/obj/machinery/iv_drip name = "\improper IV drip" icon = 'icons/obj/iv_drip.dmi' anchored = 0 density = 1 /obj/machinery/iv_drip/var/mob/living/carbon/human/attached = null /obj/machinery/iv_drip/var/mode = "give" // mode can be "give" or "take" /obj/machinery/iv_drip/var/obj/item/weapon/reagent_containers/beaker = null /obj/machinery/iv_drip/update_icon() if(src.attached) icon_state = "hooked" else icon_state = "" overlays = null if(beaker) var/datum/reagents/reagents = beaker.reagents if(reagents.total_volume) var/image/filling = image('icons/obj/iv_drip.dmi', src, "reagent") var/percent = round((reagents.total_volume / beaker.volume) * 100) switch(percent) if(0 to 9) filling.icon_state = "reagent0" if(10 to 24) filling.icon_state = "reagent10" if(25 to 49) filling.icon_state = "reagent25" if(50 to 74) filling.icon_state = "reagent50" if(75 to 79) filling.icon_state = "reagent75" if(80 to 90) filling.icon_state = "reagent80" if(91 to INFINITY) filling.icon_state = "reagent100" filling.icon += mix_color_from_reagents(reagents.reagent_list) overlays += filling /obj/machinery/iv_drip/MouseDrop(over_object, src_location, over_location) ..() if(attached) visible_message("[src.attached] is detached from \the [src]") src.attached = null src.update_icon() return if(in_range(src, usr) && ishuman(over_object) && get_dist(over_object, src) <= 1) visible_message("[usr] attaches \the [src] to \the [over_object].") src.attached = over_object src.update_icon() /obj/machinery/iv_drip/attackby(obj/item/weapon/W as obj, mob/user as mob) if (istype(W, /obj/item/weapon/reagent_containers)) if(!isnull(src.beaker)) user << "There is already a reagent container loaded!" return user.drop_item() W.loc = src src.beaker = W user << "You attach \the [W] to \the [src]." src.update_icon() return else return ..() /obj/machinery/iv_drip/process() set background = 1 if(src.attached) if(!(get_dist(src, src.attached) <= 1)) visible_message("The needle is ripped out of [src.attached], doesn't that hurt?") src.attached:apply_damage(3, BRUTE, pick("r_arm", "l_arm")) src.attached = null src.update_icon() return if(src.attached && src.beaker) // Give blood if(mode == "give" && src.beaker.volume > 0) var/transfer_amount = REAGENTS_METABOLISM if(istype(src.beaker, /obj/item/weapon/reagent_containers/blood)) // speed up transfer on blood packs transfer_amount = 4 src.beaker.reagents.trans_to(src.attached, transfer_amount) update_icon() // Take blood else if(mode == "take") var/amount = beaker.reagents.maximum_volume - beaker.reagents.total_volume amount = min(amount, 4) // If the beaker is full, ping if(amount == 0) if(prob(5)) visible_message("\The [src] pings.") return var/mob/living/carbon/human/T = attached if(!istype(T)) return var/datum/reagent/B for(var/datum/reagent/blood/Blood in beaker.reagents.reagent_list) if(Blood.data && Blood.data["blood_type"]==T.dna.b_type) B = Blood break if(!B) B = new /datum/reagent/blood if(!T.dna) return if(NOCLONE in T.mutations) return // If the human is losing too much blood, beep. if(T.vessel.get_reagent_amount("blood") < BLOOD_VOLUME_SAFE) if(prob(5)) visible_message("\The [src] beeps loudly.") if(T.vessel.get_reagent_amount("blood") < amount) return B.holder = beaker B.volume += amount //set reagent data B.data["donor"] = T if(T.virus2) B.data["virus2"] = T.virus2.getcopy() B.data["blood_DNA"] = copytext(T.dna.unique_enzymes,1,0) if(T.resistances && T.resistances.len) if(B.data["resistances"]) B.data["resistances"] |= T.resistances.Copy() else B.data["resistances"] = T.resistances.Copy() B.data["blood_type"] = copytext(T.dna.b_type,1,0) var/list/temp_chem = list() for(var/datum/reagent/R in T.reagents.reagent_list) temp_chem += R.name temp_chem[R.name] = R.volume B.data["trace_chem"] = list2params(temp_chem) B.data["antibodies"] |= T.antibodies T.vessel.remove_reagent("blood",amount) // Removes blood if human beaker.reagents.reagent_list |= B beaker.reagents.update_total() beaker.on_reagent_change() beaker.reagents.handle_reactions() update_icon() /obj/machinery/iv_drip/attack_hand(mob/user as mob) if(src.beaker) src.beaker.loc = get_turf(src) src.beaker = null update_icon() else return ..() /obj/machinery/iv_drip/verb/toggle_mode() set name = "Toggle Mode" set src in view(1) if(!istype(usr, /mob/living)) usr << "\red You can't do that." return if(mode == "give") mode = "take" usr << "The IV drip is now taking blood." else if(mode == "take") mode = "give" usr << "The IV drip is now giving blood." /obj/machinery/iv_drip/examine() set src in view() ..() if (!(usr in view(2)) && usr!=src.loc) return if(mode == "take") usr << "The IV drip is taking blood." else if(mode == "give") usr << "The IV drip is injecting." if(beaker) usr << "\blue Attached is \a [beaker] with:" if(beaker.reagents && beaker.reagents.reagent_list.len) for(var/datum/reagent/R in beaker.reagents.reagent_list) usr << "\blue [R.volume] units of [R.name]" else usr << "\blue Attached is an empty [beaker]." else usr << "\blue No chemicals are attached." if(attached) usr << "\blue [attached] is attached." else usr << "\blue No one is attached."