Files
Paradise/code/datums/components/defibrillator.dm
HMBGERDO ecc109915a Stamina damage no longer bypass some checks (#23447)
* adjusting stamina damage no longer bypass some checks

* no illness changes

* i surrender on this, let it be
2024-02-04 21:15:20 +00:00

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/**
* 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("<span class='notice'>[unit] beeps: Safety protocols disabled!</span>")
playsound(get_turf(unit), 'sound/machines/defib_saftyoff.ogg', 50, 0)
else
safety = TRUE
unit.visible_message("<span class='notice'>[unit] beeps: Safety protocols enabled!</span>")
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, "<span class='warning'>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("<span class='notice'>[defib_ref] beeps: Unit is unpowered.</span>")
playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0)
return
if(on_cooldown)
to_chat(user, "<span class='notice'>[defib_ref] is recharging.</span>")
return
if(application_result & COMPONENT_BLOCK_DEFIB_MISC)
return // The unit should handle this
if(!istype(target))
if(robotic)
to_chat(user, "<span class='notice'>This unit is only designed to work on humanoid lifeforms.</span>")
else
to_chat(user, "<span class='notice'>The instructions on [defib_ref] don't mention how to defibrillate that...</span>")
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(
"<span class='warning'>[user] begins to place [parent] on [target]'s chest.</span>",
"<span class='warning'>You begin to place [parent] on [target.name]'s chest.</span>"
)
busy = TRUE
var/mob/dead/observer/ghost = target.get_ghost(TRUE)
if(ghost?.can_reenter_corpse)
to_chat(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)")
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("<span class='notice'>[user] places [parent] on [target]'s chest.</span>", "<span class='warning'>You place [parent] on [target]'s chest.</span>")
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("<span class='notice'>[defib_ref] buzzes: Patient's chest is obscured. Operation aborted.</span>")
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("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Failed to pick up any heart electrical activity.</span>")
else if(heart.linked_organ.status & ORGAN_DEAD)
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Heart necrosis detected.</span>")
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("<span class='boldnotice'>[defib_ref] pings: Cardiac arrhythmia corrected.</span>")
target.visible_message("<span class='warning'>[target]'s body convulses a bit.</span>", "<span class='userdanger'>You feel a jolt, and your heartbeat seems to steady.</span>")
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("<span class='notice'>[defib_ref] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
return
target.visible_message("<span class='warning'>[target]'s body convulses a bit.</span>")
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("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
defib_success = FALSE
else if(target.getBruteLoss() >= 180 || target.getFireLoss() >= 180)
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
defib_success = FALSE
else if(HAS_TRAIT(target, TRAIT_HUSK))
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Subject is husked.</span>")
defib_success = FALSE
else if(target.blood_volume < BLOOD_VOLUME_SURVIVE)
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Patient blood volume critically low.</span>")
defib_success = FALSE
else if(!target.get_organ_slot("brain")) // So things like headless clings don't get outed
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - No brain detected within patient.</span>")
defib_success = FALSE
else if(ghost)
if(!ghost.can_reenter_corpse || target.suiciding) // DNR or AntagHUD
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - No electrical brain activity detected.</span>")
else
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Patient's brain is unresponsive. Further attempts may succeed.</span>")
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("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed.</span>")
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("<span class='boldnotice'>[defib_ref] chimes: Minimal brain activity detected, brain treatment recommended for full resuscitation.</span>")
else
playsound(get_turf(defib_ref), 'sound/machines/defib_success.ogg', 50, 0)
user.visible_message("<span class='boldnotice'>[defib_ref] pings: Resuscitation successful.</span>")
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("<span class='danger'>[user] has touched [target] with [parent]!</span>", \
"<span class='userdanger'>[user] touches you with [parent], and you feel a strong jolt!</span>")
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("<span class='danger'>[user] has touched [target] with [parent]!</span>", \
"<span class='userdanger'>[user] touches you with [parent], and you feel a strong jolt!</span>")
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("<span class='danger'>[user] touches [target] lightly with [parent]!</span>")
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("<span class='danger'>[affecting]'s entire body shakes as a shock travels up [affecting.p_their()] arm!</span>", \
"<span class='userdanger'>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")]!</span>")
affecting.set_heartattack(TRUE)