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Paradise/code/game/machinery/defib_mount.dm
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//Holds defibs and recharges them from the powernet
//You can activate the mount with an empty hand to grab the paddles
//Not being adjacent will cause the paddles to snap back
/obj/machinery/defibrillator_mount
name = "defibrillator mount"
desc = "Holds and recharges defibrillators. You can grab the paddles if one is mounted."
icon = 'icons/obj/machines/defib_mount.dmi'
icon_state = "defibrillator_mount"
density = FALSE
use_power = IDLE_POWER_USE
anchored = TRUE
idle_power_usage = 1
power_channel = EQUIP
req_one_access = list(ACCESS_MEDICAL, ACCESS_HEADS) //used to control clamps
var/obj/item/defibrillator/defib //this mount's defibrillator
var/clamps_locked = FALSE //if true, and a defib is loaded, it can't be removed without unlocking the clamps
/obj/machinery/defibrillator_mount/attack_ai()
return
/obj/machinery/defibrillator_mount/get_cell()
if(defib)
return defib.get_cell()
/obj/machinery/defibrillator_mount/New(location, direction, building = 0)
..()
if(location)
loc = location
if(direction)
setDir(direction)
if(building)
set_pixel_offsets_from_dir(30, -30, 30, -30)
/obj/machinery/defibrillator_mount/loaded/Initialize(mapload) //loaded subtype for mapping use
. = ..()
defib = new/obj/item/defibrillator/loaded(src)
update_icon()
/obj/machinery/defibrillator_mount/Destroy()
QDEL_NULL(defib)
return ..()
/obj/machinery/defibrillator_mount/examine(mob/user)
. = ..()
if(defib)
. += "<span class='notice'>There is a defib unit hooked up. Alt-click to remove it.<span>"
if(GLOB.security_level >= SEC_LEVEL_RED)
. += "<span class='notice'>Due to a security situation, its locking clamps can be toggled by swiping any ID.</span>"
else
. += "<span class='notice'>Its locking clamps can be [clamps_locked ? "dis" : ""]engaged by swiping an ID with access.</span>"
else
. += "<span class='notice'>There are a pair of <b>bolts</b> in the defibrillator unit housing, securing [src] to the wall.<span>"
/obj/machinery/defibrillator_mount/process()
if(defib && defib.cell && defib.cell.charge < defib.cell.maxcharge && is_operational())
use_power(200)
defib.cell.give(180) //90% efficiency, slightly better than the cell charger's 87.5%
update_icon()
/obj/machinery/defibrillator_mount/update_icon()
cut_overlays()
if(defib)
add_overlay("defib")
if(defib.powered)
add_overlay(defib.safety ? "online" : "emagged")
var/ratio = defib.cell.charge / defib.cell.maxcharge
ratio = CEILING(ratio * 4, 1) * 25
add_overlay("charge[ratio]")
if(clamps_locked)
add_overlay("clamps")
//defib interaction
/obj/machinery/defibrillator_mount/attack_hand(mob/living/user)
if(!defib)
to_chat(user, "<span class='warning'>There's no defibrillator unit loaded!</span>")
return
if(defib.paddles.loc != defib)
to_chat(user, "<span class='warning'>[defib.paddles.loc == user ? "You are already" : "Someone else is"] holding [defib]'s paddles!</span>")
return
defib.paddles_on_defib = FALSE
user.put_in_hands(defib.paddles)
/obj/machinery/defibrillator_mount/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/defibrillator))
if(defib)
to_chat(user, "<span class='warning'>There's already a defibrillator in [src]!</span>")
return
if(I.flags & NODROP || !user.drop_item() || !I.forceMove(src))
to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
return
user.visible_message("<span class='notice'>[user] hooks up [I] to [src]!</span>", \
"<span class='notice'>You press [I] into the mount, and it clicks into place.</span>")
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
defib = I
update_icon()
return
else if(defib && I == defib.paddles)
user.drop_item()
return
var/obj/item/card/id = I.GetID()
if(id)
if(check_access(id) || GLOB.security_level >= SEC_LEVEL_RED) //anyone can toggle the clamps in red alert!
if(!defib)
to_chat(user, "<span class='warning'>You can't engage the clamps on a defibrillator that isn't there.</span>")
return
clamps_locked = !clamps_locked
to_chat(user, "<span class='notice'>Clamps [clamps_locked ? "" : "dis"]engaged.</span>")
update_icon()
else
to_chat(user, "<span class='warning'>Insufficient access.</span>")
return
return ..()
/obj/machinery/defibrillator_mount/wrench_act(mob/user, obj/item/I)
. = TRUE
if(defib)
to_chat(user, "<span class='warning'>[defib] is blocking access to the bolts!</span>")
return
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WRENCH_UNANCHOR_WALL_MESSAGE
new /obj/item/mounted/frame/defib_mount(get_turf(user))
qdel(src)
/obj/machinery/defibrillator_mount/AltClick(mob/living/carbon/user)
if(!istype(user))
return
if(user.incapacitated())
return
if(!Adjacent(user))
return
if(!defib)
to_chat(user, "<span class='warning'>It'd be hard to remove a defib unit from a mount that has none.</span>")
return
if(clamps_locked)
to_chat(user, "<span class='warning'>You try to tug out [defib], but the mount's clamps are locked tight!</span>")
return
user.put_in_hands(defib)
user.visible_message("<span class='notice'>[user] unhooks [defib] from [src].</span>", \
"<span class='notice'>You slide out [defib] from [src] and unhook the charging cables.</span>")
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
defib = null
update_icon()
//wallframe, for attaching the mounts easily
/obj/item/mounted/frame/defib_mount
name = "unhooked defibrillator mount"
desc = "A frame for a defibrillator mount."
icon = 'icons/obj/machines/defib_mount.dmi'
icon_state = "defibrillator_mount"
sheets_refunded = 0
materials = list(MAT_METAL = 300, MAT_GLASS = 100)
w_class = WEIGHT_CLASS_BULKY
/obj/item/mounted/frame/defib_mount/do_build(turf/on_wall, mob/user)
new /obj/machinery/defibrillator_mount(get_turf(src), get_dir(user, on_wall), 1)
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
qdel(src)