 8
else
orient = "RIGHT"
dir = 4
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(exchange_parts(user, G))
return
default_deconstruction_crowbar(G)
/obj/machinery/sleep_console/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/sleep_console/attack_hand(mob/user as mob)
if(..())
return
if(stat & (NOPOWER|BROKEN))
return
if (panel_open)
user << "Close the maintenance panel first."
return
if (!src.connected)
findsleeper()
if (src.connected)
var/mob/living/occupant = src.connected.occupant
var/dat = "Occupant Statistics:
"
if (occupant)
var/t1
switch(occupant.stat)
if(0)
t1 = "Conscious"
if(1)
t1 = "Unconscious"
if(2)
t1 = "*dead*"
else
dat += text("[]\tHealth %: [] ([])
", (occupant.health > 50 ? "" : ""), occupant.health, t1)
if(iscarbon(occupant))
var/mob/living/carbon/C = occupant
dat += text("[]\t-Pulse, bpm: []
", (C.pulse == PULSE_NONE || C.pulse == PULSE_THREADY ? "" : ""), C.get_pulse(GETPULSE_TOOL))
dat += text("[]\t-Brute Damage %: []
", (occupant.getBruteLoss() < 60 ? "" : ""), occupant.getBruteLoss())
dat += text("[]\t-Respiratory Damage %: []
", (occupant.getOxyLoss() < 60 ? "" : ""), occupant.getOxyLoss())
dat += text("[]\t-Toxin Content %: []
", (occupant.getToxLoss() < 60 ? "" : ""), occupant.getToxLoss())
dat += text("[]\t-Burn Severity %: []
", (occupant.getFireLoss() < 60 ? "" : ""), occupant.getFireLoss())
dat += text("
Paralysis Summary %: [] ([] seconds left!)
", occupant.paralysis, round(occupant.paralysis / 4))
if(occupant.reagents)
for(var/chemical in connected.injection_chems)
var/datum/reagent/C = chemical_reagents_list[chemical]
dat += "[C.name]: [occupant.reagents.get_reagent_amount(chemical)] units
"
dat += "Refresh Meter Readings
"
if(src.connected.beaker)
dat += "
Remove Beaker
"
if(src.connected.filtering)
dat += "Stop Dialysis
"
dat += text("Output Beaker has [] units of free space remaining
", src.connected.beaker.reagents.maximum_volume - src.connected.beaker.reagents.total_volume)
else
dat += "
Start Dialysis
"
dat += text("Output Beaker has [] units of free space remaining
", src.connected.beaker.reagents.maximum_volume - src.connected.beaker.reagents.total_volume)
else
dat += "
No Dialysis Output Beaker is present.
"
for(var/chemical in connected.injection_chems)
var/datum/reagent/C = chemical_reagents_list[chemical]
dat += "Inject [C.name]: "
for(var/amount in connected.amounts)
dat += "[amount] units
"
dat += "
Eject Patient"
else
dat += "The sleeper is empty."
dat += text("
Close", user)
user << browse(dat, "window=sleeper;size=400x500")
onclose(user, "sleeper")
return
/obj/machinery/sleep_console/Topic(href, href_list)
if(..())
return
if(panel_open)
usr << "Close the maintenance panel first."
return
if ((usr.contents.Find(src) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
usr.set_machine(src)
if (href_list["chemical"])
if (src.connected)
if (src.connected.occupant)
if (src.connected.occupant.stat == DEAD)
usr << "\red \b This person has no life for to preserve anymore. Take them to a department capable of reanimating them."
else if(src.connected.occupant.health > src.connected.min_health || href_list["chemical"] == "epinephrine")
src.connected.inject_chemical(usr,href_list["chemical"],text2num(href_list["amount"]))
else
usr << "\red \b This person is not in good enough condition for sleepers to be effective! Use another means of treatment, such as cryogenics!"
src.updateUsrDialog()
if (href_list["refresh"])
src.updateUsrDialog()
if (href_list["removebeaker"])
src.connected.remove_beaker()
src.updateUsrDialog()
if (href_list["togglefilter"])
src.connected.toggle_filter()
src.updateUsrDialog()
if (href_list["ejectify"])
src.connected.eject()
src.updateUsrDialog()
src.add_fingerprint(usr)
return
/////////////////////////////////////////
// THE SLEEPER ITSELF
/////////////////////////////////////////
/obj/machinery/sleeper
name = "Sleeper"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper-open"
density = 1
anchored = 1
dir = 8
var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r"
var/mob/living/carbon/human/occupant = null
var/possible_chems = list(list("epinephrine", "ether", "salbutamol", "styptic_powder"),
list("epinephrine", "ether", "salbutamol", "styptic_powder", "oculine"),
list("epinephrine", "ether", "salbutamol", "styptic_powder", "oculine", "charcoal", "mutadone", "mannitol"))
var/amounts = list(5, 10)
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/filtering = 0
var/efficiency
var/initial_bin_rating = 1
var/min_health = 25
var/injection_chems = list()
idle_power_usage = 1250
active_power_usage = 2500
light_color = LIGHT_COLOR_CYAN
power_change()
..()
if(!(stat & (BROKEN|NOPOWER)))
set_light(2)
else
set_light(0)
/obj/machinery/sleeper/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/sleeper(src)
// Customizable bin rating, used by the labor camp to stop people filling themselves with chemicals and escaping.
var/obj/item/weapon/stock_parts/matter_bin/B = new(src)
B.rating = initial_bin_rating
component_parts += B
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/stack/cable_coil(src, 1)
RefreshParts()
/obj/machinery/sleeper/upgraded/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/sleeper(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin/super(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator/pico(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/stack/cable_coil(src, 1)
RefreshParts()
/obj/machinery/sleeper/RefreshParts()
var/E
var/I
for(var/obj/item/weapon/stock_parts/matter_bin/B in component_parts)
E += B.rating
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
I += M.rating
injection_chems = possible_chems[I]
efficiency = E
min_health = -E * 25
/obj/machinery/sleeper/process()
if(filtering > 0)
if(beaker)
if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
src.occupant.vessel.trans_to(beaker, 1)
for(var/datum/reagent/x in src.occupant.reagents.reagent_list)
// world << "FILTERING CHEMS"
src.occupant.reagents.trans_to(beaker, 3)
src.occupant.vessel.trans_to(beaker, 1)
src.updateDialog()
return
/obj/machinery/sleeper/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.blob_act()
qdel(src)
return
/obj/machinery/sleeper/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob, params)
if(istype(G, /obj/item/weapon/reagent_containers/glass))
if(!beaker)
beaker = G
user.drop_item()
G.loc = src
user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!")
src.updateUsrDialog()
return
else
user << "\red The sleeper has a beaker already."
return
if (istype(G, /obj/item/weapon/screwdriver))
if(src.occupant)
user << "The maintenance panel is locked."
return
default_deconstruction_screwdriver(user, "sleeper-o", "sleeper-open", G)
return
if (istype(G, /obj/item/weapon/wrench))
if(src.occupant)
user << "The scanner is occupied."
return
if(panel_open)
user << "Close the maintenance panel first."
return
if(dir == 4)
orient = "LEFT"
dir = 8
else
orient = "RIGHT"
dir = 4
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(exchange_parts(user, G))
return
default_deconstruction_crowbar(G)
if(istype(G, /obj/item/weapon/grab))
if(panel_open)
user << "\blue Close the maintenance panel first."
return
if(!ismob(G:affecting))
return
if(src.occupant)
user << "\blue The sleeper is already occupied!"
return
for(var/mob/living/carbon/slime/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting.name] will not fit into the sleeper because they have a slime latched onto their head."
return
visible_message("[user] starts putting [G:affecting:name] into the sleeper.", 3)
if(do_after(user, 20))
if(src.occupant)
user << "\blue The sleeper is already occupied!"
return
if(!G || !G:affecting) return
var/mob/M = G:affecting
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
src.occupant = M
src.icon_state = "sleeper"
M << "\blue You feel cool air surround you. You go numb as your senses turn inward."
src.add_fingerprint(user)
qdel(G)
return
return
/obj/machinery/sleeper/ex_act(severity)
if(filtering)
toggle_filter()
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(25))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
qdel(src)
return
return
/obj/machinery/sleeper/emp_act(severity)
if(filtering)
toggle_filter()
if(stat & (BROKEN|NOPOWER))
..(severity)
return
if(occupant)
go_out()
..(severity)
/obj/machinery/sleeper/alter_health(mob/living/M as mob)
if (M.health > 0)
if (M.getOxyLoss() >= 10)
var/amount = max(0.15, 1)
M.adjustOxyLoss(-amount)
else
M.adjustOxyLoss(-12)
M.updatehealth()
M.AdjustParalysis(-4)
M.AdjustWeakened(-4)
M.AdjustStunned(-4)
if (M:reagents.get_reagent_amount("salglu_solution") < 5)
M:reagents.add_reagent("salglu_solution", 5)
return
/obj/machinery/sleeper/proc/toggle_filter()
if(filtering)
filtering = 0
else
filtering = 1
/obj/machinery/sleeper/proc/go_out()
if(filtering)
toggle_filter()
if(!src.occupant)
return
if(src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
src.occupant = null
icon_state = "sleeper-open"
return
/obj/machinery/sleeper/proc/inject_chemical(mob/living/user as mob, chemical, amount)
if(src.occupant)
if(src.occupant.reagents)
if(src.occupant.reagents.get_reagent_amount(chemical) + amount <= 20 * efficiency)
src.occupant.reagents.add_reagent(chemical, amount)
user << "Occupant now has [src.occupant.reagents.get_reagent_amount(chemical)] units of [chemical] in his/her bloodstream."
return
else
user << "You can not inject any more of this chemical."
return
else
user << "The patient rejects the chemicals!"
return
else
user << "There's no occupant in the sleeper!"
return
/obj/machinery/sleeper/proc/check(mob/living/user as mob)
if(src.occupant)
user << text("\blue Occupant ([]) Statistics:", src.occupant)
var/t1
switch(src.occupant.stat)
if(0.0)
t1 = "Conscious"
if(1.0)
t1 = "Unconscious"
if(2.0)
t1 = "*dead*"
else
user << text("[]\t Health %: [] ([])", (src.occupant.health > 50 ? "\blue " : "\red "), src.occupant.health, t1)
user << text("[]\t -Core Temperature: []°C ([]°F)
", (src.occupant.bodytemperature > 50 ? "" : ""), src.occupant.bodytemperature-T0C, src.occupant.bodytemperature*1.8-459.67)
user << text("[]\t -Brute Damage %: []", (src.occupant.getBruteLoss() < 60 ? "\blue " : "\red "), src.occupant.getBruteLoss())
user << text("[]\t -Respiratory Damage %: []", (src.occupant.getOxyLoss() < 60 ? "\blue " : "\red "), src.occupant.getOxyLoss())
user << text("[]\t -Toxin Content %: []", (src.occupant.getToxLoss() < 60 ? "\blue " : "\red "), src.occupant.getToxLoss())
user << text("[]\t -Burn Severity %: []", (src.occupant.getFireLoss() < 60 ? "\blue " : "\red "), src.occupant.getFireLoss())
user << "\blue Expected time till occupant can safely awake: (note: If health is below 20% these times are inaccurate)"
user << text("\blue \t [] second\s (if around 1 or 2 the sleeper is keeping them asleep.)", src.occupant.paralysis / 5)
if(src.beaker)
user << text("\blue \t Dialysis Output Beaker has [] of free space remaining.", src.beaker.reagents.maximum_volume - src.beaker.reagents.total_volume)
else
user << "\blue No Dialysis Output Beaker loaded."
else
user << "\blue There is no one inside!"
return
/obj/machinery/sleeper/verb/eject()
set name = "Eject Sleeper"
set category = null
set src in oview(1)
if(usr.stat != 0)
return
src.icon_state = "sleeper-open"
src.go_out()
add_fingerprint(usr)
return
/obj/machinery/sleeper/verb/remove_beaker()
set name = "Remove Beaker"
set category = null
set src in oview(1)
if(usr.stat != 0)
return
if(beaker)
filtering = 0
beaker.loc = usr.loc
beaker = null
add_fingerprint(usr)
return
/obj/machinery/sleeper/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(O.loc == user) //no you can't pull things out of your ass
return
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis || user.resting) //are you cuffed, dying, lying, stunned or other
return
if(get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)) // is the mob anchored, too far away from you, or are you too far away from the source
return
if(!ismob(O)) //humans only
return
if(istype(O, /mob/living/simple_animal) || istype(O, /mob/living/silicon)) //animals and robots dont fit
return
if(!ishuman(user) && !isrobot(user)) //No ghosts or mice putting people into the sleeper
return
if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
return
if(!istype(user.loc, /turf) || !istype(O.loc, /turf)) // are you in a container/closet/pod/etc?
return
if(panel_open)
user << "\blue Close the maintenance panel first."
return
if(occupant)
user << "\blue The sleeper is already occupied!"
return
/* if(isrobot(user))
if(!istype(user:module, /obj/item/weapon/robot_module/medical))
user << "You do not have the means to do this!"
return*/
var/mob/living/L = O
if(!istype(L) || L.buckled)
return
if(L.abiotic())
user << "\blue Subject cannot have abiotic items on."
return
for(var/mob/living/carbon/slime/M in range(1,L))
if(M.Victim == L)
usr << "[L.name] will not fit into the sleeper because they have a slime latched onto their head."
return
if(L == user)
visible_message("[user] starts climbing into the sleeper.", 3)
else
visible_message("[user] starts putting [L.name] into the sleeper.", 3)
if(do_after(user, 20))
if(src.occupant)
user << "\blue The sleeper is already occupied!"
return
if(!L) return
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.loc = src
src.occupant = L
src.icon_state = "sleeper"
L << "\blue You feel cool air surround you. You go numb as your senses turn inward."
src.add_fingerprint(user)
if(user.pulling == L)
user.pulling = null
return
return
/obj/machinery/sleeper/allow_drop()
return 0
/obj/machinery/sleeper/verb/move_inside()
set name = "Enter Sleeper"
set category = null
set src in oview(1)
if(usr.stat != 0 || !(ishuman(usr)))
return
if(src.occupant)
usr << "\blue The sleeper is already occupied!"
return
if (panel_open)
usr << "\blue Close the maintenance panel first."
return
if(usr.restrained() || usr.stat || usr.weakened || usr.stunned || usr.paralysis || usr.resting) //are you cuffed, dying, lying, stunned or other
return
for(var/mob/living/carbon/slime/M in range(1,usr))
if(M.Victim == usr)
usr << "You're too busy getting your life sucked out of you."
return
visible_message("[usr] starts climbing into the sleeper.", 3)
if(do_after(usr, 20))
if(src.occupant)
usr << "\blue The sleeper is already occupied!"
return
usr.stop_pulling()
usr.client.perspective = EYE_PERSPECTIVE
usr.client.eye = src
usr.loc = src
src.occupant = usr
src.icon_state = "sleeper"
for(var/obj/O in src)
qdel(O)
src.add_fingerprint(usr)
return
return