Files
Paradise/code/game/objects/items/weapons/defib.dm
Fox-McCloud 6e87b96501 Pass 3
2015-07-08 01:34:53 -04:00

524 lines
19 KiB
Plaintext

//backpack item
/obj/item/weapon/defibrillator
name = "defibrillator"
desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
icon = 'icons/obj/weapons.dmi'
icon_state = "defibunit"
item_state = "defibunit"
icon_override = 'icons/mob/in-hand/tools.dmi'
slot_flags = SLOT_BACK
force = 5
throwforce = 6
w_class = 4
origin_tech = "biotech=4"
action_button_name = "Toggle Paddles"
var/on = 0 //if the paddles are equipped (1) or on the defib (0)
var/safety = 1 //if you can zap people with the defibs on harm mode
var/powered = 0 //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
var/obj/item/weapon/twohanded/shockpaddles/paddles
var/obj/item/weapon/stock_parts/cell/high/bcell = null
var/combat = 0 //can we revive through space suits?
/obj/item/weapon/defibrillator/New() //starts without a cell for rnd
..()
paddles = make_paddles()
update_icon()
return
/obj/item/weapon/defibrillator/loaded/New() //starts with hicap
..()
paddles = make_paddles()
bcell = new(src)
update_icon()
return
/obj/item/weapon/defibrillator/update_icon()
update_power()
update_overlays()
update_charge()
/obj/item/weapon/defibrillator/proc/update_power()
if(bcell)
if(bcell.charge < paddles.revivecost)
powered = 0
else
powered = 1
else
powered = 0
/obj/item/weapon/defibrillator/proc/update_overlays()
overlays.Cut()
if(!on)
overlays += "[icon_state]-paddles"
if(powered)
overlays += "[icon_state]-powered"
if(!bcell)
overlays += "[icon_state]-nocell"
if(!safety)
overlays += "[icon_state]-emagged"
/obj/item/weapon/defibrillator/proc/update_charge()
if(powered) //so it doesn't show charge if it's unpowered
if(bcell)
var/ratio = bcell.charge / bcell.maxcharge
ratio = Ceiling(ratio*4) * 25
overlays += "[icon_state]-charge[ratio]"
/obj/item/weapon/defibrillator/CheckParts()
bcell = locate(/obj/item/weapon/stock_parts/cell) in contents
update_icon()
/obj/item/weapon/defibrillator/ui_action_click()
if(usr.get_item_by_slot(slot_back) == src)
toggle_paddles()
else
usr << "<span class='warning'>Put the defibrillator on your back first!</span>"
return
/obj/item/weapon/defibrillator/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/stock_parts/cell))
var/obj/item/weapon/stock_parts/cell/C = W
if(bcell)
user << "<span class='notice'>[src] already has a cell.</span>"
else
if(C.maxcharge < paddles.revivecost)
user << "<span class='notice'>[src] requires a higher capacity cell.</span>"
return
user.drop_item()
W.loc = src
bcell = W
user << "<span class='notice'>You install a cell in [src].</span>"
if(istype(W, /obj/item/weapon/screwdriver))
if(bcell)
bcell.updateicon()
bcell.loc = get_turf(src.loc)
bcell = null
user << "<span class='notice'>You remove the cell from the [src].</span>"
update_icon()
return
/obj/item/weapon/defibrillator/emag_act(user as mob)
if(safety)
safety = 0
user << "<span class='warning'>You silently disable [src]'s safety protocols with the card."
else
safety = 1
user << "<span class='notice'>You silently enable [src]'s safety protocols with the card."
/obj/item/weapon/defibrillator/emp_act(severity)
if(bcell)
deductcharge(1000 / severity)
if(bcell.reliability != 100 && prob(50/severity))
bcell.reliability -= 10 / severity
if(safety)
safety = 0
src.visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
playsound(get_turf(src), 'sound/machines/defib_saftyOff.ogg', 50, 0)
else
safety = 1
src.visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
playsound(get_turf(src), 'sound/machines/defib_saftyOn.ogg', 50, 0)
update_icon()
..()
/obj/item/weapon/defibrillator/verb/toggle_paddles()
set name = "Toggle Paddles"
set category = "Object"
on = !on
var/mob/living/carbon/human/user = usr
if(on)
//Detach the paddles into the user's hands
if(!usr.put_in_hands(paddles))
on = 0
user << "<span class='warning'>You need a free hand to hold the paddles!</span>"
update_icon()
return
paddles.loc = user
else
//Remove from their hands and back onto the defib unit
remove_paddles(user)
update_icon()
return
/obj/item/weapon/defibrillator/proc/make_paddles()
return new /obj/item/weapon/twohanded/shockpaddles(src)
/obj/item/weapon/defibrillator/equipped(mob/user, slot)
if(slot != slot_back)
remove_paddles(user)
update_icon()
/obj/item/weapon/defibrillator/proc/remove_paddles(mob/user)
var/mob/living/carbon/human/M = user
if(paddles in get_both_hands(M))
M.unEquip(paddles)
update_icon()
return
/obj/item/weapon/defibrillator/Destroy()
if(on)
var/M = get(paddles, /mob)
remove_paddles(M)
if(paddles)
qdel(paddles)
paddles = null
if(bcell)
qdel(bcell)
bcell = null
return ..()
/obj/item/weapon/defibrillator/proc/deductcharge(var/chrgdeductamt)
if(bcell)
if(bcell.charge < (paddles.revivecost+chrgdeductamt))
powered = 0
update_icon()
if(bcell.use(chrgdeductamt))
update_icon()
return 1
else
update_icon()
return 0
/obj/item/weapon/defibrillator/proc/cooldowncheck(var/mob/user)
spawn(50)
if(bcell)
if(bcell.charge >= paddles.revivecost)
user.visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
playsound(get_turf(src), 'sound/machines/defib_ready.ogg', 50, 0)
else
user.visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
paddles.cooldown = 0
paddles.update_icon()
update_icon()
/obj/item/weapon/defibrillator/compact
name = "compact defibrillator"
desc = "A belt-equipped defibrillator that can be rapidly deployed."
icon_state = "defibcompact"
item_state = "defibcompact"
w_class = 3
slot_flags = SLOT_BELT
origin_tech = "biotech=4"
/obj/item/weapon/defibrillator/compact/ui_action_click()
if(usr.get_item_by_slot(slot_belt) == src)
toggle_paddles()
else
usr << "<span class='warning'>Strap the defibrillator's belt on first!</span>"
return
/obj/item/weapon/defibrillator/compact/loaded/New()
..()
paddles = make_paddles()
bcell = new(src)
update_icon()
return
/obj/item/weapon/defibrillator/compact/combat
name = "combat defibrillator"
desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
combat = 1
safety = 0
/obj/item/weapon/defibrillator/compact/combat/loaded/New()
..()
paddles = make_paddles()
bcell = new /obj/item/weapon/stock_parts/cell/infinite(src)
update_icon()
return
/obj/item/weapon/defibrillator/compact/combat/attackby(obj/item/weapon/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
update_icon()
return
//paddles
/obj/item/weapon/twohanded/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/weapons.dmi'
icon_state = "defibpaddles"
item_state = "defibpaddles"
icon_override = 'icons/mob/in-hand/tools.dmi'
force = 0
throwforce = 6
w_class = 4
var/revivecost = 1000
var/cooldown = 0
var/busy = 0
var/obj/item/weapon/defibrillator/defib
/obj/item/weapon/twohanded/shockpaddles/New(mainunit)
..()
if(check_defib_exists(mainunit, src))
defib = mainunit
loc = defib
busy = 0
update_icon()
return
/obj/item/weapon/twohanded/shockpaddles/update_icon()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
/obj/item/weapon/twohanded/shockpaddles/suicide_act(mob/user)
user.visible_message("<span class='danger'>[user] is putting the live paddles on \his chest! It looks like \he's trying to commit suicide.</span>")
defib.deductcharge(revivecost)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
return (OXYLOSS)
/obj/item/weapon/twohanded/shockpaddles/dropped(mob/user as mob)
if(user)
var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
user << "<span class='notice'>The paddles snap back into the main unit.</span>"
defib.on = 0
loc = defib
defib.update_icon()
return unwield()
/obj/item/weapon/twohanded/shockpaddles/proc/check_defib_exists(mainunit, var/mob/living/carbon/human/M, var/obj/O)
if (!mainunit || !istype(mainunit, /obj/item/weapon/defibrillator)) //To avoid weird issues from admin spawns
M.unEquip(O)
qdel(O)
return 0
else
return 1
/obj/item/weapon/twohanded/shockpaddles/attack(mob/M, mob/user)
var/tobehealed
var/threshold = -config.health_threshold_dead
var/mob/living/carbon/human/H = M
if(busy)
return
if(!defib.powered)
user.visible_message("<span class='notice'>[defib] beeps: Unit is unpowered.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
return
if(!wielded)
user << "<span class='boldnotice'>You need to wield the paddles in both hands before you can use them on someone!</span>"
return
if(cooldown)
user << "<span class='notice'>[defib] is recharging.</span>"
return
if(!ishuman(M))
user << "<span class='notice'>The instructions on [defib] don't mention how to revive that...</span>"
return
else
if(user.a_intent == "harm" && !defib.safety)
busy = 1
H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
H.adjustStaminaLoss(50)
H.Weaken(5)
H.updatehealth() //forces health update before next life tick
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
H.emote("gasp")
add_logs(M, user, "stunned", object="defibrillator")
defib.deductcharge(revivecost)
cooldown = 1
busy = 0
update_icon()
defib.cooldowncheck(user)
return
if(user.zone_sel && user.zone_sel.selecting == "chest")
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
busy = 1
update_icon()
if(do_after(user, 30)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
var/mob/dead/observer/ghost = H.get_ghost()
var/tplus = world.time - H.timeofdeath
var/tlimit = 6000 //past this much time the patient is unrecoverable (in deciseconds)
var/tloss = 3000 //brain damage starts setting in on the patient after some time left rotting
var/total_burn = 0
var/total_brute = 0
if(do_after(user, 20)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
for(var/obj/item/carried_item in H.contents)
if(istype(carried_item, /obj/item/clothing/suit/space))
if(!defib.combat)
user.visible_message("<span class='notice'>[defib] buzzes: Patient's chest is obscured. Operation aborted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
return
if(H.heart_attack)
H.heart_attack = 0
if(H.stat == 2)
var/health = H.health
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
for(var/obj/item/organ/external/O in H.organs)
total_brute += O.brute_dam
total_burn += O.burn_dam
if(H.health <= config.health_threshold_dead && total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
tobehealed = health + threshold
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
H.adjustOxyLoss(tobehealed)
H.adjustToxLoss(tobehealed)
H.adjustFireLoss(tobehealed)
H.adjustBruteLoss(tobehealed)
user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
H.stat = 1
H.update_revive()
H.emote("gasp")
if(tplus > tloss)
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
defib.deductcharge(revivecost)
add_logs(M, user, "revived", object="defibrillator")
else
if(tplus > tlimit)
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
else if(total_burn >= 180 || total_brute >= 180)
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
else
user.visible_message("<span class='notice'>[defib] buzzes: Resuscitation failed.</span>")
if(ghost)
ghost << "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)"
ghost << sound('sound/effects/genetics.ogg')
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
defib.deductcharge(revivecost)
update_icon()
cooldown = 1
defib.cooldowncheck(user)
else
user.visible_message("<span class='notice'>[defib] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
else
user << "<span class='notice'>You need to target your patient's chest with [src].</span>"
return
/obj/item/weapon/borg_defib
name = "defibrillator paddles"
desc = "A pair of mounted paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
force = 0
w_class = 4
var/revivecost = 1000
var/cooldown = 0
var/busy = 0
var/safety = 1
flags = NODROP
/obj/item/weapon/borg_defib/attack(mob/M, mob/user)
var/tobehealed
var/threshold = -config.health_threshold_dead
var/mob/living/carbon/human/H = M
if(busy)
return
if(cooldown)
user << "<span class='notice'>[src] is recharging.</span>"
if(!ishuman(M))
user << "<span class='notice'>This unit is only designed to work on humanoid lifeforms.</span>"
return
else
if(user.a_intent == "harm" && !safety)
busy = 1
H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
H.adjustStaminaLoss(50)
H.Weaken(5)
H.updatehealth() //forces health update before next life tick
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
H.emote("gasp")
add_logs(M, user, "stunned", object="defibrillator")
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.use(revivecost)
cooldown = 1
busy = 0
update_icon()
spawn(50)
cooldown = 0
update_icon()
return
if(user.zone_sel && user.zone_sel.selecting == "chest")
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
busy = 1
update_icon()
if(do_after(user, 30)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
var/mob/dead/observer/ghost = H.get_ghost()
var/tplus = world.time - H.timeofdeath
var/tlimit = 6000 //past this much time the patient is unrecoverable (in deciseconds)
var/tloss = 3000 //brain damage starts setting in on the patient after some time left rotting
var/total_burn = 0
var/total_brute = 0
if(do_after(user, 20)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
if(H.stat == 2)
var/health = H.health
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
for(var/obj/item/organ/external/O in H.organs)
total_brute += O.brute_dam
total_burn += O.burn_dam
if(H.health <= config.health_threshold_dead && total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
tobehealed = health + threshold
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
H.adjustOxyLoss(tobehealed)
H.adjustToxLoss(tobehealed)
H.adjustFireLoss(tobehealed)
H.adjustBruteLoss(tobehealed)
user.visible_message("<span class='notice'>[user] pings: Resuscitation successful.</span>")
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
H.stat = 1
H.update_revive()
H.emote("gasp")
if(tplus > tloss)
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.use(revivecost)
add_logs(M, user, "revived", object="defibrillator")
else
if(tplus > tlimit)
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
else if(total_burn >= 180 || total_brute >= 180)
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
else
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed.</span>")
if(ghost)
ghost << "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)"
ghost << sound('sound/effects/genetics.ogg')
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.use(revivecost)
update_icon()
cooldown = 1
spawn(50)
cooldown = 0
update_icon()
else
user.visible_message("<span class='notice'>[user] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
else
user << "<span class='notice'>You need to target your patient's chest with [src].</span>"
return