Adds stasis beds
This commit is contained in:
@@ -1120,9 +1120,7 @@
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/obj/structure/window{
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dir = 8
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},
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/obj/machinery/sleeper{
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dir = 1
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},
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/obj/machinery/stasis,
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/turf/open/floor/holofloor{
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icon_state = "white"
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},
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@@ -1134,9 +1132,7 @@
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},
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/area/holodeck/rec_center/medical)
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"dd" = (
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/obj/machinery/sleeper{
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dir = 1
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},
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/obj/machinery/stasis,
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/turf/open/floor/holofloor{
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icon_state = "white"
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},
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@@ -153,3 +153,6 @@
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/////////////
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#define STASIS_ASCENSION_EFFECT "heretic_ascension"
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/// If the incapacitated status effect will ignore a mob in stasis (stasis beds)
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#define IGNORE_STASIS (1<<1)
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@@ -70,6 +70,10 @@
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#define HAS_TRAIT_NOT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (length(target.status_traits[trait] - source) > 0) : FALSE) : FALSE)
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//mob traits
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/// Prevents voluntary movement.
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#define TRAIT_IMMOBILIZED "immobilized"
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/// Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
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#define TRAIT_HANDS_BLOCKED "handsblocked"
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#define TRAIT_BLIND "blind"
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#define TRAIT_MUTE "mute"
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#define TRAIT_EMOTEMUTE "emotemute"
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@@ -484,3 +484,5 @@ GLOBAL_LIST_EMPTY(species_datums)
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//check if the person is dead, not sure where to put this
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#define IS_DEAD_OR_INCAP(source) (source.incapacitated() || source.stat)
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#define IS_IN_STASIS(mob) (mob.has_status_effect(/datum/status_effect/grouped/stasis))
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@@ -75,10 +75,8 @@ GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
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/proc/daysSince(realtimev)
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return round((world.realtime - realtimev) / (24 HOURS))
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/proc/worldtime2text()
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return gameTimestamp("hh:mm:ss", world.time)
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/proc/worldtime2text(wtime = world.timeofday)
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return gameTimestamp("hh:mm:ss", wtime)
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/proc/gameTimestamp(format = "hh:mm:ss", wtime=null)
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if(!wtime)
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wtime = world.time
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/proc/gameTimestamp(format = "hh:mm:ss", wtime=world.time)
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return time2text(wtime - GLOB.timezoneOffset, format)
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@@ -107,7 +107,7 @@ SUBSYSTEM_DEF(traumas)
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/obj/item/clothing/under/rank/medical/doctor/nurse, /obj/item/clothing/under/rank/medical/chief_medical_officer,
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/obj/item/reagent_containers/syringe, /obj/item/reagent_containers/pill/, /obj/item/reagent_containers/hypospray,
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/obj/item/storage/firstaid, /obj/item/storage/pill_bottle, /obj/item/healthanalyzer,
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/obj/structure/sign/departments/medbay, /obj/machinery/door/airlock/medical, /obj/machinery/sleeper,
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/obj/structure/sign/departments/medbay, /obj/machinery/door/airlock/medical, /obj/machinery/sleeper, /obj/machinery/stasis,
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/obj/machinery/dna_scannernew, /obj/machinery/atmospherics/components/unary/cryo_cell, /obj/item/surgical_drapes,
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/obj/item/retractor, /obj/item/hemostat, /obj/item/cautery, /obj/item/surgicaldrill, /obj/item/scalpel, /obj/item/circular_saw,
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/obj/item/clothing/suit/bio_suit/plaguedoctorsuit, /obj/item/clothing/head/plaguedoctorhat, /obj/item/clothing/mask/gas/plaguedoctor)),
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@@ -7,10 +7,12 @@ SUBSYSTEM_DEF(vis_overlays)
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var/list/vis_overlay_cache
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var/list/unique_vis_overlays
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var/list/currentrun
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var/datum/callback/rotate_cb
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/datum/controller/subsystem/vis_overlays/Initialize()
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vis_overlay_cache = list()
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unique_vis_overlays = list()
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rotate_cb = CALLBACK(src, .proc/rotate_vis_overlay)
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return ..()
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/datum/controller/subsystem/vis_overlays/fire(resumed = FALSE)
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@@ -55,6 +57,7 @@ SUBSYSTEM_DEF(vis_overlays)
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if(!thing.managed_vis_overlays)
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thing.managed_vis_overlays = list(overlay)
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RegisterSignal(thing, COMSIG_ATOM_DIR_CHANGE, rotate_cb)
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else
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thing.managed_vis_overlays += overlay
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return overlay
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@@ -78,3 +81,18 @@ SUBSYSTEM_DEF(vis_overlays)
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thing.managed_vis_overlays -= overlays
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if(!length(thing.managed_vis_overlays))
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thing.managed_vis_overlays = null
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UnregisterSignal(thing, COMSIG_ATOM_DIR_CHANGE)
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/datum/controller/subsystem/vis_overlays/proc/rotate_vis_overlay(atom/thing, old_dir, new_dir)
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if(old_dir == new_dir)
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return
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var/rotation = dir2angle(old_dir) - dir2angle(new_dir)
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var/list/overlays_to_remove = list()
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for(var/i in thing.managed_vis_overlays - unique_vis_overlays)
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var/obj/effect/overlay/vis/overlay = i
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add_vis_overlay(thing, overlay.icon, overlay.icon_state, overlay.layer, overlay.plane, turn(overlay.dir, rotation), overlay.alpha, overlay.appearance_flags)
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overlays_to_remove += overlay
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for(var/i in thing.managed_vis_overlays & unique_vis_overlays)
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var/obj/effect/overlay/vis/overlay = i
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overlay.dir = turn(overlay.dir, rotation)
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remove_vis_overlay(thing, overlays_to_remove)
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@@ -127,13 +127,61 @@
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desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
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icon_state = "asleep"
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/datum/status_effect/grouped/stasis
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id = "stasis"
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duration = -1
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tick_interval = 10
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alert_type = /atom/movable/screen/alert/status_effect/stasis
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var/last_dead_time
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/datum/status_effect/grouped/stasis/proc/update_time_of_death()
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if(last_dead_time)
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var/delta = world.time - last_dead_time
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var/new_timeofdeath = owner.timeofdeath + delta
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owner.timeofdeath = new_timeofdeath
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owner.tod = gameTimestamp(wtime=new_timeofdeath)
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last_dead_time = null
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if(owner.stat == DEAD)
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last_dead_time = world.time
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/datum/status_effect/grouped/stasis/on_creation(mob/living/new_owner, set_duration)
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. = ..()
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if(.)
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update_time_of_death()
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owner.reagents?.end_metabolization(owner, FALSE)
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/datum/status_effect/grouped/stasis/on_apply()
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. = ..()
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if(!.)
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return
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owner.mobility_flags &= ~MOBILITY_USE
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owner.mobility_flags &= ~MOBILITY_PICKUP
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owner.mobility_flags &= ~MOBILITY_PULL
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owner.mobility_flags &= ~MOBILITY_HOLD
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owner.update_mobility()
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owner.add_filter("stasis_status_ripple", 2, list("type" = "ripple", "flags" = WAVE_BOUNDED, "radius" = 0, "size" = 2))
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var/filter = owner.get_filter("stasis_status_ripple")
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animate(filter, radius = 32, time = 15, size = 0, loop = -1)
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/datum/status_effect/grouped/stasis/tick()
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update_time_of_death()
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/datum/status_effect/grouped/stasis/on_remove()
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owner.mobility_flags |= MOBILITY_USE
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owner.mobility_flags |= MOBILITY_PICKUP
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owner.mobility_flags |= MOBILITY_PULL
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owner.mobility_flags |= MOBILITY_HOLD
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owner.update_mobility()
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owner.remove_filter("stasis_status_ripple")
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update_time_of_death()
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return ..()
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/atom/movable/screen/alert/status_effect/stasis
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name = "Stasis"
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desc = "Your biological functions have halted. You could live forever this way, but it's pretty boring."
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icon_state = "stasis"
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/datum/status_effect/robotic_emp
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id = "emp_no_combat_mode"
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141
code/game/machinery/stasis.dm
Normal file
141
code/game/machinery/stasis.dm
Normal file
@@ -0,0 +1,141 @@
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#define STASIS_TOGGLE_COOLDOWN 50
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/obj/machinery/stasis
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name = "Lifeform Stasis Unit"
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desc = "A not so comfortable looking bed with some nozzles at the top and bottom. It will keep someone in stasis."
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icon = 'icons/obj/machines/stasis.dmi'
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icon_state = "stasis"
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density = FALSE
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can_buckle = TRUE
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buckle_lying = 90
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circuit = /obj/item/circuitboard/machine/stasis
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idle_power_usage = 40
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active_power_usage = 340
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fair_market_price = 10
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payment_department = ACCOUNT_MED
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var/stasis_enabled = TRUE
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var/last_stasis_sound = FALSE
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var/stasis_can_toggle = 0
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var/mattress_state = "stasis_on"
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var/obj/effect/overlay/vis/mattress_on
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/obj/machinery/stasis/examine(mob/user)
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..()
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var/turn_on_or_off = stasis_enabled ? "turn off" : "turn on"
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to_chat(user, "<span class='notice'>Alt-click to [turn_on_or_off] the machine.</span>")
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/obj/machinery/stasis/proc/play_power_sound()
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var/_running = stasis_running()
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if(last_stasis_sound != _running)
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var/sound_freq = rand(5120, 8800)
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if(_running)
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playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, frequency = sound_freq)
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else
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playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, frequency = sound_freq)
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last_stasis_sound = _running
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/obj/machinery/stasis/AltClick(mob/user)
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if(world.time >= stasis_can_toggle && user.canUseTopic(src))
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stasis_enabled = !stasis_enabled
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stasis_can_toggle = world.time + STASIS_TOGGLE_COOLDOWN
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playsound(src, 'sound/machines/click.ogg', 60, TRUE)
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play_power_sound()
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update_icon()
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/obj/machinery/stasis/Exited(atom/movable/AM, atom/newloc)
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if(AM == occupant)
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var/mob/living/L = AM
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if(L.IsInStasis())
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thaw_them(L)
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. = ..()
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/obj/machinery/stasis/proc/stasis_running()
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return stasis_enabled && is_operational()
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/obj/machinery/stasis/update_icon()
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. = ..()
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var/_running = stasis_running()
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var/list/overlays_to_remove = managed_vis_overlays
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if(mattress_state)
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if(!mattress_on || !managed_vis_overlays)
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mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, layer, plane, dir, alpha = 0, unique = TRUE)
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if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ
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var/new_alpha = _running ? 255 : 0
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var/easing_direction = _running ? EASE_OUT : EASE_IN
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animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction)
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overlays_to_remove = managed_vis_overlays - mattress_on
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SSvis_overlays.remove_vis_overlay(src, overlays_to_remove)
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if(occupant)
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SSvis_overlays.add_vis_overlay(src, 'icons/obj/machines/stasis.dmi', "tubes", LYING_MOB_LAYER + 0.1, plane, dir) //using vis_overlays instead of normal overlays for mouse_opacity here
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if(stat & BROKEN)
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icon_state = "stasis_broken"
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return
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if(panel_open || stat & MAINT)
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icon_state = "stasis_maintenance"
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return
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icon_state = "stasis"
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/obj/machinery/stasis/obj_break(damage_flag)
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. = ..()
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play_power_sound()
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update_icon()
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/obj/machinery/stasis/power_change()
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. = ..()
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play_power_sound()
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update_icon()
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/obj/machinery/stasis/proc/chill_out(mob/living/target)
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if(target != occupant)
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return
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var/freq = rand(24750, 26550)
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playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 2, frequency = freq)
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target.SetStasis(TRUE)
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target.ExtinguishMob()
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use_power = ACTIVE_POWER_USE
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/obj/machinery/stasis/proc/thaw_them(mob/living/target)
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target.SetStasis(FALSE)
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if(target == occupant)
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use_power = IDLE_POWER_USE
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/obj/machinery/stasis/post_buckle_mob(mob/living/L)
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if(!can_be_occupant(L))
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return
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occupant = L
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if(stasis_running() && check_nap_violations())
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chill_out(L)
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update_icon()
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/obj/machinery/stasis/post_unbuckle_mob(mob/living/L)
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thaw_them(L)
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if(L == occupant)
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occupant = null
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update_icon()
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/obj/machinery/stasis/process()
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if( !( occupant && isliving(occupant) && check_nap_violations() ) )
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use_power = IDLE_POWER_USE
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return
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var/mob/living/L_occupant = occupant
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if(stasis_running())
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if(!L_occupant.IsInStasis())
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chill_out(L_occupant)
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else if(L_occupant.IsInStasis())
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thaw_them(L_occupant)
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/obj/machinery/stasis/screwdriver_act(mob/living/user, obj/item/I)
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. = default_deconstruction_screwdriver(user, "stasis_maintenance", "stasis", I)
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update_icon()
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/obj/machinery/stasis/crowbar_act(mob/living/user, obj/item/I)
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return default_deconstruction_crowbar(I)
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/obj/machinery/stasis/nap_violation(mob/violator)
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unbuckle_mob(violator, TRUE)
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#undef STASIS_TOGGLE_COOLDOWN
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@@ -1482,3 +1482,11 @@
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icon_state = "engineering"
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build_path = /obj/machinery/research/explosive_compressor
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req_components = list(/obj/item/stock_parts/matter_bin = 3)
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/obj/item/circuitboard/machine/stasis
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name = "Lifeform Stasis Unit (Machine Board)"
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build_path = /obj/machinery/stasis
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req_components = list(
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/obj/item/stack/cable_coil = 3,
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/obj/item/stock_parts/manipulator = 1,
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/obj/item/stock_parts/capacitor = 1)
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@@ -162,6 +162,26 @@
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if(!state_open)
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. += "sleeper_cover"
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//Lifeform Stasis Unit
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/obj/machinery/stasis/survival_pod
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icon = 'icons/obj/lavaland/survival_pod.dmi'
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icon_state = "sleeper"
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mattress_state = null
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buckle_lying = 270
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/obj/machinery/stasis/survival_pod/play_power_sound()
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return
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/obj/machinery/stasis/survival_pod/update_icon()
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return
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//NanoMed
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/obj/machinery/vending/wallmed/survival_pod
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name = "survival pod medical supply"
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desc = "Wall-mounted Medical Equipment dispenser. This one seems just a tiny bit smaller."
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refill_canister = null
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onstation = FALSE
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//Computer
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/obj/item/gps/computer
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name = "pod computer"
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@@ -6,11 +6,12 @@
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SHOULD_NOT_SLEEP(TRUE)
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if(mob_transforming)
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return
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handle_traits() // eye, ear, brain damages
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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. = SEND_SIGNAL(src, COMSIG_LIVING_LIFE, seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_PHYSICAL))
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PhysicalLife(seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL))
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if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL) && !IS_IN_STASIS())
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BiologicalLife(seconds, times_fired)
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// CODE BELOW SHOULD ONLY BE THINGS THAT SHOULD HAPPEN NO MATTER WHAT AND CAN NOT BE SUSPENDED!
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@@ -69,9 +70,6 @@
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handle_block_parry(seconds)
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// These two MIGHT need to be moved to base Life() if we get any in the future that's a "physical" effect that needs to fire even while in stasis.
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handle_traits() // eye, ear, brain damages
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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return TRUE
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/**
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@@ -433,8 +433,8 @@
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to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
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death()
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/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE)
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if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
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/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE, ignore_stasis = FALSE)
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if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)) || (!ignore_stasis && IS_IN_STASIS()))
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return TRUE
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/mob/living/canUseStorage()
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||||
|
||||
BIN
icons/obj/machines/stasis.dmi
Normal file
BIN
icons/obj/machines/stasis.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.9 KiB |
@@ -912,6 +912,7 @@
|
||||
#include "code\game\machinery\Sleeper.dm"
|
||||
#include "code\game\machinery\slotmachine.dm"
|
||||
#include "code\game\machinery\spaceheater.dm"
|
||||
#include "code\game\machinery\stasis.dm"
|
||||
#include "code\game\machinery\status_display.dm"
|
||||
#include "code\game\machinery\suit_storage_unit.dm"
|
||||
#include "code\game\machinery\syndicatebeacon.dm"
|
||||
|
||||
Reference in New Issue
Block a user