Files
GS13NG/code/game/machinery/iv_drip.dm
T
PoojawaandGitHub 0bca862419 Overhauls and 2/28 sync (#244)
* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures

* lazy fix for bleeding edgy (#252)

* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures
2017-02-28 09:30:49 -06:00

204 lines
5.4 KiB
Plaintext

/obj/machinery/iv_drip
name = "\improper IV drip"
icon = 'icons/obj/iv_drip.dmi'
icon_state = "iv_drip"
anchored = 0
var/mob/living/carbon/attached = null
var/mode = 1 // 1 is injecting, 0 is taking blood.
var/obj/item/weapon/reagent_containers/beaker = null
/obj/machinery/iv_drip/New()
..()
update_icon()
/obj/machinery/iv_drip/update_icon()
if(attached)
if(mode)
icon_state = "injecting"
else
icon_state = "donating"
else
if(mode)
icon_state = "injectidle"
else
icon_state = "donateidle"
cut_overlays()
if(beaker)
if(attached)
add_overlay("beakeractive")
else
add_overlay("beakeridle")
if(beaker.reagents.total_volume)
var/image/filling = image('icons/obj/iv_drip.dmi', src, "reagent")
var/percent = round((beaker.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(beaker.reagents.reagent_list)
add_overlay(filling)
/obj/machinery/iv_drip/MouseDrop(mob/living/target)
if(!ishuman(usr) || !usr.canUseTopic(src,BE_CLOSE))
return
if(attached)
visible_message("<span class='warning'>[attached] is detached from \the [src].</span>")
attached = null
update_icon()
return
if(!target.has_dna())
usr << "<span class='danger'>The drip beeps: Warning, incompatible creature!</span>"
return
if(Adjacent(target) && usr.Adjacent(target))
if(beaker)
usr.visible_message("<span class='warning'>[usr] attaches \the [src] to \the [target].</span>", "<span class='notice'>You attach \the [src] to \the [target].</span>")
attached = target
START_PROCESSING(SSmachine, src)
update_icon()
else
usr << "<span class='warning'>There's nothing attached to the IV drip!</span>"
/obj/machinery/iv_drip/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/reagent_containers))
if(!isnull(beaker))
user << "<span class='warning'>There is already a reagent container loaded!</span>"
return
if(!user.drop_item())
return
W.loc = src
beaker = W
user << "<span class='notice'>You attach \the [W] to \the [src].</span>"
update_icon()
return
else
return ..()
/obj/machinery/iv_drip/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/metal(loc)
qdel(src)
/obj/machinery/iv_drip/process()
if(!attached)
return PROCESS_KILL
if(!(get_dist(src, attached) <= 1 && isturf(attached.loc)))
attached << "<span class='userdanger'>The IV drip needle is ripped out of you!</span>"
attached.apply_damage(3, BRUTE, pick("r_arm", "l_arm"))
attached = null
update_icon()
return PROCESS_KILL
if(beaker)
// Give blood
if(mode)
if(beaker.volume > 0)
var/transfer_amount = 5
if(istype(beaker, /obj/item/weapon/reagent_containers/blood))
// speed up transfer on blood packs
transfer_amount = 10
var/fraction = min(transfer_amount/beaker.volume, 1) //the fraction that is transfered of the total volume
beaker.reagents.reaction(attached, INJECT, fraction,0) //make reagents reacts, but don't spam messages
beaker.reagents.trans_to(attached, transfer_amount)
update_icon()
// Take blood
else
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
// If the human is losing too much blood, beep.
if(attached.blood_volume < BLOOD_VOLUME_SAFE && prob(5))
visible_message("\The [src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
attached.transfer_blood_to(beaker, amount)
update_icon()
/obj/machinery/iv_drip/attack_hand(mob/user)
if(!ishuman(user))
return
if(attached)
visible_message("[attached] is detached from \the [src]")
attached = null
update_icon()
return
else if(beaker)
eject_beaker(user)
else
toggle_mode()
/obj/machinery/iv_drip/verb/eject_beaker(mob/user)
set category = "Object"
set name = "Remove IV Container"
set src in view(1)
if(!isliving(usr))
usr << "<span class='warning'>You can't do that!</span>"
return
if(usr.stat)
return
if(beaker)
beaker.loc = get_turf(src)
beaker = null
update_icon()
/obj/machinery/iv_drip/verb/toggle_mode()
set category = "Object"
set name = "Toggle Mode"
set src in view(1)
if(!isliving(usr))
usr << "<span class='warning'>You can't do that!</span>"
return
if(usr.stat)
return
mode = !mode
usr << "The IV drip is now [mode ? "injecting" : "taking blood"]."
update_icon()
/obj/machinery/iv_drip/examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=loc) return
usr << "The IV drip is [mode ? "injecting" : "taking blood"]."
if(beaker)
if(beaker.reagents && beaker.reagents.reagent_list.len)
usr << "<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>"
else
usr << "<span class='notice'>Attached is an empty [beaker].</span>"
else
usr << "<span class='notice'>No chemicals are attached.</span>"
usr << "<span class='notice'>[attached ? attached : "No one"] is attached.</span>"