/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 = "You feel cool air surround you. You go numb as your senses turn inward." /obj/machinery/sleeper/Initialize() . = ..() occupant_typecache = GLOB.typecache_living update_icon() reset_chem_buttons() /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() /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("[occupant] emerges from [src]!", "You climb out of [src]!") 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) 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/attackby(obj/item/I, mob/user, params) if(!state_open && !occupant) if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I)) return if(default_change_direction_wrench(user, I)) return if(default_pry_open(I)) return if(default_deconstruction_crowbar(I)) return return ..() /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, "sleeper", name, 375, 550, 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 available_chems) 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.getBrainLoss() 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 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, "Chem System Re-route detected, results may not be as expected!") /obj/machinery/sleeper/emag_act(mob/user) scramble_chem_buttons() to_chat(user, "You scramble the sleeper's user interface!") /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 /obj/machinery/sleeper/syndie icon_state = "sleeper_s" controls_inside = TRUE /obj/machinery/sleeper/syndie/Initialize() . = ..() component_parts = list() component_parts += new /obj/item/circuitboard/machine/sleeper(null) component_parts += new /obj/item/stock_parts/matter_bin/super(null) component_parts += new /obj/item/stock_parts/manipulator/pico(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/cable_coil(null) RefreshParts() /obj/machinery/sleeper/syndie/fullupgrade/Initialize() . = ..() component_parts = list() component_parts += new /obj/item/circuitboard/machine/sleeper(null) component_parts += new /obj/item/stock_parts/matter_bin/bluespace(null) component_parts += new /obj/item/stock_parts/manipulator/femto(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/sheet/glass(null) component_parts += new /obj/item/stack/cable_coil(null) RefreshParts() /obj/machinery/sleeper/clockwork name = "soothing sleeper" desc = "A large cryogenics unit built from brass. Its surface is pleasantly cool the touch." icon_state = "sleeper_clockwork" enter_message = "You hear the gentle hum and click of machinery, and are lulled into a sense of peace." possible_chems = list(list("epinephrine", "salbutamol", "bicaridine", "kelotane", "oculine", "inacusiate", "mannitol")) /obj/machinery/sleeper/clockwork/process() if(occupant && isliving(occupant)) var/mob/living/L = occupant if(GLOB.clockwork_vitality) //If there's Vitality, the sleeper has passive healing GLOB.clockwork_vitality = max(0, GLOB.clockwork_vitality - 1) L.adjustBruteLoss(-1) L.adjustFireLoss(-1) L.adjustOxyLoss(-5) /obj/machinery/sleeper/old icon_state = "oldpod"