Okay I gotta hop

This commit is contained in:
Fermi
2019-11-19 12:22:53 +00:00
parent 35c538b412
commit 9fb6c2f3a3
3 changed files with 335 additions and 0 deletions

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/obj/machinery/sleep_console
name = "sleeper console"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "console"
density = FALSE
/obj/machinery/sleeper
name = "sleeper"
desc = "An enclosed machine used to stabilize and heal patients."
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
density = FALSE
state_open = TRUE
circuit = /obj/item/circuitboard/machine/sleeper
var/efficiency = 1
var/min_health = -25
var/list/available_chems
var/controls_inside = FALSE
var/list/possible_chems = list(
list("epinephrine", "morphine", "salbutamol", "bicaridine", "kelotane"),
list("oculine","inacusiate"),
list("antitoxin", "mutadone", "mannitol", "pen_acid"),
list("omnizine")
)
var/list/chem_buttons //Used when emagged to scramble which chem is used, eg: antitoxin -> morphine
var/scrambled_chems = FALSE //Are chem buttons scrambled? used as a warning
var/enter_message = "<span class='notice'><b>You feel cool air surround you. You go numb as your senses turn inward.</b></span>"
/obj/machinery/sleeper/Initialize()
. = ..()
create_reagents(300)
occupant_typecache = GLOB.typecache_living
update_icon()
reset_chem_buttons()
add_inital_chems()
/obj/machinery/sleeper/RefreshParts()
var/E
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
E += B.rating
var/I
for(var/obj/item/stock_parts/manipulator/M in component_parts)
I += M.rating
efficiency = initial(efficiency)* E
min_health = initial(min_health) - (10*(E-1)) // CIT CHANGE - changes min health equation to be min_health - (matterbin rating * 10)
available_chems = list()
for(var/i in 1 to I)
available_chems |= possible_chems[i]
reset_chem_buttons()
//Total container size 300 - 1200u
reagents.maximum_volume = (300*E)
/obj/machinery/sleeper/update_icon()
icon_state = initial(icon_state)
if(state_open)
icon_state += "-open"
/obj/machinery/sleeper/container_resist(mob/living/user)
visible_message("<span class='notice'>[occupant] emerges from [src]!</span>",
"<span class='notice'>You climb out of [src]!</span>")
open_machine()
/obj/machinery/sleeper/Exited(atom/movable/user)
if (!state_open && user == occupant)
container_resist(user)
/obj/machinery/sleeper/relaymove(mob/user)
if (!state_open)
container_resist(user)
/obj/machinery/sleeper/open_machine()
if(!state_open && !panel_open)
..()
/obj/machinery/sleeper/close_machine(mob/user)
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
var/mob/living/mob_occupant = occupant
if(mob_occupant && mob_occupant.stat != DEAD)
to_chat(occupant, "[enter_message]")
/obj/machinery/sleeper/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(is_operational() && occupant)
var/datum/reagent/R = pick(reagents.reagent_list)
inject_chem(R.id, occupant)
open_machine()
/obj/machinery/sleeper/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
close_machine(target)
/obj/machinery/sleeper/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(..())
return
if(occupant)
to_chat(user, "<span class='warning'>[src] is currently occupied!</span>")
return
if(state_open)
to_chat(user, "<span class='warning'>[src] must be closed to [panel_open ? "close" : "open"] its maintenance hatch!</span>")
return
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
return
return FALSE
/obj/machinery/sleeper/wrench_act(mob/living/user, obj/item/I)
. = ..()
if(default_change_direction_wrench(user, I))
return TRUE
/obj/machinery/sleeper/crowbar_act(mob/living/user, obj/item/I)
. = ..()
if(default_pry_open(I))
return TRUE
if(default_deconstruction_crowbar(I))
return TRUE
/obj/machinery/sleeper/default_pry_open(obj/item/I) //wew
. = !(state_open || panel_open || (flags_1 & NODECONSTRUCT_1)) && I.tool_behaviour == TOOL_CROWBAR
if(.)
I.play_tool_sound(src, 50)
visible_message("<span class='notice'>[usr] pries open [src].</span>", "<span class='notice'>You pry open [src].</span>")
open_machine()
/obj/machinery/sleeper/AltClick(mob/user)
if(!user.canUseTopic(src, !issilicon(user)))
return
if(state_open)
close_machine()
else
open_machine()
/obj/machinery/sleeper/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click [src] to [state_open ? "close" : "open"] it.</span>")
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
if(controls_inside && state == GLOB.notcontained_state)
state = GLOB.default_state // If it has a set of controls on the inside, make it actually controllable by the mob in it.
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "fersi", name, 375, 650, master_ui, state)
ui.open()
/obj/machinery/sleeper/ui_data()
var/list/data = list()
data["occupied"] = occupant ? 1 : 0
data["open"] = state_open
data["chems"] = list()
for(var/chem in reagents.reagent_list)
var/datum/reagent/R = GLOB.chemical_reagents_list[chem]
data["chems"] += list(list("name" = R.name, "id" = R.id, "allowed" = chem_allowed(chem)))
data["occupant"] = list()
var/mob/living/mob_occupant = occupant
if(mob_occupant)
data["occupant"]["name"] = mob_occupant.name
switch(mob_occupant.stat)
if(CONSCIOUS)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "good"
if(SOFT_CRIT)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "average"
if(UNCONSCIOUS)
data["occupant"]["stat"] = "Unconscious"
data["occupant"]["statstate"] = "average"
if(DEAD)
data["occupant"]["stat"] = "Dead"
data["occupant"]["statstate"] = "bad"
data["occupant"]["health"] = mob_occupant.health
data["occupant"]["maxHealth"] = mob_occupant.maxHealth
data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
data["occupant"]["bruteLoss"] = mob_occupant.getBruteLoss()
data["occupant"]["oxyLoss"] = mob_occupant.getOxyLoss()
data["occupant"]["toxLoss"] = mob_occupant.getToxLoss()
data["occupant"]["fireLoss"] = mob_occupant.getFireLoss()
data["occupant"]["cloneLoss"] = mob_occupant.getCloneLoss()
data["occupant"]["brainLoss"] = mob_occupant.getOrganLoss(ORGAN_SLOT_BRAIN)
data["occupant"]["reagents"] = list()
if(mob_occupant.reagents && mob_occupant.reagents.reagent_list.len)
for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
data["occupant"]["reagents"] += list(list("name" = R.name, "volume" = R.volume))
if(mob_occupant.has_dna()) // Blood-stuff is mostly a copy-paste from the healthscanner.
var/mob/living/carbon/C = mob_occupant
var/blood_id = C.get_blood_id()
if(blood_id)
data["occupant"]["blood"] = list() // We can start populating this list.
var/blood_type = C.dna.blood_type
if(blood_id != "blood") // special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(R)
blood_type = R.name
else
blood_type = blood_id
data["occupant"]["blood"]["maxBloodVolume"] = (BLOOD_VOLUME_NORMAL*C.blood_ratio)
data["occupant"]["blood"]["currentBloodVolume"] = C.blood_volume
data["occupant"]["blood"]["dangerBloodVolume"] = BLOOD_VOLUME_SAFE
data["occupant"]["blood"]["bloodType"] = blood_type
return data
/obj/machinery/sleeper/ui_act(action, params)
if(..())
return
var/mob/living/mob_occupant = occupant
switch(action)
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("inject")
var/chem = params["chem"]
if(!is_operational() || !mob_occupant)
return
if(mob_occupant.health < min_health && chem != "epinephrine")
return
if(inject_chem(chem, usr))
. = TRUE
if(scrambled_chems && prob(5))
to_chat(usr, "<span class='warning'>Chemical system re-route detected, results may not be as expected!</span>")
/obj/machinery/sleeper/emag_act(mob/user)
. = ..()
scramble_chem_buttons()
to_chat(user, "<span class='warning'>You scramble the sleeper's user interface!</span>")
return TRUE
//trans to
/obj/machinery/sleeper/proc/inject_chem(chem, mob/user)
if((chem in available_chems) && chem_allowed(chem))
occupant.reagents.add_reagent(chem_buttons[chem], 10) //emag effect kicks in here so that the "intended" chem is used for all checks, for extra FUUU
if(user)
log_combat(user, occupant, "injected [chem] into", addition = "via [src]")
return TRUE
/obj/machinery/sleeper/proc/chem_allowed(chem)
var/mob/living/mob_occupant = occupant
if(!mob_occupant || !mob_occupant.reagents)
return
var/amount = mob_occupant.reagents.get_reagent_amount(chem) + 10 <= 20 * efficiency
var/occ_health = mob_occupant.health > min_health || chem == "epinephrine"
return amount && occ_health
/obj/machinery/sleeper/proc/reset_chem_buttons()
scrambled_chems = FALSE
LAZYINITLIST(chem_buttons)
for(var/chem in available_chems)
chem_buttons[chem] = chem
/obj/machinery/sleeper/proc/scramble_chem_buttons()
scrambled_chems = TRUE
var/list/av_chem = available_chems.Copy()
for(var/chem in av_chem)
chem_buttons[chem] = pick_n_take(av_chem) //no dupes, allow for random buttons to still be correct

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//Created if a sleeper is deconstructed, to contain the reagents within it.
/obj/item/reagent_containers/sleeper_buffer
name = "Sleeper buffer container"
desc = "A closed container for insertion in the Medical Sleepers."
volume = 1200
reagent_flags = OPENCONTAINER
spillable = TRUE
resistance_flags = ACID_PROOF
amount_per_transfer_from_this = 0
possible_transfer_amounts = list(0)

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<ui-display title='Occupant'>
<ui-section label='Occupant'>
<span>{{data.occupant.name ? data.occupant.name : "No Occupant"}}</span>
</ui-section>
{{#if data.occupied}}
<ui-section label='State'>
<span class='{{data.occupant.statstate}}'>{{data.occupant.stat}}</span>
</ui-section>
<ui-section label='Health'>
<ui-bar min='{{data.occupant.minHealth}}' max='{{data.occupant.maxHealth}}' value='{{data.occupant.health}}'
state='{{data.occupant.health >= 0 ? "good" : "average"}}'>{{Math.round(adata.occupant.health)}}</ui-bar>
</ui-section>
{{#each [{label: "Brute", type: "bruteLoss"}, {label: "Respiratory", type: "oxyLoss"}, {label: "Toxin", type: "toxLoss"}, {label: "Burn", type: "fireLoss"}]}}
<ui-section label='{{label}}'>
<ui-bar min='0' max='{{data.occupant.maxHealth}}' value='{{data.occupant[type]}}' state='bad'>{{Math.round(adata.occupant[type])}}</ui-bar>
</ui-section>
{{/each}}
{{#if data.occupant.blood}}
<ui-section label='Blood'>
<ui-section label='Volume'>
<ui-bar min='0' max='{{data.occupant.blood.maxBloodVolume}}' value='{{data.occupant.blood.currentBloodVolume}}' state='{{data.occupant.blood.currentBloodVolume <= data.occupant.blood.dangerBloodVolume ? "bad" : "good"}}'>{{& data.occupant.blood.currentBloodVolume <= data.occupant.blood.dangerBloodVolume ? "<b>LOW</b>" : "OK"}} - {{Math.round(data.occupant.blood.currentBloodVolume)}} cl</ui-bar>
</ui-section>
<ui-section label='Type'>
<span class='highlight'>{{data.occupant.blood.bloodType}}</span>
</ui-section>
</ui-section>
{{/if}}
<ui-section label='Cells'>
<span class='{{data.occupant.cloneLoss ? "bad" : "good"}}'>{{data.occupant.cloneLoss ? "Damaged" : "Healthy"}}</span>
</ui-section>
<ui-section label='Brain'>
<span class='{{data.occupant.brainLoss ? "bad" : "good"}}'>{{data.occupant.brainLoss ? "Abnormal" : "Healthy"}}</span>
</ui-section>
<ui-section label='Bloodstream'>
{{#each adata.occupant.reagents}}
<span class='highlight' intro-outro='fade'>{{Math.fixed(volume, 1)}} units of {{name}}</span><br/>
{{else}}
<span class='good'>Pure</span>
{{/each}}
</ui-section>
{{/if}}
</ui-display>
<ui-display title='Controls'>
<ui-section label='Door'>
<ui-button icon='{{data.open ? "unlock" : "lock"}}' action='door'>{{data.open ? "Open" : "Closed"}}</ui-button>
</ui-section>
<ui-section label='Inject'>
{{#each data.chems}}
<span>{{name}} </span>
{{if adata.partRating > 3}}
<ui-button icon='transfer' state='{{data.occupied && allowed ? null : "disabled"}}' action='inject' params='{"chem": "{{id}}", "volume": 1}'>1</ui-button>
{{if adata.partRating > 2}}
<ui-button icon='transfer' state='{{data.occupied && allowed ? null : "disabled"}}' action='inject' params='{"chem": "{{id}}", "volume": 5}'>5</ui-button>
<ui-button icon='transfer' state='{{data.occupied && allowed ? null : "disabled"}}' action='inject' params='{"chem": "{{id}}", "volume": 10}'>10</ui-button><br/>
{{/each}}
</ui-section>
</ui-display>