/obj/machinery/public_nanite_chamber name = "public nanite chamber" desc = "A device that can rapidly implant cloud-synced nanites without an external operator." circuit = /obj/item/circuitboard/machine/public_nanite_chamber icon = 'icons/obj/machines/nanite_chamber.dmi' icon_state = "nanite_chamber" layer = ABOVE_WINDOW_LAYER use_power = IDLE_POWER_USE anchored = TRUE density = TRUE idle_power_usage = 50 active_power_usage = 300 var/cloud_id = 1 var/locked = FALSE var/breakout_time = 1200 var/busy = FALSE var/busy_icon_state var/message_cooldown = 0 /obj/machinery/public_nanite_chamber/Initialize(mapload) . = ..() occupant_typecache = GLOB.typecache_living /obj/machinery/public_nanite_chamber/RefreshParts() var/obj/item/circuitboard/machine/public_nanite_chamber/board = circuit if(board) cloud_id = board.cloud_id /obj/machinery/public_nanite_chamber/proc/set_busy(status, working_icon) busy = status busy_icon_state = working_icon update_icon() /obj/machinery/public_nanite_chamber/proc/inject_nanites(mob/living/attacker) if(machine_stat & (NOPOWER|BROKEN)) return if((machine_stat & MAINT) || panel_open) return if(!occupant || busy) return var/locked_state = locked locked = TRUE //TODO OMINOUS MACHINE SOUNDS set_busy(TRUE, "[initial(icon_state)]_raising") addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_active"),20) addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_falling"),60) addtimer(CALLBACK(src, PROC_REF(complete_injection), locked_state, attacker),80) /obj/machinery/public_nanite_chamber/proc/complete_injection(locked_state, mob/living/attacker) //TODO MACHINE DING locked = locked_state set_busy(FALSE) if(!occupant) return if(attacker) occupant.investigate_log("was injected with nanites by [key_name(attacker)] using [src] at [AREACOORD(src)].", INVESTIGATE_NANITES) log_combat(attacker, occupant, "injected", null, "with nanites via [src]") occupant.AddComponent(/datum/component/nanites, 75, cloud_id) /obj/machinery/public_nanite_chamber/proc/change_cloud(mob/living/attacker) if(machine_stat & (NOPOWER|BROKEN)) return if((machine_stat & MAINT) || panel_open) return if(!occupant || busy) return var/locked_state = locked locked = TRUE set_busy(TRUE, "[initial(icon_state)]_raising") addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_active"),20) addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_falling"),40) addtimer(CALLBACK(src, PROC_REF(complete_cloud_change), locked_state, attacker),60) /obj/machinery/public_nanite_chamber/proc/complete_cloud_change(locked_state, mob/living/attacker) locked = locked_state set_busy(FALSE) if(!occupant) return if(attacker) occupant.investigate_log("had their nanite cloud ID changed into [cloud_id] by [key_name(attacker)] using [src] at [AREACOORD(src)].", INVESTIGATE_NANITES) SEND_SIGNAL(occupant, COMSIG_NANITE_SET_CLOUD, cloud_id) /obj/machinery/public_nanite_chamber/update_icon_state() //running and someone in there if(occupant) if(busy) icon_state = busy_icon_state else icon_state = initial(icon_state)+ "_occupied" else //running icon_state = initial(icon_state)+ (state_open ? "_open" : "") /obj/machinery/public_nanite_chamber/update_overlays() . = ..() if((machine_stat & MAINT) || panel_open) . += "maint" else if(!(machine_stat & (NOPOWER|BROKEN))) if(busy || locked) . += "red" if(locked) . += "bolted" else . += "green" /obj/machinery/public_nanite_chamber/proc/toggle_open(mob/user) if(panel_open) to_chat(user, "Close the maintenance panel first.") return if(state_open) close_machine(null, user) return else if(locked) to_chat(user, "The bolts are locked down, securing the door shut.") return open_machine() /obj/machinery/public_nanite_chamber/container_resist(mob/living/user) if(!locked) open_machine() return if(busy) return user.visible_message("You see [user] kicking against the door of [src]!", \ "You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)", \ "You hear a metallic creaking from [src].") if(do_after(user,(breakout_time), target = src)) if(!user || user.stat != CONSCIOUS || user.loc != src || state_open || !locked || busy) return locked = FALSE user.visible_message("[user] successfully broke out of [src]!", \ "You successfully break out of [src]!") open_machine() /obj/machinery/public_nanite_chamber/close_machine(mob/living/carbon/user, mob/living/attacker) if(!state_open) return FALSE ..() . = TRUE addtimer(CALLBACK(src, PROC_REF(try_inject_nanites), attacker), 30) //If someone is shoved in give them a chance to get out before the injection starts /obj/machinery/public_nanite_chamber/proc/try_inject_nanites(mob/living/attacker) if(occupant) var/mob/living/L = occupant if(SEND_SIGNAL(L, COMSIG_HAS_NANITES)) var/datum/component/nanites/nanites = L.GetComponent(/datum/component/nanites) if(nanites && nanites.cloud_id != cloud_id) change_cloud(attacker) return if(L.mob_biotypes & (MOB_ORGANIC | MOB_UNDEAD)) inject_nanites(attacker) /obj/machinery/public_nanite_chamber/open_machine() if(state_open) return FALSE ..() return TRUE /obj/machinery/public_nanite_chamber/relaymove(mob/user as mob) if(user.stat || locked) if(message_cooldown <= world.time) message_cooldown = world.time + 50 to_chat(user, "[src]'s door won't budge!") return open_machine() /obj/machinery/public_nanite_chamber/attackby(obj/item/I, mob/user, params) if(!occupant && default_deconstruction_screwdriver(user, icon_state, icon_state, I))//sent icon_state is irrelevant... update_icon()//..since we're updating the icon here, since the scanner can be unpowered when opened/closed return if(default_pry_open(I)) return if(default_deconstruction_crowbar(I)) return return ..() /obj/machinery/public_nanite_chamber/interact(mob/user) toggle_open(user) /obj/machinery/public_nanite_chamber/MouseDrop_T(mob/target, mob/user) if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) || !Adjacent(target) || !user.Adjacent(target) || !iscarbon(target)) return if(close_machine(target, user)) log_combat(user, target, "inserted", null, "into [src].") add_fingerprint(user)