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586 lines
20 KiB
Plaintext
586 lines
20 KiB
Plaintext
#define ADDICTION_SPEEDUP_TIME 1500 // 2.5 minutes
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/////////////
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// SLEEPER //
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////////////
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/obj/machinery/sleeper
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name = "sleeper"
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desc = "Injects chemicals into the bloodstream of the occupant, can remove chemicals from the bloodstream of the occupant through dialysis."
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper-open"
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var/base_icon = "sleeper"
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density = TRUE
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anchored = TRUE
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dir = WEST
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var/mob/living/carbon/human/occupant = null
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var/possible_chems = list("ephedrine", "salglu_solution", "salbutamol", "charcoal")
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var/amounts = list(5, 10)
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/// Beaker loaded into the sleeper. Used for dialysis.
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var/obj/item/reagent_containers/glass/beaker = null
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/// Whether the machine is currently performing dialysis.
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var/filtering = FALSE
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var/max_chem
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var/initial_bin_rating = 1
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var/controls_inside = FALSE
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var/auto_eject_dead = FALSE
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idle_power_consumption = 1250
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active_power_consumption = 2500
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light_color = LIGHT_COLOR_CYAN
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light_power = 0.5
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/obj/machinery/sleeper/examine(mob/user)
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. = ..()
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if(occupant)
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if(occupant.stat == DEAD)
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. += "<span class='warning'>You see [occupant.name] inside. [occupant.p_they(TRUE)] [occupant.p_are()] dead!</span>"
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else
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. += "<span class='notice'>You see [occupant.name] inside.</span>"
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. += "<span class='notice'>You can <b>Alt-Click</b> to eject the current occupant. <b>Click-drag</b> someone to the sleeper to place them in it after a short delay.</span>"
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/obj/machinery/sleeper/power_change()
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..() //we don't check parent return here because we also care about BROKEN
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if(!(stat & (BROKEN|NOPOWER)))
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set_light(2)
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else
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set_light(0)
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/obj/machinery/sleeper/update_icon_state()
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if(occupant)
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icon_state = base_icon
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else
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icon_state = "[base_icon]-open"
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/obj/machinery/sleeper/Initialize(mapload)
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. = ..()
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component_parts = list()
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component_parts += new /obj/item/circuitboard/sleeper(null)
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// Customizable bin rating, used by the labor camp to stop people filling themselves with chemicals and escaping.
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var/obj/item/stock_parts/matter_bin/B = new(null)
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B.rating = initial_bin_rating
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component_parts += B
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component_parts += new /obj/item/stock_parts/manipulator(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/cable_coil(null, 1)
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RefreshParts()
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/obj/machinery/sleeper/upgraded/Initialize(mapload)
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. = ..()
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component_parts = list()
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component_parts += new /obj/item/circuitboard/sleeper(null)
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component_parts += new /obj/item/stock_parts/matter_bin/super(null)
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component_parts += new /obj/item/stock_parts/manipulator/pico(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/cable_coil(null, 1)
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RefreshParts()
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/obj/machinery/sleeper/RefreshParts()
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var/E
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for(var/obj/item/stock_parts/matter_bin/B in component_parts)
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E += B.rating
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max_chem = E * 20
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/obj/machinery/sleeper/Destroy()
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for(var/mob/M in contents)
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M.forceMove(get_turf(src))
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return ..()
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/obj/machinery/sleeper/relaymove(mob/user as mob)
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if(user.incapacitated())
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return 0 //maybe they should be able to get out with cuffs, but whatever
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go_out()
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/obj/machinery/sleeper/process()
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for(var/mob/M as mob in src) // makes sure that simple mobs don't get stuck inside a sleeper when they resist out of occupant's grasp
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if(M == occupant)
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continue
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else
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M.forceMove(loc)
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if(occupant)
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if(auto_eject_dead && occupant.stat == DEAD)
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playsound(loc, 'sound/machines/buzz-sigh.ogg', 40)
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go_out()
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return
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if(filtering > 0 && beaker)
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// To prevent runtimes from drawing blood from runtime, and to prevent getting IPC blood.
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if(!istype(occupant) || !occupant.dna || (NO_BLOOD in occupant.dna.species.species_traits))
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filtering = 0
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return
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if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
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occupant.transfer_blood_to(beaker, 1)
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for(var/datum/reagent/reagent in occupant.reagents.reagent_list)
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occupant.transfer_blood_to(beaker, 1)
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if(reagent.id in GLOB.blocked_chems)
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occupant.reagents.remove_reagent(reagent.id, 3)
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beaker.reagents.add_reagent("saturated_charcoal", 3)
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continue
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occupant.reagents.trans_id_to(beaker, reagent.id, 3)
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for(var/A in occupant.reagents.addiction_list)
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var/datum/reagent/R = A
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var/addiction_removal_chance = 5
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if(world.timeofday > (R.last_addiction_dose + ADDICTION_SPEEDUP_TIME)) // 2.5 minutes
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addiction_removal_chance = 10
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if(prob(addiction_removal_chance))
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atom_say("Patient's addiction was cured.")
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playsound(get_turf(src), 'sound/machines/ping.ogg', 50, 0)
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to_chat(occupant, "<span class='boldnotice'>You no longer feel reliant on [R.name]!</span>")
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occupant.reagents.addiction_list.Remove(R)
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qdel(R)
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updateDialog()
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return
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/obj/machinery/sleeper/attack_ai(mob/user)
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return attack_hand(user)
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/obj/machinery/sleeper/attack_ghost(mob/user)
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ui_interact(user)
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/obj/machinery/sleeper/attack_hand(mob/user)
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if(stat & (NOPOWER|BROKEN))
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return
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if(panel_open)
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to_chat(user, "<span class='notice'>Close the maintenance panel first.</span>")
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return
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ui_interact(user)
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/obj/machinery/sleeper/ui_state(mob/user)
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return GLOB.default_state
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/obj/machinery/sleeper/ui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Sleeper", "Sleeper")
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ui.open()
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/obj/machinery/sleeper/ui_data(mob/user)
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var/list/data = list()
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data["amounts"] = amounts
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data["hasOccupant"] = occupant ? 1 : 0
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var/occupantData[0]
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if(occupant)
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occupantData["name"] = occupant.name
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occupantData["stat"] = occupant.stat
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occupantData["health"] = occupant.health
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occupantData["maxHealth"] = occupant.maxHealth
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occupantData["minHealth"] = HEALTH_THRESHOLD_DEAD
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occupantData["bruteLoss"] = occupant.getBruteLoss()
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occupantData["oxyLoss"] = occupant.getOxyLoss()
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occupantData["toxLoss"] = occupant.getToxLoss()
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occupantData["fireLoss"] = occupant.getFireLoss()
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occupantData["paralysis"] = occupant.AmountParalyzed()
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occupantData["hasBlood"] = 0
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occupantData["bodyTemperature"] = occupant.bodytemperature
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occupantData["maxTemp"] = 1000
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// Because we can put simple_animals in here, we need to do something tricky to get things working nice
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occupantData["temperatureSuitability"] = 0 // 0 is the baseline
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if(ishuman(occupant) && occupant.dna.species)
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// I wanna do something where the bar gets bluer as the temperature gets lower
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// For now, I'll just use the standard format for the temperature status
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var/datum/species/sp = occupant.dna.species
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if(occupant.bodytemperature < sp.cold_level_3)
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occupantData["temperatureSuitability"] = -3
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else if(occupant.bodytemperature < sp.cold_level_2)
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occupantData["temperatureSuitability"] = -2
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else if(occupant.bodytemperature < sp.cold_level_1)
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occupantData["temperatureSuitability"] = -1
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else if(occupant.bodytemperature > sp.heat_level_3)
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occupantData["temperatureSuitability"] = 3
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else if(occupant.bodytemperature > sp.heat_level_2)
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occupantData["temperatureSuitability"] = 2
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else if(occupant.bodytemperature > sp.heat_level_1)
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occupantData["temperatureSuitability"] = 1
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else if(isanimal(occupant))
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var/mob/living/simple_animal/silly = occupant
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if(silly.bodytemperature < silly.minbodytemp)
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occupantData["temperatureSuitability"] = -3
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else if(silly.bodytemperature > silly.maxbodytemp)
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occupantData["temperatureSuitability"] = 3
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else if(isbasicmob(occupant))
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var/mob/living/basic/basicmob = occupant
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if(basicmob.bodytemperature < basicmob.minimum_survivable_temperature)
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occupantData["temperatureSuitability"] = -3
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else if(basicmob.bodytemperature > basicmob.maximum_survivable_temperature)
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occupantData["temperatureSuitability"] = 3
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// Blast you, imperial measurement system
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occupantData["btCelsius"] = occupant.bodytemperature - T0C
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occupantData["btFaren"] = ((occupant.bodytemperature - T0C) * (9.0/5.0))+ 32
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// I'm not sure WHY you'd want to put a simple_animal in a sleeper, but precedent is precedent
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// Runtime is aptly named, isn't she?
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if(ishuman(occupant) && !(NO_BLOOD in occupant.dna.species.species_traits))
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occupantData["pulse"] = occupant.get_pulse()
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occupantData["hasBlood"] = 1
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occupantData["bloodLevel"] = round(occupant.blood_volume)
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occupantData["bloodMax"] = occupant.max_blood
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occupantData["bloodPercent"] = round(100*(occupant.blood_volume/occupant.max_blood), 0.01)
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data["occupant"] = occupantData
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data["maxchem"] = max_chem
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data["dialysis"] = filtering
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data["auto_eject_dead"] = auto_eject_dead
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if(beaker)
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data["isBeakerLoaded"] = 1
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if(beaker.reagents)
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data["beakerMaxSpace"] = beaker.reagents.maximum_volume
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data["beakerFreeSpace"] = round(beaker.reagents.maximum_volume - beaker.reagents.total_volume)
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else
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data["beakerMaxSpace"] = 0
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data["beakerFreeSpace"] = 0
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else
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data["isBeakerLoaded"] = FALSE
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var/chemicals[0]
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for(var/re in possible_chems)
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var/datum/reagent/temp = GLOB.chemical_reagents_list[re]
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if(temp)
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var/reagent_amount = 0
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var/pretty_amount
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var/injectable = occupant ? 1 : 0
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var/overdosing = 0
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var/caution = 0 // To make things clear that you're coming close to an overdose
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if(occupant && occupant.reagents)
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reagent_amount = occupant.reagents.get_reagent_amount(temp.id)
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// If they're mashing the highest concentration, they get one warning
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if(temp.overdose_threshold && reagent_amount + 10 > temp.overdose_threshold)
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caution = 1
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if(temp.id in occupant.reagents.overdose_list())
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overdosing = 1
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pretty_amount = round(reagent_amount, 0.05)
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chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("chemical" = temp.id), "occ_amount" = reagent_amount, "pretty_amount" = pretty_amount, "injectable" = injectable, "overdosing" = overdosing, "od_warning" = caution)))
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data["chemicals"] = chemicals
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return data
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/obj/machinery/sleeper/ui_act(action, params, datum/tgui/ui)
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if(..())
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return
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if(!controls_inside && usr == occupant)
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return
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if(panel_open)
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to_chat(usr, "<span class='notice'>Close the maintenance panel first.</span>")
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return
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if(stat & (NOPOWER|BROKEN))
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return
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. = TRUE
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switch(action)
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if("chemical")
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if(!occupant)
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return
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if(occupant.stat == DEAD)
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to_chat(usr, "<span class='danger'>This person has no life to preserve anymore. Take [occupant.p_them()] to a department capable of reanimating them.</span>")
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return
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var/chemical = params["chemid"]
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var/amount = text2num(params["amount"])
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if(!length(chemical) || amount <= 0)
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return
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inject_chemical(usr, chemical, amount)
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if("removebeaker")
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remove_beaker(ui.user)
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if("togglefilter")
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toggle_filter()
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if("ejectify")
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eject()
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if("auto_eject_dead_on")
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auto_eject_dead = TRUE
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if("auto_eject_dead_off")
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auto_eject_dead = FALSE
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else
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return FALSE
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add_fingerprint(usr)
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/obj/machinery/sleeper/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(istype(used, /obj/item/reagent_containers/glass) && user.a_intent != INTENT_HARM)
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if(!beaker)
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[used] is stuck to you!</span>")
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return ITEM_INTERACT_COMPLETE
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beaker = used
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used.forceMove(src)
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user.visible_message("[user] adds \a [used] to [src]!", "You add \a [used] to [src]!")
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SStgui.update_uis(src)
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return ITEM_INTERACT_COMPLETE
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else
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to_chat(user, "<span class='warning'>The sleeper has a beaker already.</span>")
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return ITEM_INTERACT_COMPLETE
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if(istype(used, /obj/item/grab))
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var/obj/item/grab/G = used
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if(panel_open)
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to_chat(user, "<span class='boldnotice'>Close the maintenance panel first.</span>")
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return ITEM_INTERACT_COMPLETE
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if(!ismob(G.affecting))
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return ITEM_INTERACT_COMPLETE
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if(occupant)
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to_chat(user, "<span class='boldnotice'>The sleeper is already occupied!</span>")
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return ITEM_INTERACT_COMPLETE
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if(G.affecting.has_buckled_mobs()) //mob attached to us
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to_chat(user, "<span class='warning'>[G.affecting] will not fit into [src] because [G.affecting.p_they()] [G.affecting.p_have()] a slime latched onto [G.affecting.p_their()] head.</span>")
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return ITEM_INTERACT_COMPLETE
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visible_message("[user] starts putting [G.affecting.name] into the sleeper.")
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if(do_after(user, 20, target = G.affecting))
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if(occupant)
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to_chat(user, "<span class='boldnotice'>The sleeper is already occupied!</span>")
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return ITEM_INTERACT_COMPLETE
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if(!G || !G.affecting)
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return ITEM_INTERACT_COMPLETE
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var/mob/M = G.affecting
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M.forceMove(src)
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occupant = M
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update_icon(UPDATE_ICON_STATE)
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to_chat(M, "<span class='boldnotice'>You feel cool air surround you. You go numb as your senses turn inward.</span>")
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add_fingerprint(user)
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qdel(G)
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SStgui.update_uis(src)
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return ITEM_INTERACT_COMPLETE
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return ..()
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/obj/machinery/sleeper/crowbar_act(mob/user, obj/item/I)
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if(default_deconstruction_crowbar(user, I))
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return TRUE
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/obj/machinery/sleeper/screwdriver_act(mob/user, obj/item/I)
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if(occupant)
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to_chat(user, "<span class='notice'>The maintenance panel is locked.</span>")
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return TRUE
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if(default_deconstruction_screwdriver(user, "[base_icon]-o", "[base_icon]-open", I))
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return TRUE
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/obj/machinery/sleeper/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(occupant)
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to_chat(user, "<span class='notice'>The scanner is occupied.</span>")
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return
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if(panel_open)
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to_chat(user, "<span class='notice'>Close the maintenance panel first.</span>")
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return
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setDir(turn(dir, -90))
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/obj/machinery/sleeper/ex_act(severity)
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if(filtering)
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toggle_filter()
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if(occupant)
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occupant.ex_act(severity)
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..()
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/obj/machinery/sleeper/handle_atom_del(atom/A)
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..()
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if(A == occupant)
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occupant = null
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update_icon(UPDATE_ICON_STATE)
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SStgui.update_uis(src)
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if(A == beaker)
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beaker = null
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SStgui.update_uis(src)
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/obj/machinery/sleeper/emp_act(severity)
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if(filtering)
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toggle_filter()
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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if(occupant)
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go_out()
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..(severity)
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/obj/machinery/sleeper/narsie_act()
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go_out()
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new /obj/effect/gibspawner/generic(get_turf(loc)) //I REPLACE YOUR TECHNOLOGY WITH FLESH!
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qdel(src)
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/obj/machinery/sleeper/proc/toggle_filter()
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if(filtering || !beaker)
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filtering = FALSE
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else
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filtering = TRUE
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/obj/machinery/sleeper/proc/go_out()
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if(filtering)
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toggle_filter()
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if(!occupant)
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return
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occupant.forceMove(loc)
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occupant = null
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playsound(src, 'sound/machines/podopen.ogg', 5)
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update_icon(UPDATE_ICON_STATE|UPDATE_OVERLAYS)
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// eject trash the occupant dropped
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for(var/atom/movable/A in contents - component_parts - list(beaker))
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A.forceMove(loc)
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SStgui.update_uis(src)
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/obj/machinery/sleeper/force_eject_occupant(mob/target)
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go_out()
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/obj/machinery/sleeper/proc/inject_chemical(mob/living/user, chemical, amount)
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if(!(chemical in possible_chems))
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|
to_chat(user, "<span class='notice'>The sleeper does not offer that chemical!</span>")
|
|
return
|
|
if(!(amount in amounts))
|
|
return
|
|
|
|
if(occupant)
|
|
if(occupant.reagents)
|
|
if(occupant.reagents.get_reagent_amount(chemical) + amount <= max_chem)
|
|
occupant.reagents.add_reagent(chemical, amount)
|
|
else
|
|
to_chat(user, "You can not inject any more of this chemical.")
|
|
else
|
|
to_chat(user, "The patient rejects the chemicals!")
|
|
else
|
|
to_chat(user, "There's no occupant in the sleeper!")
|
|
|
|
/obj/machinery/sleeper/AltClick(mob/user)
|
|
if(issilicon(user))
|
|
eject()
|
|
return
|
|
if(!Adjacent(user) || !ishuman(user) || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
|
|
return
|
|
eject()
|
|
|
|
/obj/machinery/sleeper/proc/eject(mob/user)
|
|
go_out()
|
|
add_fingerprint(usr)
|
|
|
|
/obj/machinery/sleeper/proc/remove_beaker(mob/user)
|
|
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
|
|
return
|
|
|
|
if(beaker)
|
|
filtering = FALSE
|
|
user.put_in_hands(beaker)
|
|
beaker = null
|
|
SStgui.update_uis(src)
|
|
add_fingerprint(user)
|
|
|
|
/obj/machinery/sleeper/MouseDrop_T(atom/movable/O, mob/user)
|
|
if(!permitted_check(O, user))
|
|
return
|
|
var/mob/living/L = O
|
|
if(L == user)
|
|
visible_message("[user] starts climbing into the sleeper.")
|
|
else
|
|
visible_message("[user] starts putting [L.name] into the sleeper.")
|
|
INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/machinery/sleeper, put_in), O, user, L)
|
|
return TRUE
|
|
|
|
/obj/machinery/sleeper/proc/put_in(atom/movable/O, mob/user, mob/living/L) // need this proc to use INVOKE_ASYNC in other proc. You're not recommended to use that one
|
|
if(do_after(user, 20, target = L))
|
|
if(!permitted_check(O, user))
|
|
return
|
|
if(!L)
|
|
return
|
|
L.forceMove(src)
|
|
occupant = L
|
|
playsound(src, 'sound/machines/podclose.ogg', 5)
|
|
update_icon(UPDATE_ICON_STATE|UPDATE_OVERLAYS)
|
|
to_chat(L, "<span class='boldnotice'>You feel cool air surround you. You go numb as your senses turn inward.</span>")
|
|
add_fingerprint(user)
|
|
if(user.pulling == L)
|
|
user.stop_pulling()
|
|
QDEL_LIST_CONTENTS(L.grabbed_by)
|
|
SStgui.update_uis(src)
|
|
|
|
/obj/machinery/sleeper/proc/permitted_check(atom/movable/O, mob/user)
|
|
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(isanimal_or_basicmob(O) || issilicon(O)) //animals and robots dont fit
|
|
return
|
|
if(!ishuman(user) && !isrobot(user)) //No ghosts or mice putting people into the sleeper
|
|
return
|
|
if(!user.loc) // 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(panel_open)
|
|
to_chat(user, "<span class='boldnotice'>Close the maintenance panel first.</span>")
|
|
return
|
|
if(occupant)
|
|
to_chat(user, "<span class='boldnotice'>The sleeper is already occupied!</span>")
|
|
return
|
|
var/mob/living/L = O
|
|
if(!istype(L) || L.buckled)
|
|
return
|
|
if(L.abiotic())
|
|
to_chat(user, "<span class='boldnotice'>Subject may not hold anything in their hands.</span>")
|
|
return
|
|
if(L.has_buckled_mobs()) //mob attached to us
|
|
to_chat(user, "<span class='warning'>[L] will not fit into [src] because [L.p_they()] [L.p_have()] a slime latched onto [L.p_their()] head.</span>")
|
|
return
|
|
return TRUE
|
|
|
|
/obj/machinery/sleeper/AllowDrop()
|
|
return FALSE
|
|
|
|
/obj/machinery/sleeper/syndie
|
|
icon_state = "sleeper_s-open"
|
|
base_icon = "sleeper_s"
|
|
possible_chems = list("epinephrine", "ether", "salbutamol", "styptic_powder", "silver_sulfadiazine")
|
|
controls_inside = TRUE
|
|
|
|
light_color = LIGHT_COLOR_DARKRED
|
|
|
|
/obj/machinery/sleeper/syndie/Initialize(mapload)
|
|
. = ..()
|
|
component_parts = list()
|
|
component_parts += new /obj/item/circuitboard/sleeper/syndicate(null)
|
|
var/obj/item/stock_parts/matter_bin/B = new(null)
|
|
B.rating = initial_bin_rating
|
|
component_parts += B
|
|
component_parts += new /obj/item/stock_parts/manipulator(null)
|
|
component_parts += new /obj/item/stack/sheet/glass(null)
|
|
component_parts += new /obj/item/stack/sheet/glass(null)
|
|
component_parts += new /obj/item/stack/cable_coil(null, 1)
|
|
RefreshParts()
|
|
|
|
/obj/machinery/sleeper/clockwork
|
|
name = "soothing sleeper"
|
|
desc = "A large cryogenics unit built from brass. Its surface is pleasantly cool the touch."
|
|
icon_state = "sleeper_c-open"
|
|
base_icon = "sleeper_c"
|
|
possible_chems = list("epinephrine", "salbutamol", "styptic_powder", "silver_sulfadiazine", "oculine", "mannitol")
|
|
light_color = LIGHT_COLOR_DARKRED
|
|
|
|
/obj/machinery/sleeper/clockwork/crowbar_act(mob/user, obj/item/I)
|
|
to_chat(user, "<span class='warning'>You pry on the internal mechanisms of [src] with all your might, but they refuse to budge!</span>")
|
|
return FALSE
|
|
|
|
#undef ADDICTION_SPEEDUP_TIME
|