Files
Paradise/code/game/machinery/cryopod.dm
8703edf492 Adds SSD for Silicons (#31205)
* Silicon SSD

* Tied everything with a bow

* Update code/modules/mob/living/silicon/robot/robot_logout.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>

* Update robot_mob.dm

* Apply suggestions from code review

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>

---------

Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
2025-12-26 20:35:14 +00:00

756 lines
25 KiB
Plaintext

#define CRYO_DESTROY 0
#define CRYO_PRESERVE 1
#define CRYO_OBJECTIVE 2
/*
* Cryogenic refrigeration unit. Basically a despawner.
* Stealing a lot of concepts/code from sleepers due to massive laziness.
* The despawn tick will only fire if it's been more than time_till_despawned ticks
* since time_entered, which is world.time when the occupant moves in.
* ~ Zuhayr
*/
//Main cryopod console.
/obj/machinery/computer/cryopod
name = "cryogenic oversight console"
desc = "An interface between crew and the cryogenic storage oversight systems."
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "cellconsole"
circuit = /obj/item/circuitboard/cryopodcontrol
density = FALSE
interact_offline = TRUE
req_one_access = list(ACCESS_HEADS, ACCESS_ARMORY) //Heads of staff or the warden can go here to claim recover items from their department that people went were cryodormed with.
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags = NODECONSTRUCT
flags_2 = NO_MALF_EFFECT_2
var/mode = null
icon_screen = "cellconsole_on"
//Used for logging people entering cryosleep and important items they are carrying.
var/list/frozen_crew = list()
var/list/frozen_items = list()
// Used for containing rare items traitors need to steal, so it's not
// game-over if they get iced
var/list/objective_items = list()
// A cache of theft datums so you don't have to re-create them for
// each item check
var/list/theft_cache = list()
var/storage_type = "crewmembers"
var/storage_name = "Cryogenic Oversight Control"
var/allow_items = TRUE
/obj/machinery/computer/cryopod/Initialize(mapload)
. = ..()
for(var/T in GLOB.potential_theft_objectives)
theft_cache += new T
/obj/machinery/computer/cryopod/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/computer/cryopod/attack_ghost(mob/user)
ui_interact(user)
/obj/machinery/computer/cryopod/attack_hand(mob/user)
if(..())
return TRUE
add_fingerprint(user)
ui_interact(user)
/obj/machinery/computer/cryopod/ui_state(mob/user)
return GLOB.default_state
/obj/machinery/computer/cryopod/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "CryopodConsole", name)
ui.open()
/obj/machinery/computer/cryopod/ui_data(mob/user)
var/list/data = list()
data["allow_items"] = allow_items
data["frozen_crew"] = frozen_crew
data["frozen_items"] = list()
if(allow_items)
data["frozen_items"] = frozen_items
if(!ishuman(user))
return data
var/obj/item/card/id/id_card
var/mob/living/carbon/human/person = user
id_card = person.get_idcard()
if(id_card?.registered_name)
data["account_name"] = id_card.registered_name
return data
/obj/machinery/computer/cryopod/ui_act(action, params, datum/tgui/ui)
if(..())
return
if(stat & (NOPOWER|BROKEN))
return
var/mob/user = ui.user
add_fingerprint(user)
if(!allowed(user))
to_chat(user, SPAN_WARNING("Access Denied."))
return
if(!allow_items)
return
switch(action)
if("one_item")
if(!params["item"])
return
var/obj/item/item = locateUID(params["item"])
if(!item || item.loc != src)
to_chat(user, SPAN_NOTICE("[item] is no longer in storage."))
return
visible_message(SPAN_NOTICE("[src] beeps happily as it dispenses [item]."))
dispense_item(item)
if("all_items")
visible_message(SPAN_NOTICE("[src] beeps happily as it dispenses the desired objects."))
for(var/list/frozen_item in frozen_items)
var/obj/item/item = locateUID(frozen_item["uid"])
dispense_item(item)
return TRUE
/obj/machinery/computer/cryopod/proc/freeze_item(obj/item/I, preserve_status)
var/list/item = list()
item["uid"] = I.UID()
item["name"] = I.name
frozen_items += list(item)
if(preserve_status == CRYO_OBJECTIVE || istype(I, /obj/item/card/id/captains_spare))
objective_items += I
I.forceMove(src)
RegisterSignal(I, COMSIG_MOVABLE_MOVED, PROC_REF(item_got_removed))
/obj/machinery/computer/cryopod/proc/item_got_removed(obj/item/I)
objective_items -= I
for(var/list/sublist in frozen_items)
if(sublist["uid"] != I.UID())
continue
frozen_items -= list(sublist)
UnregisterSignal(I, COMSIG_MOVABLE_MOVED)
/obj/machinery/computer/cryopod/proc/dispense_item(obj/item/I)
I.forceMove(get_turf(src)) // Will call item_got_removed due to the signal being registered to COMSIG_MOVABLE_MOVED
/obj/machinery/computer/cryopod/emag_act(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
if(!length(objective_items))
visible_message(SPAN_WARNING("The console buzzes in an annoyed manner."))
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, 1)
return
visible_message(SPAN_WARNING("The console sparks, and some items fall out!"))
do_sparks(5, TRUE, src)
for(var/obj/item/I in objective_items)
dispense_item(I)
return TRUE
/obj/item/circuitboard/cryopodcontrol
board_name = "Cryogenic Oversight Console"
build_path = "/obj/machinery/computer/cryopod"
origin_tech = "programming=1"
/obj/item/circuitboard/robotstoragecontrol
board_name = "Robotic Storage Console"
build_path = "/obj/machinery/computer/cryopod/robot"
origin_tech = "programming=1"
//Cryopods themselves.
/obj/machinery/cryopod
name = "cryogenic freezer"
desc = "A man-sized pod for entering suspended animation."
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "bodyscanner-open"
density = TRUE
anchored = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags = NODECONSTRUCT
flags_2 = NO_MALF_EFFECT_2
dir = WEST
base_icon_state = "bodyscanner-open"
var/occupied_icon_state = "bodyscanner"
var/on_store_message = "has entered long-term storage."
var/on_store_name = "Cryogenic Oversight"
var/on_enter_occupant_message = "You feel cool air surround you. You go numb as your senses turn inward."
var/allow_occupant_types = list(/mob/living/carbon/human)
var/disallow_occupant_types = list()
var/mob/living/occupant = null // Person waiting to be despawned.
var/obj/effect/occupant_overlay = null
// 15 minutes-ish safe period before being despawned.
var/time_till_despawn = 9000 // This is reduced by 90% if a player manually enters cryo
var/willing_time_divisor = 10
var/time_entered = 0 // Used to keep track of the safe period.
var/obj/item/radio/intercom/announce
var/silent = FALSE
var/console_type = /obj/machinery/computer/cryopod // The type of control console it should link itself to
var/obj/machinery/computer/cryopod/control_computer
var/last_no_computer_message = 0
// These items are preserved when the process() despawn proc occurs.
var/list/preserve_items = list(
/obj/item/hand_tele,
/obj/item/card/id/captains_spare,
/obj/item/aicard,
/obj/item/mmi,
/obj/item/paicard,
/obj/item/gun,
/obj/item/pinpointer,
/obj/item/clothing/shoes/magboots,
/obj/item/areaeditor/blueprints,
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/suit/space,
/obj/item/clothing/suit/armor,
/obj/item/defibrillator/compact,
/obj/item/reagent_containers/hypospray/cmo,
/obj/item/clothing/accessory/medal/gold/captain,
/obj/item/clothing/gloves/color/black/krav_maga/sec,
/obj/item/nullrod,
/obj/item/key,
/obj/item/door_remote,
/obj/item/autopsy_scanner,
/obj/item/holosign_creator/atmos,
/obj/item/clothing/gloves/color/black/forensics,
/obj/item/mod/control,
/obj/item/stamp,
/obj/item/melee/knuckleduster/nanotrasen,
/obj/item/melee/saber,
/obj/item/storage/belt/sheath/saber,
/obj/item/nuke_core,
/obj/item/nuke_core_container,
/obj/item/documents,
/obj/item/clothing/gloves/color/black/krav_maga
)
// These items will NOT be preserved
var/list/do_not_preserve_items = list (
/obj/item/mmi/robotic_brain,
/obj/item/card/id/captains_spare/assigned,
/obj/item/gun/energy/laser/mounted,
/obj/item/gun/energy/gun/advtaser/mounted,
/obj/item/gun/magic/grapple,
)
/obj/machinery/cryopod/right
dir = EAST
/obj/machinery/cryopod/Initialize(mapload)
. = ..()
announce = new /obj/item/radio/intercom(src)
announce.follow_target = src
icon_state = base_icon_state
find_control_computer()
/obj/machinery/cryopod/proc/find_control_computer(urgent=0)
var/area/our_area = get_area(src)
for(var/obj/machinery/computer/cryopod/C in our_area)
if(C.type == console_type)
control_computer = C
break
// Don't send messages unless we *need* the computer, and less than five minutes have passed since last time we messaged
if(!control_computer && urgent && last_no_computer_message + 5*60*10 < world.time)
log_admin("Cryopod in [loc.loc] could not find control computer!")
message_admins("Cryopod in [loc.loc] could not find control computer!")
last_no_computer_message = world.time
return control_computer != null
// So the user can use movement keys to get out of the cryopod
/obj/machinery/cryopod/relaymove(mob/user)
if(user.incapacitated())
return FALSE
go_out()
/obj/machinery/cryopod/proc/check_occupant_allowed(mob/M)
var/correct_type = 0
for(var/type in allow_occupant_types)
if(istype(M, type))
correct_type = 1
break
if(!correct_type) return 0
for(var/type in disallow_occupant_types)
if(istype(M, type))
return 0
return 1
//Lifted from Unity stasis.dm and refactored. ~Zuhayr
/obj/machinery/cryopod/process()
if(occupant)
// Eject dead people
if(occupant.stat == DEAD)
go_out()
return
// Allow a gap between entering the pod and actually despawning.
if(world.time - time_entered < time_till_despawn)
return
if(!occupant.client && occupant.stat<2) //Occupant is living and has no client.
if(!control_computer)
if(!find_control_computer(urgent=1))
return
despawn_occupant()
/obj/machinery/cryopod/proc/should_preserve_item(obj/item/I)
for(var/datum/theft_objective/T in control_computer.theft_cache)
if(istype(I, T.typepath) && T.check_special_completion(I))
return CRYO_OBJECTIVE
for(var/T in preserve_items)
if(istype(I, T) && !(I.type in do_not_preserve_items))
return CRYO_PRESERVE
return CRYO_DESTROY
/obj/machinery/cryopod/proc/handle_contents(obj/item/I)
if(length(I.contents)) //Make sure we catch anything not handled by qdel() on the items.
if(should_preserve_item(I) != CRYO_DESTROY) // Don't remove the contents of things that need preservation
return
for(var/obj/item/O in I.contents)
if(istype(O, /obj/item/tank)) //Stop eating pockets, you fuck!
continue
handle_contents(O)
O.forceMove(src)
/obj/machinery/cryopod/proc/despawn_occupant()
//Drop all items into the pod.
for(var/obj/item/I in occupant)
occupant.transfer_item_to(I, src)
handle_contents(I)
//Delete all items not on the preservation list.
var/list/items = contents
items -= occupant // Don't delete the occupant // this fucking nullspaces the occupant btw, i fuckin hate old code
items -= announce // or the autosay radio.
ADD_TRAIT(occupant, TRAIT_CRYO_DESPAWNING, TRAIT_GENERIC)
for(var/obj/item/I in items)
if(istype(I, /obj/item/pda))
var/obj/item/pda/P = I
P.id = null
qdel(P)
continue
if(istype(I, /obj/item/storage/backpack/modstorage)) //Best place for me to put it.
var/obj/item/storage/backpack/modstorage/M = I
M.forceMove(M.source)
continue
var/preserve = should_preserve_item(I)
if(preserve == CRYO_DESTROY)
qdel(I)
else if(control_computer && control_computer.allow_items)
control_computer.freeze_item(I, preserve)
else
I.forceMove(loc)
// Find a new sacrifice target if needed, if unable allow summoning
if(IS_SACRIFICE_TARGET(occupant.mind))
SSticker.mode.cult_team.find_new_sacrifice_target()
SSticker.mode.on_mob_cryo(occupant, src)
//Update any existing objectives involving this mob.
if(occupant.mind)
if(occupant.mind.initial_account)
GLOB.station_money_database.delete_user_account(occupant.mind.initial_account.account_number, "NAS Trurl Financial Services", FALSE)
for(var/datum/objective/O in GLOB.all_objectives)
if(O.target != occupant.mind)
continue
O.on_target_cryo()
occupant.mind.remove_all_antag_datums(handle_target_cryo = TRUE) // i wish cryo used signals, this is scuffed
if(occupant.mind && occupant.mind.assigned_role)
//Handle job slot/tater cleanup.
var/job = occupant.mind.assigned_role
SSjobs.FreeRole(job)
if(occupant.mind.objective_holder.clear())
occupant.mind.special_role = null
// Delete them from datacore.
var/announce_rank = null
if(length(GLOB.PDA_Manifest))
GLOB.PDA_Manifest.Cut()
for(var/datum/data/record/R in GLOB.data_core.medical)
if(R.fields["name"] == occupant.real_name)
qdel(R)
for(var/datum/data/record/T in GLOB.data_core.security)
if(T.fields["name"] == occupant.real_name)
qdel(T)
for(var/datum/data/record/G in GLOB.data_core.general)
if(G.fields["name"] == occupant.real_name)
announce_rank = G.fields["rank"]
qdel(G)
GLOB.crew_list -= occupant.real_name
icon_state = base_icon_state
//Make an announcement and log the person entering storage + their rank
var/list/crew_member = list()
crew_member["name"] = occupant.real_name
if(announce_rank)
crew_member["rank"] = announce_rank
else
crew_member["rank"] = "N/A"
control_computer.frozen_crew += list(crew_member)
if(!silent)
var/list/ailist = list()
for(var/thing in GLOB.ai_list)
var/mob/living/silicon/ai/AI = thing
if(AI.stat)
continue
ailist += AI
if(length(ailist))
var/mob/living/silicon/ai/announcer = pick(ailist)
if(announce_rank)
announcer.say(";[occupant.real_name] ([announce_rank]) [on_store_message]", ignore_languages = TRUE, automatic = TRUE)
else
announcer.say(";[occupant.real_name] [on_store_message]", ignore_languages = TRUE, automatic = TRUE)
else
if(announce_rank)
announce.autosay("[occupant.real_name] ([announce_rank]) [on_store_message]", "[on_store_name]")
else
if(announce_rank)
announce.autosay("[occupant.real_name] ([announce_rank]) [on_store_message]", "[on_store_name]")
else
announce.autosay("[occupant.real_name] [on_store_message]", "[on_store_name]")
visible_message(SPAN_NOTICE("[src] hums and hisses as it moves [occupant.real_name] into storage."))
// Ghost and delete the mob.
if(!occupant.get_ghost(TRUE))
if(TOO_EARLY_TO_GHOST)
occupant.ghostize(GHOST_FLAGS_OBSERVE_ONLY) // Players despawned too early may not re-enter the game
else
occupant.ghostize()
QDEL_NULL(occupant)
name = initial(name)
update_icon(UPDATE_OVERLAYS)
/obj/machinery/cryopod/item_interaction(mob/living/user, obj/item/used, list/modifiers)
var/obj/item/grab/G = used
if(!istype(G))
return ..()
if(occupant)
to_chat(user, SPAN_NOTICE("[src] is in use."))
return ITEM_INTERACT_COMPLETE
if(!ismob(G.affecting))
return ITEM_INTERACT_COMPLETE
if(!check_occupant_allowed(G.affecting))
return ITEM_INTERACT_COMPLETE
var/willing = null //We don't want to allow people to be forced into despawning.
var/mob/living/M = G.affecting
time_till_despawn = initial(time_till_despawn)
if(!istype(M) || M.stat == DEAD)
to_chat(user, SPAN_NOTICE("Dead people can not be put into cryo."))
return ITEM_INTERACT_COMPLETE
if(M.client)
if(tgui_alert(M, "Would you like to enter long-term storage?", "Cryosleep", list("Yes", "No")) == "Yes")
if(!M || !G || !G.affecting)
return ITEM_INTERACT_COMPLETE
willing = willing_time_divisor
else
willing = 1
if(willing)
visible_message("[user] starts putting [G.affecting.name] into [src].")
if(do_after(user, 20, target = G.affecting))
if(!M || !G || !G.affecting)
return ITEM_INTERACT_COMPLETE
if(occupant)
to_chat(user, SPAN_BOLDNOTICE("[src] is in use."))
return ITEM_INTERACT_COMPLETE
take_occupant(M, willing)
else //because why the fuck would you keep going if the mob isn't in the pod
to_chat(user, SPAN_NOTICE("You stop putting [M] into the cryopod."))
return ITEM_INTERACT_COMPLETE
icon_state = occupied_icon_state
M.throw_alert("cryopod", /atom/movable/screen/alert/ghost/cryo)
to_chat(M, SPAN_NOTICE("[on_enter_occupant_message]"))
to_chat(M, SPAN_BOLDNOTICE("If you ghost, log out or close your client now, your character will shortly be permanently removed from the round."))
take_occupant(M, willing)
return ITEM_INTERACT_COMPLETE
/obj/machinery/cryopod/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.incapacitated()) //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(!check_occupant_allowed(O))
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(!isturf(user.loc) || !isturf(O.loc)) // are you in a container/closet/pod/etc?
return
if(occupant)
to_chat(user, SPAN_BOLDNOTICE("The cryo pod is already occupied!"))
return TRUE
var/mob/living/L = O
if(!istype(L) || L.buckled)
return
if(L.stat == DEAD)
to_chat(user, SPAN_NOTICE("Dead people can not be put into cryo."))
return TRUE
if(L.has_buckled_mobs()) //mob attached to us
to_chat(user, SPAN_WARNING("[L] will not fit into [src] because [L.p_they()] [L.p_have()] a slime latched onto [L.p_their()] head."))
INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/machinery/cryopod, put_in), user, L)
return TRUE
/obj/machinery/cryopod/proc/put_in(mob/user, mob/living/L) // need this proc to use INVOKE_ASYNC in other proc. You're not recommended to use that one
var/willing = null //We don't want to allow people to be forced into despawning.
time_till_despawn = initial(time_till_despawn)
if(L.client)
if(tgui_alert(L, "Would you like to enter cryosleep?", "Cryosleep", list("Yes", "No")) == "Yes")
if(!L)
return
willing = willing_time_divisor
else
willing = 1
if(willing)
if(!Adjacent(L) && !Adjacent(user))
to_chat(user, SPAN_BOLDNOTICE("You're not close enough to [src]."))
return TRUE
if(L == user)
visible_message("[user] starts climbing into the cryo pod.")
else
visible_message("[user] starts putting [L] into the cryo pod.")
if(do_after(user, 20, target = L))
if(!L) return TRUE
if(occupant)
to_chat(user, SPAN_BOLDNOTICE("\The [src] is in use."))
return TRUE
take_occupant(L, willing)
else
to_chat(user, SPAN_NOTICE("You stop [L == user ? "climbing into the cryo pod." : "putting [L] into the cryo pod."]"))
/obj/machinery/cryopod/proc/take_occupant(mob/living/carbon/E, willing_factor = 1)
if(occupant)
return
if(!E)
return
QDEL_LIST_CONTENTS(E.grabbed_by)
E.forceMove(src)
time_till_despawn = initial(time_till_despawn) / willing_factor
icon_state = occupied_icon_state
to_chat(E, SPAN_NOTICE("[on_enter_occupant_message]"))
to_chat(E, SPAN_BOLDNOTICE("If you ghost, log out or close your client now, your character will shortly be permanently removed from the round."))
E.throw_alert("cryopod", /atom/movable/screen/alert/ghost/cryo)
occupant = E
name = "[name] ([occupant.name])"
time_entered = world.time
if(findtext("[E.key]","@",1,2))
var/FT = replacetext(E.key, "@", "")
for(var/mob/dead/observer/Gh in GLOB.player_list) //this may not be foolproof but it seemed like a better option than 'in world'
if(Gh.key == FT)
if(Gh.client && Gh.client.holder) //just in case someone has a byond name with @ at the start, which I don't think is even possible but whatever
to_chat(Gh, "<span style='color: #800080;font-weight: bold;font-size:4;'>Warning: Your body has entered cryostorage.</span>")
log_admin("[key_name(E)] entered a stasis pod.")
if(SSticker.mode.tdm_gamemode)
SSblackbox.record_feedback("nested tally", "TDM_quitouts", 1, list(SSticker.mode.name, "TDM Cryopods"))
occupant.create_log(MISC_LOG, "entered a stasis pod")
message_admins("[key_name_admin(E)] entered a stasis pod. (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
add_fingerprint(E)
playsound(src, 'sound/machines/podclose.ogg', 5)
update_icon(UPDATE_OVERLAYS)
/obj/machinery/cryopod/proc/go_out()
if(!occupant)
return
occupant.forceMove(get_turf(src))
occupant.clear_alert("cryopod")
log_admin("[key_name(occupant)] exited a stasis pod.")
occupant.create_log(MISC_LOG, "exited a stasis pod")
if(isAntag(occupant))
message_admins("[key_name_admin(occupant)] antag exited a stasis pod after [round((world.time - time_entered )/(1 MINUTES), 0.2)] minutes inside [ADMIN_JMP(src)]" )
occupant = null
icon_state = base_icon_state
name = initial(name)
playsound(src, 'sound/machines/podopen.ogg', 5)
update_icon(UPDATE_OVERLAYS)
/obj/machinery/cryopod/update_overlays()
. = ..()
if(occupant_overlay)
QDEL_NULL(occupant_overlay)
if(!occupant)
return
occupant_overlay = new(get_turf(src))
occupant_overlay.icon = occupant.icon
occupant_overlay.icon_state = occupant.icon_state
occupant_overlay.overlays = occupant.overlays
occupant_overlay.dir = dir
occupant_overlay.layer = layer + 0.01
var/matrix/MA = matrix(transform)
if(dir == NORTH)
MA.TurnTo(0, 180)
occupant_overlay.dir = SOUTH // trust me
if(dir == EAST)
MA.TurnTo(0, 270)
occupant_overlay.pixel_y = -8
if(dir == WEST)
MA.TurnTo(0 , 90)
occupant_overlay.pixel_y = -8
MA.Scale(0.66, 0.66)
occupant_overlay.transform = MA
var/mutable_appearance/rim = mutable_appearance(icon = icon, icon_state = "bodyscanner_first_overlay", layer = occupant_overlay.layer + 0.01)
var/mutable_appearance/lid = mutable_appearance(icon = icon, icon_state = "bodyscanner-lid-nodetail", layer = rim.layer + 0.01, alpha = 140)
. += rim
. += lid
//Attacks/effects.
/obj/machinery/cryopod/blob_act()
return //Sorta gamey, but we don't really want these to be destroyed.
/obj/machinery/cryopod/force_eject_occupant(mob/target)
go_out()
/obj/machinery/cryopod/offstation
// Won't announce when used for cryoing.
silent = TRUE
/obj/machinery/cryopod/offstation/right
dir = EAST
/obj/machinery/computer/cryopod/robot
name = "robotic storage console"
desc = "An interface between crew and the robotic storage systems."
icon = 'icons/obj/robot_storage.dmi'
icon_state = "console"
circuit = /obj/item/circuitboard/robotstoragecontrol
storage_type = "cyborgs"
storage_name = "Robotic Storage Control"
allow_items = FALSE
/obj/machinery/cryopod/robot
name = "robotic storage unit"
desc = "A storage unit for robots."
icon = 'icons/obj/robot_storage.dmi'
icon_state = "pod_0"
base_icon_state = "pod_0"
occupied_icon_state = "pod_1"
on_store_message = "has entered robotic storage."
on_store_name = "Robotic Storage Oversight"
on_enter_occupant_message = "The storage unit broadcasts a sleep signal to you. Your systems start to shut down, and you enter low-power mode."
console_type = /obj/machinery/computer/cryopod/robot
allow_occupant_types = list(/mob/living/silicon/robot)
disallow_occupant_types = list(/mob/living/silicon/robot/drone)
/obj/machinery/cryopod/robot/offstation
//For offstation cyborgs
silent = TRUE
/obj/machinery/cryopod/robot/despawn_occupant()
var/mob/living/silicon/robot/R = occupant
if(!istype(R)) return ..()
QDEL_NULL(R.mmi)
for(var/obj/item/I in R.module) // the tools the borg has; metal, glass, guns etc
for(var/obj/item/O in I) // the things inside the tools, if anything; mainly for janiborg trash bags
O.loc = R
qdel(I)
if(R.module)
R.module.remove_subsystems_and_actions(R)
qdel(R.module)
return ..()
/// Teleport an SSD human inside a cryopod, or a robot to a robot storage unit, but do not despawn them.
/proc/cryo_ssd(mob/living/person_to_cryo)
if(istype(person_to_cryo.loc, /obj/machinery/cryopod))
return FALSE
if(isobj(person_to_cryo.loc))
var/obj/O = person_to_cryo.loc
O.force_eject_occupant(person_to_cryo)
var/list/free_cryopods = list()
for(var/obj/machinery/cryopod/P in SSmachines.get_by_type(/obj/machinery/cryopod))
if(P.occupant)
continue
if((ishuman(person_to_cryo) && istype(get_area(P), /area/station/public/sleep)) || istype(P, /obj/machinery/cryopod/robot))
free_cryopods += P
var/obj/machinery/cryopod/target_cryopod = null
if(length(free_cryopods))
target_cryopod = safepick(free_cryopods)
if(target_cryopod.check_occupant_allowed(person_to_cryo))
var/turf/T = get_turf(person_to_cryo)
var/obj/effect/portal/SP = new /obj/effect/portal(T, null, null, 40, create_sparks = FALSE)
SP.name = "NT SSD Teleportation Portal"
target_cryopod.take_occupant(person_to_cryo, 1)
return TRUE
return FALSE
/// Immeditely teleport a human or robot to cryo and then despawn them.
/proc/force_cryo(mob/living/person_to_cryo)
if(!ishuman(person_to_cryo) && !isrobot(person_to_cryo))
return
if(!istype(person_to_cryo.loc, /obj/machinery/cryopod))
cryo_ssd(person_to_cryo)
if(istype(person_to_cryo.loc, /obj/machinery/cryopod))
var/obj/machinery/cryopod/P = person_to_cryo.loc
P.despawn_occupant()
#undef CRYO_DESTROY
#undef CRYO_PRESERVE
#undef CRYO_OBJECTIVE