/** * A component for an item that attempts to defibrillate a mob when activated. */ /datum/component/defib /// If this is being used by a borg or not, with necessary safeties applied if so. var/robotic /// If it should penetrate space suits var/combat /// If combat is true, this determines whether or not it should always cause a heart attack. var/heart_attack_chance /// Whether the safeties are enabled or not var/safety /// If the defib is actively performing a defib cycle var/busy = FALSE /// Cooldown length for this defib in deciseconds var/cooldown /// Whether or not we're currently on cooldown var/on_cooldown = FALSE /// How fast the defib should work. var/speed_multiplier /// If true, EMPs will have no effect. var/emp_proof /// If true, this cannot be emagged. var/emag_proof /// uid to an item that should be making noise and handling things that our direct parent shouldn't be concerned with. var/actual_unit_uid /** * Create a new defibrillation component. * * Arguments: * * robotic - whether this should be treated like a borg module. * * cooldown - Minimum time possible between shocks. * * speed_multiplier - Speed multiplier for defib do-afters. * * combat - If true, the defib can zap through hardsuits. * * heart_attack_chance - If combat and safeties are off, the % chance for this to cause a heart attack on harm intent. * * safe_by_default - If true, safety will be enabled by default. * * emp_proof - If true, safety won't be switched by emp. Note that the device itself can still have behavior from it, it's just that the component will not. * * emag_proof - If true, safety won't be switched by emag. Note that the device itself can still have behavior from it, it's just that the component will not. * * actual_unit - Unit which the component's parent is based from, such as a large defib unit or a borg. The actual_unit will make the sounds and be the "origin" of visible messages, among other things. */ /datum/component/defib/Initialize(robotic, cooldown = 5 SECONDS, speed_multiplier = 1, combat = FALSE, heart_attack_chance = 100, safe_by_default = TRUE, emp_proof = FALSE, emag_proof = FALSE, obj/item/actual_unit = null) if(!isitem(parent)) return COMPONENT_INCOMPATIBLE src.robotic = robotic src.speed_multiplier = speed_multiplier src.cooldown = cooldown src.combat = combat src.heart_attack_chance = heart_attack_chance safety = safe_by_default src.emp_proof = emp_proof src.emag_proof = emag_proof if(actual_unit) actual_unit_uid = actual_unit.UID() var/effect_target = isnull(actual_unit) ? parent : actual_unit RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(trigger_defib)) RegisterSignal(effect_target, COMSIG_ATOM_EMAG_ACT, PROC_REF(on_emag)) RegisterSignal(effect_target, COMSIG_ATOM_EMP_ACT, PROC_REF(on_emp)) /** * Get the "parent" that effects (emags, EMPs) should be applied onto. */ /datum/component/defib/proc/get_effect_target() var/actual_unit = locateUID(actual_unit_uid) if(!actual_unit) return parent return actual_unit /datum/component/defib/proc/on_emp(obj/item/unit) SIGNAL_HANDLER // COMSIG_ATOM_EMP_ACT if(emp_proof) return if(safety) safety = FALSE unit.visible_message("[unit] beeps: Safety protocols disabled!") playsound(get_turf(unit), 'sound/machines/defib_saftyoff.ogg', 50, 0) else safety = TRUE unit.visible_message("[unit] beeps: Safety protocols enabled!") playsound(get_turf(unit), 'sound/machines/defib_saftyon.ogg', 50, 0) /datum/component/defib/proc/on_emag(obj/item/unit, mob/user) SIGNAL_HANDLER // COMSIG_ATOM_EMAG_ACT if(emag_proof) return safety = !safety if(user && !robotic) to_chat(user, "You silently [safety ? "disable" : "enable"] [unit]'s safety protocols with the card.") /datum/component/defib/proc/set_cooldown(how_short) on_cooldown = TRUE addtimer(CALLBACK(src, PROC_REF(end_cooldown)), how_short) /datum/component/defib/proc/end_cooldown() on_cooldown = FALSE SEND_SIGNAL(parent, COMSIG_DEFIB_READY) /** * Start the defibrillation process when triggered by a signal. */ /datum/component/defib/proc/trigger_defib(obj/item/paddles, mob/living/carbon/human/target, mob/living/user) SIGNAL_HANDLER // COMSIG_ITEM_ATTACK // This includes some do-afters, so we have to pass it off asynchronously INVOKE_ASYNC(src, PROC_REF(defibrillate), user, target) return TRUE /** * Perform a defibrillation. */ /datum/component/defib/proc/defibrillate(mob/living/user, mob/living/carbon/human/target) // Before we do all the hard work, make sure we aren't already defibbing someone if(busy) return var/parent_unit = locateUID(actual_unit_uid) var/should_cause_harm = user.a_intent == INTENT_HARM && !safety // Find what the defib should be referring to itself as var/atom/defib_ref if(parent_unit) defib_ref = parent_unit else if(robotic) defib_ref = user if(!defib_ref) // Contingency defib_ref = parent // Check what the unit itself has to say about how the defib went var/application_result = SEND_SIGNAL(parent, COMSIG_DEFIB_PADDLES_APPLIED, user, target, should_cause_harm) if(application_result & COMPONENT_BLOCK_DEFIB_DEAD) user.visible_message("[defib_ref] beeps: Unit is unpowered.") playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0) return if(on_cooldown) to_chat(user, "[defib_ref] is recharging.") return if(application_result & COMPONENT_BLOCK_DEFIB_MISC) return // The unit should handle this if(!istype(target)) if(robotic) to_chat(user, "This unit is only designed to work on humanoid lifeforms.") else to_chat(user, "The instructions on [defib_ref] don't mention how to defibrillate that...") return if(should_cause_harm && combat && heart_attack_chance == 100) combat_fibrillate(user, target) SEND_SIGNAL(parent, COMSIG_DEFIB_SHOCK_APPLIED, user, target, should_cause_harm, TRUE) busy = FALSE return if(should_cause_harm) fibrillate(user, target) SEND_SIGNAL(parent, COMSIG_DEFIB_SHOCK_APPLIED, user, target, should_cause_harm, TRUE) return user.visible_message( "[user] begins to place [parent] on [target]'s chest.", "You begin to place [parent] on [target.name]'s chest." ) busy = TRUE var/mob/dead/observer/ghost = target.get_ghost(TRUE) if(ghost?.can_reenter_corpse) to_chat(ghost, "Your heart is being defibrillated. Return to your body if you want to be revived! (Verbs -> Ghost -> Re-enter corpse)") window_flash(ghost.client) SEND_SOUND(ghost, sound('sound/effects/genetics.ogg')) if(!do_after(user, 3 SECONDS * speed_multiplier, target = target)) // Beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process busy = FALSE return user.visible_message("[user] places [parent] on [target]'s chest.", "You place [parent] on [target]'s chest.") playsound(get_turf(defib_ref), 'sound/machines/defib_charge.ogg', 50, 0) if(ghost && !ghost.client && !QDELETED(ghost)) log_debug("Ghost of name [ghost.name] is bound to [target.real_name], but lacks a client. Deleting ghost.") QDEL_NULL(ghost) var/signal_result = SEND_SIGNAL(target, COMSIG_LIVING_PRE_DEFIB, user, parent, ghost) if(!do_after(user, 2 SECONDS * speed_multiplier, target = target)) // Placed on chest and short delay to shock for dramatic effect, revive time is 5sec total busy = FALSE return if(istype(target.wear_suit, /obj/item/clothing/suit/space) && !combat) user.visible_message("[defib_ref] buzzes: Patient's chest is obscured. Operation aborted.") playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0) busy = FALSE return signal_result |= SEND_SIGNAL(target, COMSIG_LIVING_DEFIBBED, user, parent, ghost) if(signal_result & COMPONENT_DEFIB_OVERRIDE) // Let our signal handle it busy = FALSE return if(target.undergoing_cardiac_arrest()) // Can have a heart attack and heart is either missing, necrotic, or not beating var/datum/organ/heart/heart = target.get_int_organ_datum(ORGAN_DATUM_HEART) if(!heart) user.visible_message("[defib_ref] buzzes: Resuscitation failed - Failed to pick up any heart electrical activity.") else if(heart.linked_organ.status & ORGAN_DEAD) user.visible_message("[defib_ref] buzzes: Resuscitation failed - Heart necrosis detected.") if(!heart || (heart.linked_organ.status & ORGAN_DEAD)) playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0) busy = FALSE return target.set_heartattack(FALSE) SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK, 100) SEND_SIGNAL(parent, COMSIG_DEFIB_SHOCK_APPLIED, user, target, should_cause_harm, TRUE) set_cooldown(cooldown) user.visible_message("[defib_ref] pings: Cardiac arrhythmia corrected.") target.visible_message("[target]'s body convulses a bit.", "You feel a jolt, and your heartbeat seems to steady.") playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, 1, -1) playsound(get_turf(defib_ref), "bodyfall", 50, 1) playsound(get_turf(defib_ref), 'sound/machines/defib_success.ogg', 50, 0) busy = FALSE return if(target.stat != DEAD && !HAS_TRAIT(target, TRAIT_FAKEDEATH)) user.visible_message("[defib_ref] buzzes: Patient is not in a valid state. Operation aborted.") playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0) busy = FALSE return target.visible_message("[target]'s body convulses a bit.") playsound(get_turf(defib_ref), "bodyfall", 50, 1) playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, 1, -1) ghost = target.get_ghost(TRUE) // We have to double check whether the dead guy has entered their body during the above var/defib_success = TRUE // Run through some quick failure states after shocking. var/time_dead = world.time - target.timeofdeath if(!target.is_revivable()) user.visible_message("[defib_ref] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.") defib_success = FALSE else if(target.getBruteLoss() >= 180 || target.getFireLoss() >= 180) user.visible_message("[defib_ref] buzzes: Resuscitation failed - Severe tissue damage detected.") defib_success = FALSE else if(HAS_TRAIT(target, TRAIT_HUSK)) user.visible_message("[defib_ref] buzzes: Resuscitation failed - Subject is husked.") defib_success = FALSE else if(target.blood_volume < BLOOD_VOLUME_SURVIVE) user.visible_message("[defib_ref] buzzes: Resuscitation failed - Patient blood volume critically low.") defib_success = FALSE else if(!target.get_organ_slot("brain")) // So things like headless clings don't get outed user.visible_message("[defib_ref] buzzes: Resuscitation failed - No brain detected within patient.") defib_success = FALSE else if(ghost) if(!ghost.can_reenter_corpse || target.suiciding) // DNR or AntagHUD user.visible_message("[defib_ref] buzzes: Resuscitation failed - No electrical brain activity detected.") else user.visible_message("[defib_ref] buzzes: Resuscitation failed - Patient's brain is unresponsive. Further attempts may succeed.") defib_success = FALSE else if((signal_result & COMPONENT_BLOCK_DEFIB) || HAS_TRAIT(target, TRAIT_FAKEDEATH) || HAS_TRAIT(target, TRAIT_BADDNA) || target.suiciding) // these are a bit more arbitrary user.visible_message("[defib_ref] buzzes: Resuscitation failed.") defib_success = FALSE if(!defib_success) playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0) else // Heal each basic damage type by as much as we're under -100 health var/damage_above_threshold = -(min(target.health, HEALTH_THRESHOLD_DEAD) - HEALTH_THRESHOLD_DEAD) var/heal_amount = damage_above_threshold + 5 target.adjustOxyLoss(-heal_amount) target.adjustToxLoss(-heal_amount) target.adjustFireLoss(-heal_amount) target.adjustBruteLoss(-heal_amount) // Inflict some brain damage scaling with time spent dead var/defib_time_brain_damage = min(100 * time_dead / BASE_DEFIB_TIME_LIMIT, 99) // 20 from 1 minute onward, +20 per minute up to 99 if(time_dead > DEFIB_TIME_LOSS && defib_time_brain_damage > target.getBrainLoss()) target.setBrainLoss(defib_time_brain_damage) target.update_revive() target.KnockOut() target.Paralyse(10 SECONDS) target.emote("gasp") if(target.getBrainLoss() >= 100) // If you want to treat this with mannitol, it'll have to metabolize while the patient is alive, so it's alright to bring them back up for a minute playsound(get_turf(defib_ref), 'sound/machines/defib_saftyoff.ogg', 50, 0) user.visible_message("[defib_ref] chimes: Minimal brain activity detected, brain treatment recommended for full resuscitation.") else playsound(get_turf(defib_ref), 'sound/machines/defib_success.ogg', 50, 0) user.visible_message("[defib_ref] pings: Resuscitation successful.") SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK, 100) if(ishuman(target.pulledby)) // For some reason, pulledby isnt a list despite it being possible to be pulled by multiple people excess_shock(user, target, target.pulledby, defib_ref) for(var/obj/item/grab/G in target.grabbed_by) if(ishuman(G.assailant)) excess_shock(user, target, G.assailant, defib_ref) if(target.receiving_cpr_from) var/mob/living/carbon/human/H = locateUID(target.receiving_cpr_from) if(istype(H)) excess_shock(user, target, H, defib_ref) target.med_hud_set_health() target.med_hud_set_status() add_attack_logs(user, target, "Revived with [defib_ref]") SSblackbox.record_feedback("tally", "players_revived", 1, "defibrillator") SEND_SIGNAL(parent, COMSIG_DEFIB_SHOCK_APPLIED, user, target, should_cause_harm, defib_success) set_cooldown(cooldown) busy = FALSE /** * Inflict stamina loss (and possibly inflict cardiac arrest) on someone. * * Arguments: * * user - wielder of the defib * * target - person getting shocked */ /datum/component/defib/proc/fibrillate(mob/user, mob/living/carbon/human/target) if(!istype(target)) return busy = TRUE target.visible_message("[user] has touched [target] with [parent]!", \ "[user] touches you with [parent], and you feel a strong jolt!") target.apply_damage(60, STAMINA) target.KnockDown(10 SECONDS) playsound(get_turf(parent), 'sound/machines/defib_zap.ogg', 50, 1, -1) target.emote("gasp") if(combat && prob(heart_attack_chance)) target.set_heartattack(TRUE) SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK, 100) add_attack_logs(user, target, "Stunned with [parent]") set_cooldown(cooldown) busy = FALSE /datum/component/defib/proc/combat_fibrillate(mob/user, mob/living/carbon/human/target) if(!istype(target)) return busy = TRUE target.apply_damage(60, STAMINA) target.emote("gasp") add_attack_logs(user, target, "Stunned with [parent]") target.KnockDown(4 SECONDS) if(IS_HORIZONTAL(target) && HAS_TRAIT(target, TRAIT_HANDS_BLOCKED)) // Weakening exists which doesn't floor you while stunned add_attack_logs(user, target, "Gave a heart attack with [parent]") target.set_heartattack(TRUE) target.visible_message("[user] has touched [target] with [parent]!", \ "[user] touches you with [parent], and you feel a strong jolt!") playsound(get_turf(parent), 'sound/machines/defib_zap.ogg', 50, TRUE, -1) SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK, 100) set_cooldown(cooldown) return target.visible_message("[user] touches [target] lightly with [parent]!") set_cooldown(2.5 SECONDS) /* * Pass excess shock from a defibrillation into someone else. * * Arguments: * * user - The person using the defib * * origin - The person the shock was originally applied to, the person being defibrillated * * affecting - The person the shock is spreading to and negatively affecting. * * cell_location - item holding the power source. */ /datum/component/defib/proc/excess_shock(mob/user, mob/living/origin, mob/living/carbon/human/affecting, obj/item/cell_location) if(user == affecting) return var/power_source if(robotic) power_source = user else if(cell_location) power_source = locate(/obj/item/stock_parts/cell) in cell_location if(!power_source) return if(electrocute_mob(affecting, power_source, origin)) // shock anyone touching them >:) var/datum/organ/heart/heart = affecting.get_int_organ_datum(ORGAN_DATUM_HEART) if(heart.linked_organ.parent_organ == "chest" && affecting.has_both_hands()) // making sure the shock will go through their heart (drask hearts are in their head), and that they have both arms so the shock can cross their heart inside their chest affecting.visible_message("[affecting]'s entire body shakes as a shock travels up [affecting.p_their()] arm!", \ "You feel a powerful shock travel up your [affecting.hand ? affecting.get_organ("l_arm") : affecting.get_organ("r_arm")] and back down your [affecting.hand ? affecting.get_organ("r_arm") : affecting.get_organ("l_arm")]!") affecting.set_heartattack(TRUE)