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