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* CI * undef * hooooly crap * yeah * false by default * fixes * alright, there we go * oops lmao * lol, lmao even * proper programming * fix * losin my mind * oops * yeah coloring * WE LOVE MULTIPLE DEFINES (ive lost my sanity)
233 lines
7.9 KiB
Plaintext
233 lines
7.9 KiB
Plaintext
#define OP_COMPUTER_COOLDOWN 60
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/obj/machinery/computer/operating
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name = "operating computer"
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density = TRUE
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anchored = TRUE
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icon_keyboard = "med_key"
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icon_screen = "crew"
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circuit = /obj/item/circuitboard/operating
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light_color = LIGHT_COLOR_PURE_BLUE
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var/obj/machinery/optable/table
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var/verbose = TRUE //general speaker toggle
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var/oxyAlarm = 30 //oxy damage at which the computer will beep
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var/choice = FALSE //just for going into and out of the options menu
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var/healthAnnounce = TRUE //healther announcer toggle
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var/crit = TRUE //crit beeping toggle
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var/nextTick = OP_COMPUTER_COOLDOWN
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var/healthAlarm = 50
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var/oxy = TRUE //oxygen beeping toggle
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/// Who is on the Operating Table connected to the respective Operating Computer?
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/// Only used to see if it changed from the previous occupant. If you want any actual information
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/// about the mob - use `table.patient` instead.
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var/mob/living/carbon/currentPatient
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var/patientStatusHolder //Hold the last instance of table.patient.status. When table.patient.status no longer matches this variable, the computer should tell the doctor
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/obj/machinery/computer/operating/Initialize(mapload)
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. = ..()
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table = locate(/obj/machinery/optable, orange(1, src))
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if(table)
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table.computer = src
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/obj/machinery/computer/operating/Destroy()
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if(table)
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table.computer = null
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table = null
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if(currentPatient)
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currentPatient = null
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return ..()
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/obj/machinery/computer/operating/examine(mob/user)
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. = ..()
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. += "<span class='notice'>This console gives information on the status of the patient on the adjacent operating table and the next surgery step required in the current surgery.</span>"
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/obj/machinery/computer/operating/attack_ai(mob/user)
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add_fingerprint(user)
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if(stat & (BROKEN|NOPOWER))
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return
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ui_interact(user)
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/obj/machinery/computer/operating/attack_hand(mob/user)
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if(..(user))
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return
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if(stat & (NOPOWER|BROKEN))
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return
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add_fingerprint(user)
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ui_interact(user)
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/obj/machinery/computer/operating/ui_state(mob/user)
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return GLOB.default_state
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/obj/machinery/computer/operating/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, "OperatingComputer", "Patient Monitor")
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ui.open()
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/obj/machinery/computer/operating/ui_data(mob/user)
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var/list/data = list()
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var/mob/living/carbon/occupant
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if(table)
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occupant = table.patient
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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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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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// 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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if(ishuman(occupant) && !(NO_BLOOD in occupant.dna.species.species_traits))
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var/mob/living/carbon/human/H = occupant
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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"] = H.max_blood
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occupantData["bloodPercent"] = round(100*(occupant.blood_volume/H.max_blood), 0.01) //copy pasta ends here
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occupantData["bloodType"] = occupant.dna.blood_type
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if(length(occupant.surgeries))
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occupantData["inSurgery"] = 1
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for(var/datum/surgery/procedure in occupant.surgeries)
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occupantData["surgeryName"] = "[capitalize(procedure.name)]"
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var/datum/surgery_step/surgery_step = procedure.get_surgery_step()
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var/surgery_desc = "[capitalize(surgery_step.get_step_information(procedure))]"
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if(surgery_step.repeatable)
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var/datum/surgery_step/next = procedure.get_surgery_next_step()
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if(next)
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surgery_desc += " or [capitalize(next.get_step_information(procedure))]"
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occupantData["stepName"] = surgery_desc
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data["occupant"] = occupantData
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data["verbose"] = verbose
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data["oxyAlarm"] = oxyAlarm
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data["choice"] = choice
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data["health"] = healthAnnounce
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data["crit"] = crit
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data["healthAlarm"] = healthAlarm
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data["oxy"] = oxy
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return data
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/obj/machinery/computer/operating/ui_act(action, params)
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if(..())
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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("verboseOn")
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verbose = TRUE
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if("verboseOff")
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verbose = FALSE
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if("healthOn")
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healthAnnounce = TRUE
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if("healthOff")
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healthAnnounce = FALSE
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if("critOn")
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crit = TRUE
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if("critOff")
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crit = FALSE
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if("oxyOn")
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oxy = TRUE
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if("oxyOff")
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oxy = FALSE
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if("oxy_adj")
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oxyAlarm = clamp(text2num(params["new"]), -100, 100)
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if("choiceOn")
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choice = TRUE
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if("choiceOff")
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choice = FALSE
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if("health_adj")
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healthAlarm = clamp(text2num(params["new"]), -100, 100)
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else
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return FALSE
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/obj/machinery/computer/operating/process()
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if(stat & (NOPOWER|BROKEN))
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return
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if(!table) //Does this Operating Computer have an Operating Table connected to it?
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return
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if(!verbose) //Are the speakers on?
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return
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if(!table.patient) //Is there a patient on the table?
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currentPatient = null
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return
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var/patientStatus // Tell the computer what to say based on the status of the patient on the table.
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var/isNewPatient = (table.patient != currentPatient) //Is this a new Patient?
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if(table.patient.stat == DEAD || HAS_TRAIT(table.patient, TRAIT_FAKEDEATH))
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patientStatus = "Dead"
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else if(table.patient.stat == CONSCIOUS)
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patientStatus = "Awake"
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else if(table.patient.stat == UNCONSCIOUS)
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patientStatus = "Asleep"
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if(isNewPatient)
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atom_say("New patient detected, loading stats")
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var/blood_type_msg
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if(ishuman(table.patient))
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blood_type_msg = table.patient.dna.blood_type
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else
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blood_type_msg = "\[ERROR: UNKNOWN\]"
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atom_say("[table.patient], [blood_type_msg] blood, [patientStatus]")
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SStgui.update_uis(src)
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patientStatusHolder = table.patient.stat
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currentPatient = table.patient
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if(nextTick < world.time)
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nextTick=world.time + OP_COMPUTER_COOLDOWN
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if(crit && table.patient.health <= -50)
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playsound(src.loc, 'sound/machines/defib_success.ogg', 50, 0)
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if(oxy && table.patient.getOxyLoss()>oxyAlarm)
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playsound(src.loc, 'sound/machines/defib_saftyoff.ogg', 50, 0)
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if(healthAnnounce && table.patient.health <= healthAlarm)
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atom_say("[round(table.patient.health)]")
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if(table.patient.stat != patientStatusHolder)
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atom_say("Patient is now [patientStatus]")
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patientStatusHolder = table.patient.stat
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#undef OP_COMPUTER_COOLDOWN
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