diff --git a/code/datums/supplypacks/medical.dm b/code/datums/supplypacks/medical.dm index dc49b380dc2..1b7207069e9 100644 --- a/code/datums/supplypacks/medical.dm +++ b/code/datums/supplypacks/medical.dm @@ -331,7 +331,7 @@ /datum/supply_packs/med/defib name = "Defibrilator crate" - contains = list(/obj/item/device/defib_kit = 4) + contains = list(/obj/item/device/defib_kit = 2) cost = 30 containertype = /obj/structure/closet/crate/medical containername = "Defibrilator crate" \ No newline at end of file diff --git a/code/datums/supplypacks/robotics.dm b/code/datums/supplypacks/robotics.dm index 0f1a0c3b66e..8f0ed6d4522 100644 --- a/code/datums/supplypacks/robotics.dm +++ b/code/datums/supplypacks/robotics.dm @@ -159,7 +159,7 @@ /obj/item/device/kit/paint/gygax/recitence ) name = "Random Gygax exosuit modkit" - +/* /datum/supply_packs/robotics/jumper_cables name = "Jumper kit crate" contains = list( @@ -168,4 +168,5 @@ cost = 30 containertype = /obj/structure/closet/crate/secure/science containername = "Jumper kit crate" - access = access_robotics \ No newline at end of file + access = access_robotics +*/ \ No newline at end of file diff --git a/code/game/objects/items/devices/defib.dm b/code/game/objects/items/devices/defib.dm index 8b048a035e0..dc00a3d579b 100644 --- a/code/game/objects/items/devices/defib.dm +++ b/code/game/objects/items/devices/defib.dm @@ -1,185 +1,631 @@ -//The case the paddles are kept in. +#define DEFIB_TIME_LIMIT (8 MINUTES) //past this many seconds, defib is useless. +#define DEFIB_TIME_LOSS (2 MINUTES) //past this many seconds, brain damage occurs. + +//backpack item /obj/item/device/defib_kit - name = "defibrillator kit" - desc = "This KHI-branded defib kit is a semi-automated model. Remove pads, slap on chest, wait." - icon = 'icons/obj/device.dmi' - icon_state = "defib_kit" + name = "defibrillator" + desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients." + icon = 'icons/obj/defibrillator.dmi' + icon_state = "defibunit" + item_state = "defibunit" + slot_flags = SLOT_BACK + force = 5 + throwforce = 6 + w_class = ITEMSIZE_LARGE + origin_tech = list(TECH_BIO = 4, TECH_POWER = 2) + action_button_name = "Remove/Replace Paddles" + + var/obj/item/weapon/shockpaddles/linked/paddles + var/obj/item/weapon/cell/bcell = null + +/obj/item/device/defib_kit/New() //starts without a cell for rnd + ..() + if(ispath(paddles)) + paddles = new paddles(src, src) + else + paddles = new(src, src) + + if(ispath(bcell)) + bcell = new bcell(src) + update_icon() + +/obj/item/device/defib_kit/Destroy() + . = ..() + qdel_null(paddles) + qdel_null(bcell) + +/obj/item/device/defib_kit/loaded //starts with highcap cell + bcell = /obj/item/weapon/cell/high + + +/obj/item/device/defib_kit/update_icon() + var/list/new_overlays = list() + + if(paddles && paddles.loc == src) //in case paddles got destroyed somehow. + new_overlays += "[initial(icon_state)]-paddles" + if(bcell) + if(bcell.check_charge(paddles.chargecost)) + if(paddles.combat) + new_overlays += "[initial(icon_state)]-combat" + else if(!paddles.safety) + new_overlays += "[initial(icon_state)]-emagged" + else + new_overlays += "[initial(icon_state)]-powered" + + var/ratio = Ceiling(bcell.percent()/25) * 25 + new_overlays += "[initial(icon_state)]-charge[ratio]" + else + new_overlays += "[initial(icon_state)]-nocell" + + overlays = new_overlays + +/obj/item/device/defib_kit/ui_action_click() + toggle_paddles() + +/obj/item/device/defib_kit/attack_hand(mob/user) + if(loc == user) + toggle_paddles() + else + ..() + +/obj/item/device/defib_kit/MouseDrop() + if(ismob(src.loc)) + if(!CanMouseDrop(src)) + return + var/mob/M = src.loc + if(!M.unEquip(src)) + return + src.add_fingerprint(usr) + M.put_in_any_hand_if_possible(src) + + +/obj/item/device/defib_kit/attackby(obj/item/weapon/W, mob/user, params) + if(W == paddles) + reattach_paddles(user) + else if(istype(W, /obj/item/weapon/cell)) + if(bcell) + to_chat(user, "\the [src] already has a cell.") + else + if(!user.unEquip(W)) + return + W.forceMove(src) + bcell = W + to_chat(user, "You install a cell in \the [src].") + update_icon() + + else if(isscrewdriver(W)) + if(bcell) + bcell.update_icon() + bcell.forceMove(get_turf(src.loc)) + bcell = null + to_chat(user, "You remove the cell from \the [src].") + update_icon() + else + return ..() + +/obj/item/device/defib_kit/emag_act(mob/user) + if(paddles) + . = paddles.emag_act(user) + update_icon() + return + +//Paddle stuff + +/obj/item/device/defib_kit/verb/toggle_paddles() + set name = "Toggle Paddles" + set category = "Object" + + var/mob/living/carbon/human/user = usr + if(!paddles) + to_chat(user, "The paddles are missing!") + return + + if(paddles.loc != src) + reattach_paddles(user) //Remove from their hands and back onto the defib unit + return + + if(!slot_check()) + to_chat(user, "You need to equip [src] before taking out [paddles].") + else + if(!usr.put_in_hands(paddles)) //Detach the paddles into the user's hands + to_chat(user, "You need a free hand to hold the paddles!") + update_icon() //success + +//checks that the base unit is in the correct slot to be used +/obj/item/device/defib_kit/proc/slot_check() + var/mob/M = loc + if(!istype(M)) + return 0 //not equipped + + if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src) + return 1 + if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_belt) == src) + return 1 + + return 0 + +/obj/item/device/defib_kit/dropped(mob/user) + ..() + reattach_paddles(user) //paddles attached to a base unit should never exist outside of their base unit or the mob equipping the base unit + +/obj/item/device/defib_kit/proc/reattach_paddles(mob/user) + if(!paddles) return + + if(ismob(paddles.loc)) + var/mob/M = paddles.loc + if(M.drop_from_inventory(paddles, src)) + to_chat(user, "\The [paddles] snap back into the main unit.") + else + paddles.forceMove(src) + + update_icon() + +/* + Base Unit Subtypes +*/ + +/obj/item/device/defib_kit/compact + name = "compact defibrillator" + desc = "A belt-equipped defibrillator that can be rapidly deployed." + icon_state = "defibcompact" + item_state = "defibcompact" + w_class = ITEMSIZE_NORMAL + slot_flags = SLOT_BELT + origin_tech = list(TECH_BIO = 5, TECH_POWER = 3) + +/obj/item/device/defib_kit/compact/loaded + bcell = /obj/item/weapon/cell/high + + +/obj/item/device/defib_kit/compact/combat + name = "combat defibrillator" + desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits." + paddles = /obj/item/weapon/shockpaddles/linked/combat + +/obj/item/device/defib_kit/compact/combat/loaded + bcell = /obj/item/weapon/cell/high + +/obj/item/weapon/shockpaddles/linked/combat + combat = 1 + safety = 0 + chargetime = (1 SECONDS) + + +//paddles + +/obj/item/weapon/shockpaddles + name = "defibrillator paddles" + desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks." + icon = 'icons/obj/defibrillator.dmi' + icon_state = "defibpaddles" + item_state = "defibpaddles" + gender = PLURAL + force = 2 + throwforce = 6 w_class = ITEMSIZE_LARGE - var/state //0 off, 1 open, 2 working, 3 dead - var/uses = 2 //Calculates initial uses based on starting cell size - var/use_on_synthetic = 0 //If 1, this is only useful on FBPs, if 0, this is only useful on fleshies - var/pad_name = "defib pads" //Just the name given for some cosmetic things - var/chance = 75 //Percent chance of working - var/charge_cost //Set in New() based on uses - var/obj/item/weapon/cell/cell //The size is mostly irrelevant, see 'uses' - var/mob/living/carbon/human/patient //The person the paddles are on + var/safety = 1 //if you can zap people with the paddles on harm mode + var/combat = 0 //If it can be used to revive people wearing thick clothing (e.g. spacesuits) + var/cooldowntime = (6 SECONDS) // How long in deciseconds until the defib is ready again after use. + var/chargetime = (2 SECONDS) + var/chargecost = 1000 //units of charge + var/burn_damage_amt = 15 -/obj/item/device/defib_kit/New() + var/wielded = 0 + var/cooldown = 0 + var/busy = 0 + +/obj/item/weapon/shockpaddles/proc/set_cooldown(var/delay) + cooldown = 1 + update_icon() + + spawn(delay) + if(cooldown) + cooldown = 0 + update_icon() + + make_announcement("beeps, \"Unit is re-energized.\"", "notice") + playsound(src, 'sound/machines/defib_ready.ogg', 50, 0) + +/obj/item/weapon/shockpaddles/update_held_icon() + var/mob/living/M = loc + if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full()) + wielded = 1 + name = "[initial(name)] (wielded)" + else + wielded = 0 + name = initial(name) + update_icon() ..() - //Create cell and determine uses (futureproofing against cell size changes) - cell = new(src) - charge_cost = cell.maxcharge / uses - statechange(0) -/obj/item/device/defib_kit/attack_self(mob/user as mob) - ..() - if(patient) - patient = null - user.visible_message("[user] returns the pads to \the [src] and closes it.", - "You return the pads to \the [src] and close it.") - statechange(0) +/obj/item/weapon/shockpaddles/update_icon() + icon_state = "defibpaddles[wielded]" + item_state = "defibpaddles[wielded]" + if(cooldown) + icon_state = "defibpaddles[wielded]_cooldown" -/obj/item/device/defib_kit/MouseDrop(var/mob/living/carbon/human/onto) - if(istype(onto) && Adjacent(usr) && !usr.restrained() && !usr.stat) - var/mob/living/carbon/human/user = usr - //<--Feel free to code clothing checks right here - if(can_defib(onto)) - user.visible_message("[user] begins applying [pad_name] to [onto].", - "You begin applying [pad_name] to [onto].") - if(do_after(user, 100, onto)) - patient = onto - statechange(1,patient) - user.visible_message("[user] applies [pad_name] to [onto].", - "You finish applying [pad_name] to [onto].") - - -//can_defib() check is where all of the qualifying conditions should go -//Could probably toss in checks here for damage, organs, etc, but for now I'll leave it as just this -/obj/item/device/defib_kit/proc/can_defib(var/mob/living/carbon/human/target) - var/mob/living/carbon/human/user = usr - if(use_on_synthetic && !target.isSynthetic()) - to_chat(user, "[src] isn't designed for organics!") +/obj/item/weapon/shockpaddles/proc/can_use(mob/user, mob/M) + if(busy) return 0 - else if(!use_on_synthetic && target.isSynthetic()) - to_chat(user, "[src] isn't designed for synthetics!") + if(!check_charge(chargecost)) + to_chat(user, "\The [src] doesn't have enough charge left to do that.") return 0 - else if(!target.isSynthetic() && ((world.time - target.timeofdeath) > (10 MINUTES)))//Can only revive organics within a few minutes - to_chat(user, "There is no spark of life in [target.name], they've been dead too long to revive this way.") + if(!wielded && !isrobot(user)) + to_chat(user, "You need to wield the paddles with both hands before you can use them on someone!") + return 0 + if(cooldown) + to_chat(user, "\The [src] are re-energizing!") return 0 return 1 +//Checks for various conditions to see if the mob is revivable +/obj/item/weapon/shockpaddles/proc/can_defib(mob/living/carbon/human/H) //This is checked before doing the defib operation + if((H.species.flags & NO_SCAN) || H.isSynthetic()) + return "buzzes, \"Unrecogized physiology. Operation aborted.\"" -/obj/item/device/defib_kit/attackby(var/obj/item/A as obj, mob/living/user as mob) + if(H.stat != DEAD) + return "buzzes, \"Patient is not in a valid state. Operation aborted.\"" + + if(!check_contact(H)) + return "buzzes, \"Patient's chest is obstructed. Operation aborted.\"" + + return null + +/obj/item/weapon/shockpaddles/proc/can_revive(mob/living/carbon/human/H) //This is checked right before attempting to revive + + var/deadtime = world.time - H.timeofdeath + if (deadtime > DEFIB_TIME_LIMIT) + return "buzzes, \"Resuscitation failed - Excessive neural degeneration. Further attempts futile.\"" + + H.updatehealth() + if(H.health + H.getOxyLoss() <= config.health_threshold_dead || (HUSK in H.mutations)) + return "buzzes, \"Resuscitation failed - Severe tissue damage makes recovery of patient impossible via defibrillator. Further attempts futile.\"" + + var/bad_vital_organ = check_vital_organs(H) + if(bad_vital_organ) + return bad_vital_organ + + //this needs to be last since if any of the 'other conditions are met their messages take precedence + if(!H.client && !H.teleop) + return "buzzes, \"Resuscitation failed - Mental interface error. Further attempts may be successful.\"" + + return null + +/obj/item/weapon/shockpaddles/proc/check_contact(mob/living/carbon/human/H) + if(!combat) + for(var/obj/item/clothing/cloth in list(H.wear_suit, H.w_uniform)) + if((cloth.body_parts_covered & UPPER_TORSO) && (cloth.item_flags & THICKMATERIAL)) + return FALSE + return TRUE + +/obj/item/weapon/shockpaddles/proc/check_vital_organs(mob/living/carbon/human/H) + for(var/organ_tag in H.species.has_organ) + var/obj/item/organ/O = H.species.has_organ[organ_tag] + var/name = initial(O.name) + var/vital = initial(O.vital) //check for vital organs + if(vital) + O = H.internal_organs_by_name[organ_tag] + if(!O) + return "buzzes, \"Resuscitation failed - Patient is missing vital organ ([name]). Further attempts futile.\"" + if(O.damage > O.max_damage) + return "buzzes, \"Resuscitation failed - Excessive damage to vital organ ([name]). Further attempts futile.\"" + return null + +/obj/item/weapon/shockpaddles/proc/check_blood_level(mob/living/carbon/human/H) + if(!H.should_have_organ(O_HEART)) + return FALSE + + var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[O_HEART] + if(!heart) + return TRUE + + var/blood_volume = round((H.vessel.get_reagent_amount("blood")/H.species.blood_volume)*100) + if(!heart || heart.is_broken()) + blood_volume *= 0.3 + else if(heart.is_bruised()) + blood_volume *= 0.7 + else if(heart.damage > 1) + blood_volume *= 0.8 + return blood_volume < BLOOD_VOLUME_SURVIVE + +/obj/item/weapon/shockpaddles/proc/check_charge(var/charge_amt) + return 0 + +/obj/item/weapon/shockpaddles/proc/checked_use(var/charge_amt) + return 0 + +/obj/item/weapon/shockpaddles/attack(mob/living/M, mob/living/user, var/target_zone) + var/mob/living/carbon/human/H = M + if(!istype(H) || user.a_intent == I_HURT) + return ..() //Do a regular attack. Harm intent shocking happens as a hit effect + + if(can_use(user, H)) + busy = 1 + update_icon() + + do_revive(H, user) + + busy = 0 + update_icon() + + return 1 + +//Since harm-intent now skips the delay for deliberate placement, you have to be able to hit them in combat in order to shock people. +/obj/item/weapon/shockpaddles/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone) + if(ishuman(target) && can_use(user, target)) + busy = 1 + update_icon() + + do_electrocute(target, user, hit_zone) + + busy = 0 + update_icon() + + return 1 + + return ..() + +// This proc is used so that we can return out of the revive process while ensuring that busy and update_icon() are handled +/obj/item/weapon/shockpaddles/proc/do_revive(mob/living/carbon/human/H, mob/user) + if(!H.client && !H.teleop) + to_chat(find_dead_player(H.ckey, 1), "Someone is attempting to resuscitate you. Re-enter your body if you want to be revived!") + + //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process + user.visible_message("\The [user] begins to place [src] on [H]'s chest.", "You begin to place [src] on [H]'s chest...") + if(!do_after(user, 30, H)) + return + user.visible_message("\The [user] places [src] on [H]'s chest.", "You place [src] on [H]'s chest.") + playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0) + + var/error = can_defib(H) + if(error) + make_announcement(error, "warning") + playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) + return + + if(check_blood_level(H)) + make_announcement("buzzes, \"Warning - Patient is in hypovolemic shock.\"", "warning") //also includes heart damage + + //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total + if(!do_after(user, chargetime, H)) + return + + //deduct charge here, in case the base unit was EMPed or something during the delay time + if(!checked_use(chargecost)) + make_announcement("buzzes, \"Insufficient charge.\"", "warning") + playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) + return + + H.visible_message("\The [H]'s body convulses a bit.") + playsound(get_turf(src), "bodyfall", 50, 1) + playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1) + set_cooldown(cooldowntime) + + error = can_revive(H) + if(error) + make_announcement(error, "warning") + playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) + return + + H.apply_damage(burn_damage_amt, BURN, BP_TORSO) + + //set oxyloss so that the patient is just barely in crit, if possible + var/barely_in_crit = config.health_threshold_crit - 1 + var/adjust_health = barely_in_crit - H.health //need to increase health by this much + H.adjustOxyLoss(-adjust_health) + + make_announcement("pings, \"Resuscitation successful.\"", "notice") + playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0) + + make_alive(H) + + log_and_message_admins("used \a [src] to revive [key_name(H)].") + + +/obj/item/weapon/shockpaddles/proc/do_electrocute(mob/living/carbon/human/H, mob/user, var/target_zone) + var/obj/item/organ/external/affecting = H.get_organ(target_zone) + if(!affecting) + to_chat(user, "They are missing that body part!") + return + + //no need to spend time carefully placing the paddles, we're just trying to shock them + user.visible_message("\The [user] slaps [src] onto [H]'s [affecting.name].", "You overcharge [src] and slap them onto [H]'s [affecting.name].") + + //Just stop at awkwardly slapping electrodes on people if the safety is enabled + if(safety) + to_chat(user, "You can't do that while the safety is enabled.") + return + + playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0) + audible_message("\The [src] lets out a steadily rising hum...") + + if(!do_after(user, chargetime, H)) + return + + //deduct charge here, in case the base unit was EMPed or something during the delay time + if(!checked_use(chargecost)) + make_announcement("buzzes, \"Insufficient charge.\"", "warning") + playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) + return + + user.visible_message("\The [user] shocks [H] with \the [src]!", "You shock [H] with \the [src]!") + playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1) + playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1) + set_cooldown(cooldowntime) + + H.stun_effect_act(2, 120, target_zone) + var/burn_damage = H.electrocute_act(burn_damage_amt*2, src, def_zone = target_zone) + if(burn_damage > 15 && H.can_feel_pain()) + H.emote("scream") + + admin_attack_log(user, H, "Electrocuted using \a [src]", "Was electrocuted with \a [src]", "used \a [src] to electrocute") + +/obj/item/weapon/shockpaddles/proc/make_alive(mob/living/carbon/human/M) //This revives the mob + var/deadtime = world.time - M.timeofdeath + + dead_mob_list.Remove(M) + if((M in living_mob_list) || (M in dead_mob_list)) + WARNING("Mob [M] was defibbed but already in the living or dead list still!") + living_mob_list += M + + M.timeofdeath = 0 + M.stat = UNCONSCIOUS //Life() can bring them back to consciousness if it needs to. + M.regenerate_icons() + M.failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath. + M.reload_fullscreen() + + M.emote("gasp") + M.Weaken(rand(10,25)) + M.updatehealth() + apply_brain_damage(M, deadtime) + +/obj/item/weapon/shockpaddles/proc/apply_brain_damage(mob/living/carbon/human/H, var/deadtime) + if(deadtime < DEFIB_TIME_LOSS) return + + if(!H.should_have_organ(O_BRAIN)) return //no brain + + var/obj/item/organ/internal/brain/brain = H.internal_organs_by_name[O_BRAIN] + if(!brain) return //no brain + + var/brain_damage = Clamp((deadtime - DEFIB_TIME_LOSS)/(DEFIB_TIME_LIMIT - DEFIB_TIME_LOSS)*brain.max_damage, H.getBrainLoss(), brain.max_damage) + H.setBrainLoss(brain_damage) + +/obj/item/weapon/shockpaddles/proc/make_announcement(var/message, var/msg_class) + audible_message("\The [src] [message]", "\The [src] vibrates slightly.") + +/obj/item/weapon/shockpaddles/emag_act(mob/user) + if(safety) + safety = 0 + to_chat(user, "You silently disable \the [src]'s safety protocols with the cryptographic sequencer.") + update_icon() + return 1 + else + safety = 1 + to_chat(user, "You silently enable \the [src]'s safety protocols with the cryptographic sequencer.") + update_icon() + return 1 + +/obj/item/weapon/shockpaddles/emp_act(severity) + var/new_safety = rand(0, 1) + if(safety != new_safety) + safety = new_safety + if(safety) + make_announcement("beeps, \"Safety protocols enabled!\"", "notice") + playsound(get_turf(src), 'sound/machines/defib_safetyon.ogg', 50, 0) + else + make_announcement("beeps, \"Safety protocols disabled!\"", "warning") + playsound(get_turf(src), 'sound/machines/defib_safetyoff.ogg', 50, 0) + update_icon() ..() - if(!cell && istype(A,/obj/item/weapon/cell)) - if(!user.unEquip(A)) return - to_chat(user,"You jack \the [A] into \the [src]'s battery mount.") - A.forceMove(src) - src.cell = A +/obj/item/weapon/shockpaddles/robot + name = "defibrillator paddles" + desc = "A pair of advanced shockpaddles powered by a robot's internal power cell, able to penetrate thick clothing." + chargecost = 50 + combat = 1 + icon_state = "defibpaddles0" + item_state = "defibpaddles0" + cooldowntime = (3 SECONDS) - else if(istype(A,/obj/item/weapon/screwdriver)) - if(cell) - to_chat(user,"You remove \the [cell] from \the [src].") - if(user.r_hand && user.l_hand) - cell.forceMove(get_turf(user)) - else - user.put_in_hands(cell) - cell = null - playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) - else - to_chat(user,"The power source has already been removed!") +/obj/item/weapon/shockpaddles/robot/check_charge(var/charge_amt) + if(isrobot(src.loc)) + var/mob/living/silicon/robot/R = src.loc + return (R.cell && R.cell.check_charge(charge_amt)) -/obj/item/device/defib_kit/proc/statechange(var/new_state, var/pat) - if(state == new_state) return //Let's just save ourselves some time - state = new_state - icon_state = "[initial(icon_state)][state]" - var/turf/T = get_turf(src) - var/state_words = "" - switch(state) - if(0) - state_words = "It is currently closed." - processing_objects -= src +/obj/item/weapon/shockpaddles/robot/checked_use(var/charge_amt) + if(isrobot(src.loc)) + var/mob/living/silicon/robot/R = src.loc + return (R.cell && R.cell.checked_use(charge_amt)) + +/* + Shockpaddles that are linked to a base unit +*/ +/obj/item/weapon/shockpaddles/linked + var/obj/item/device/defib_kit/base_unit + +/obj/item/weapon/shockpaddles/linked/New(newloc, obj/item/device/defib_kit/defib) + base_unit = defib + ..(newloc) + +/obj/item/weapon/shockpaddles/linked/Destroy() + if(base_unit) + //ensure the base unit's icon updates + if(base_unit.paddles == src) + base_unit.paddles = null + base_unit.update_icon() + base_unit = null + return ..() + +/obj/item/weapon/shockpaddles/linked/dropped(mob/user) + ..() //update twohanding + if(base_unit) + base_unit.reattach_paddles(user) //paddles attached to a base unit should never exist outside of their base unit or the mob equipping the base unit + +/obj/item/weapon/shockpaddles/linked/check_charge(var/charge_amt) + return (base_unit.bcell && base_unit.bcell.check_charge(charge_amt)) + +/obj/item/weapon/shockpaddles/linked/checked_use(var/charge_amt) + return (base_unit.bcell && base_unit.bcell.checked_use(charge_amt)) + +/obj/item/weapon/shockpaddles/linked/make_announcement(var/message, var/msg_class) + base_unit.audible_message("\The [base_unit] [message]", "\The [base_unit] vibrates slightly.") + +/* + Standalone Shockpaddles +*/ + +/obj/item/weapon/shockpaddles/standalone + desc = "A pair of shockpaddles powered by an experimental miniaturized reactor" //Inspired by the advanced e-gun + var/fail_counter = 0 + +/obj/item/weapon/shockpaddles/standalone/Destroy() + . = ..() + if(fail_counter) + processing_objects.Remove(src) + +/obj/item/weapon/shockpaddles/standalone/check_charge(var/charge_amt) + return 1 + +/obj/item/weapon/shockpaddles/standalone/checked_use(var/charge_amt) + radiation_repository.radiate(src, charge_amt/12) //just a little bit of radiation. It's the price you pay for being powered by magic I guess + return 1 + +/obj/item/weapon/shockpaddles/standalone/process() + if(fail_counter > 0) + radiation_repository.radiate(src, fail_counter--) + else + processing_objects.Remove(src) + +/obj/item/weapon/shockpaddles/standalone/emp_act(severity) + ..() + var/new_fail = 0 + switch(severity) if(1) - state_words = "A green light is lit; it has charge." - processing_objects |= src + new_fail = max(fail_counter, 20) + visible_message("\The [src]'s reactor overloads!") if(2) - state_words = "A yellow light is flashing: it's in the process of reviving a patient." - T.visible_message("A yellow light starts flashing on \the [src].") - playsound(T, 'sound/machines/chime.ogg', 50, 0) - if(3) - state_words = "A red light is flashing: the battery needs to be recharged." - T.visible_message("A red light starts flashing on \the [src].") - playsound(T, 'sound/machines/buzz-sigh.ogg', 50, 0) + new_fail = max(fail_counter, 8) + if(ismob(loc)) + to_chat(loc, "\The [src] feel pleasantly warm.") - desc = "[initial(desc)] [state_words][pat ? " The pads are attached to [pat]." : ""]" - update_icon() + if(new_fail && !fail_counter) + processing_objects.Add(src) + fail_counter = new_fail -/obj/item/device/defib_kit/process() - if(!state) //0 or null - statechange(0) - processing_objects -= src - return - - //Patient moved too far - if(patient && !(get_dist(src,patient) <= 1)) //You separated the kit and pads too far - audible_message("There is a clatter as the [pad_name] are yanked off of [patient].") - statechange(0) - patient = null - return - - //Battery died - if(!cell || cell.charge < charge_cost) - statechange(3,patient) - return - - //A patient isn't being worked on, but we have one, so start - if(patient && patient.stat == DEAD && state != 2) - statechange(2) - if(attempt_shock()) //Try to shock them, has timer and such - patient.visible_message("[patient] convulses!") - playsound(src.loc, 'sound/effects/sparks2.ogg', 75, 1) - //Actual rezzing code - if(prob(chance)) - if(!patient.client && patient.mind) //Don't force the dead person to come back if they don't want to. - for(var/mob/observer/dead/ghost in player_list) - if(ghost.mind == patient.mind) - to_chat(ghost, "Someone is trying to \ - revive you. Return to your body if you want to be revived! \ - (Verbs -> Ghost -> Re-enter corpse). You have 15 seconds to do this!") - sleep(15 SECONDS) - break - - if(!(HUSK in patient.mutations)) // Husked people can't come back with a Defib. - if(patient.client) - patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system - patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again. - dead_mob_list -= patient - living_mob_list += patient - patient.timeofdeath = null - patient.visible_message("[patient]'s eyes open!") - log_and_message_admins("[patient] was revived by a defib.") - cell.charge -= charge_cost //Always charge the cost after any attempt, failed or not - sleep(20) //Wait 2 seconds before next attempt - statechange(1,patient) //Back to ready - -/obj/item/device/defib_kit/proc/attempt_shock() - if(!patient || cell.charge < charge_cost) - return - - var/zap_time = world.time + (7 SECONDS) - var/o_patient_loc = patient.loc - . = 1 - - while(world.time < zap_time) //This is basically a custom do_after() call - sleep(1) - - //Failed: We lost something important - if(!patient || !cell || cell.charge < charge_cost) - . = 0 - break - - //Failed: The locations aren't right - if((o_patient_loc != patient.loc) || !(get_dist(src,patient) <= 1)) - . = 0 - break - - return +/* From the Bay port, this doesn't seem to have a sprite. +/obj/item/weapon/shockpaddles/standalone/traitor + name = "defibrillator paddles" + desc = "A pair of unusual looking paddles powered by an experimental miniaturized reactor. It possesses both the ability to penetrate armor and to deliver powerful shocks." + icon = 'icons/obj/weapons.dmi' + icon_state = "defibpaddles0" + item_state = "defibpaddles0" + combat = 1 + safety = 0 + chargetime = (1 SECONDS) +*/ +//Stub /obj/item/device/defib_kit/jumper_kit - name = "jumper cable kit" - desc = "This Morpheus-branded FBP defib kit is a semi-automated model. Apply cables, step back, wait." - icon_state = "jumper_kit" - use_on_synthetic = 1 - pad_name = "jumper cables" + +#undef DEFIB_TIME_LIMIT +#undef DEFIB_TIME_LOSS diff --git a/icons/mob/back.dmi b/icons/mob/back.dmi index c13a604dba1..f601d18e3c7 100644 Binary files a/icons/mob/back.dmi and b/icons/mob/back.dmi differ diff --git a/icons/mob/belt.dmi b/icons/mob/belt.dmi index b26eabc764d..3a70243e7b9 100644 Binary files a/icons/mob/belt.dmi and b/icons/mob/belt.dmi differ diff --git a/icons/mob/items/lefthand.dmi b/icons/mob/items/lefthand.dmi index 5e2e4a2c696..28158e4838d 100644 Binary files a/icons/mob/items/lefthand.dmi and b/icons/mob/items/lefthand.dmi differ diff --git a/icons/mob/items/righthand.dmi b/icons/mob/items/righthand.dmi index 3b1a1dea8fe..55de85a6685 100644 Binary files a/icons/mob/items/righthand.dmi and b/icons/mob/items/righthand.dmi differ diff --git a/icons/obj/defibrillator.dmi b/icons/obj/defibrillator.dmi new file mode 100644 index 00000000000..7be0d18d003 Binary files /dev/null and b/icons/obj/defibrillator.dmi differ diff --git a/sound/machines/defib_SafetyOn.ogg b/sound/machines/defib_SafetyOn.ogg new file mode 100644 index 00000000000..cf261536466 Binary files /dev/null and b/sound/machines/defib_SafetyOn.ogg differ diff --git a/sound/machines/defib_charge.ogg b/sound/machines/defib_charge.ogg new file mode 100644 index 00000000000..3e2be160fd1 Binary files /dev/null and b/sound/machines/defib_charge.ogg differ diff --git a/sound/machines/defib_failed.ogg b/sound/machines/defib_failed.ogg new file mode 100644 index 00000000000..341f70ce84e Binary files /dev/null and b/sound/machines/defib_failed.ogg differ diff --git a/sound/machines/defib_ready.ogg b/sound/machines/defib_ready.ogg new file mode 100644 index 00000000000..718128602ed Binary files /dev/null and b/sound/machines/defib_ready.ogg differ diff --git a/sound/machines/defib_safetyOff.ogg b/sound/machines/defib_safetyOff.ogg new file mode 100644 index 00000000000..6ab57097de3 Binary files /dev/null and b/sound/machines/defib_safetyOff.ogg differ diff --git a/sound/machines/defib_success.ogg b/sound/machines/defib_success.ogg new file mode 100644 index 00000000000..3f71438c168 Binary files /dev/null and b/sound/machines/defib_success.ogg differ diff --git a/sound/machines/defib_zap.ogg b/sound/machines/defib_zap.ogg new file mode 100644 index 00000000000..5612db39a43 Binary files /dev/null and b/sound/machines/defib_zap.ogg differ