Files
GS13NG/code/game/machinery/iv_drip.dm
2018-07-05 01:22:27 -04:00

221 lines
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#define IV_TAKING 0
#define IV_INJECTING 1
/obj/machinery/iv_drip
name = "\improper IV drip"
desc = "An IV drip with an advanced infusion pump that can both drain blood into and inject liquids from attached containers. Blood packs are processed at an accelerated rate."
icon = 'icons/obj/iv_drip.dmi'
icon_state = "iv_drip"
anchored = FALSE
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/mob/living/carbon/attached = null
var/mode = IV_INJECTING
var/obj/item/reagent_containers/beaker = null
var/static/list/drip_containers = typecacheof(list(/obj/item/reagent_containers/blood,
/obj/item/reagent_containers/food,
/obj/item/reagent_containers/glass))
/obj/machinery/iv_drip/Initialize()
. = ..()
update_icon()
/obj/machinery/iv_drip/Destroy()
attached = null
QDEL_NULL(beaker)
return ..()
/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/mutable_appearance/filling_overlay = mutable_appearance('icons/obj/iv_drip.dmi', "reagent")
var/percent = round((beaker.reagents.total_volume / beaker.volume) * 100)
switch(percent)
if(0 to 9)
filling_overlay.icon_state = "reagent0"
if(10 to 24)
filling_overlay.icon_state = "reagent10"
if(25 to 49)
filling_overlay.icon_state = "reagent25"
if(50 to 74)
filling_overlay.icon_state = "reagent50"
if(75 to 79)
filling_overlay.icon_state = "reagent75"
if(80 to 90)
filling_overlay.icon_state = "reagent80"
if(91 to INFINITY)
filling_overlay.icon_state = "reagent100"
filling_overlay.color = list("#0000", "#0000", "#0000", "#000f", mix_color_from_reagents(beaker.reagents.reagent_list))
add_overlay(filling_overlay)
/obj/machinery/iv_drip/MouseDrop(mob/living/target)
. = ..()
if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE) || !isliving(target))
return
if(attached)
visible_message("<span class='warning'>[attached] is detached from [src].</span>")
attached = null
update_icon()
return
if(!target.has_dna())
to_chat(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 [src] to [target].</span>", "<span class='notice'>You attach [src] to [target].</span>")
attached = target
START_PROCESSING(SSmachines, src)
update_icon()
else
to_chat(usr, "<span class='warning'>There's nothing attached to the IV drip!</span>")
/obj/machinery/iv_drip/attackby(obj/item/W, mob/user, params)
if(is_type_in_typecache(W, drip_containers))
if(beaker)
to_chat(user, "<span class='warning'>There is already a reagent container loaded!</span>")
return
if(!user.transferItemToLoc(W, src))
return
beaker = W
to_chat(user, "<span class='notice'>You attach [W] to [src].</span>")
update_icon()
return
else
return ..()
/obj/machinery/iv_drip/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
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)))
to_chat(attached, "<span class='userdanger'>The IV drip needle is ripped out of you!</span>")
attached.apply_damage(3, BRUTE, pick(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM))
attached = null
update_icon()
return PROCESS_KILL
if(beaker)
// Give blood
if(mode)
if(beaker.reagents.total_volume)
var/transfer_amount = 5
if(istype(beaker, /obj/item/reagent_containers/blood))
// speed up transfer on blood packs
transfer_amount = 10
var/fraction = min(transfer_amount/beaker.reagents.total_volume, 1) //the fraction that is transfered of the total volume
beaker.reagents.reaction(attached, INJECT, fraction, FALSE) //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)
if(prob(5))
visible_message("[src] pings.")
return
// If the human is losing too much blood, beep.
if(attached.blood_volume < BLOOD_VOLUME_SAFE && prob(5))
visible_message("[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(.)
return
if(!ishuman(user))
return
if(attached)
visible_message("[attached] is detached from [src]")
attached = null
update_icon()
return
else if(beaker)
eject_beaker(user)
else
toggle_mode()
/obj/machinery/iv_drip/verb/eject_beaker()
set category = "Object"
set name = "Remove IV Container"
set src in view(1)
if(!isliving(usr))
to_chat(usr, "<span class='warning'>You can't do that!</span>")
return
if(usr.incapacitated())
return
if(beaker)
beaker.forceMove(drop_location())
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))
to_chat(usr, "<span class='warning'>You can't do that!</span>")
return
if(usr.incapacitated())
return
mode = !mode
to_chat(usr, "The IV drip is now [mode ? "injecting" : "taking blood"].")
update_icon()
/obj/machinery/iv_drip/examine(mob/user)
..()
if(get_dist(user, src) > 2)
return
to_chat(user, "The IV drip is [mode ? "injecting" : "taking blood"].")
if(beaker)
if(beaker.reagents && beaker.reagents.reagent_list.len)
to_chat(user, "<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>")
else
to_chat(user, "<span class='notice'>Attached is an empty [beaker.name].</span>")
else
to_chat(user, "<span class='notice'>No chemicals are attached.</span>")
to_chat(user, "<span class='notice'>[attached ? attached : "No one"] is attached.</span>")
#undef IV_TAKING
#undef IV_INJECTING