365 lines
13 KiB
Plaintext
365 lines
13 KiB
Plaintext
/obj/machinery/sleep_console
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name = "sleeper console"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "console"
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density = FALSE
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/obj/machinery/sleeper
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name = "sleeper"
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desc = "An enclosed machine used to stabilize and heal patients."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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density = FALSE
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state_open = TRUE
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circuit = /obj/item/circuitboard/machine/sleeper
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var/efficiency = 1
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var/min_health = -25
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var/list/available_chems
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var/controls_inside = FALSE
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var/list/possible_chems = list(
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list(/datum/reagent/medicine/epinephrine, /datum/reagent/medicine/morphine, /datum/reagent/medicine/salbutamol, /datum/reagent/medicine/bicaridine, /datum/reagent/medicine/kelotane),
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list(/datum/reagent/medicine/oculine,/datum/reagent/medicine/inacusiate),
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list(/datum/reagent/medicine/antitoxin, /datum/reagent/medicine/mutadone, /datum/reagent/medicine/mannitol, /datum/reagent/medicine/pen_acid),
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list(/datum/reagent/medicine/omnizine)
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)
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var/list/chem_buttons //Used when emagged to scramble which chem is used, eg: antitoxin -> morphine
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var/scrambled_chems = FALSE //Are chem buttons scrambled? used as a warning
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var/enter_message = "<span class='notice'><b>You feel cool air surround you. You go numb as your senses turn inward.</b></span>"
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payment_department = ACCOUNT_MED
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fair_market_price = 5
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/obj/machinery/sleeper/Initialize(mapload)
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. = ..()
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// if(mapload)
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// component_parts -= circuit
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// QDEL_NULL(circuit)
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occupant_typecache = GLOB.typecache_living
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update_icon()
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reset_chem_buttons()
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RefreshParts()
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/obj/machinery/sleeper/RefreshParts()
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var/E
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for(var/obj/item/stock_parts/matter_bin/B in component_parts)
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E += B.rating
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var/I
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for(var/obj/item/stock_parts/manipulator/M in component_parts)
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I += M.rating
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efficiency = initial(efficiency)* E
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min_health = initial(min_health) - (10*(E-1)) // CIT CHANGE - changes min health equation to be min_health - (matterbin rating * 10)
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available_chems = list()
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for(var/i in 1 to I)
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available_chems |= possible_chems[i]
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reset_chem_buttons()
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/obj/machinery/sleeper/update_icon_state()
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if(state_open)
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icon_state = "[initial(icon_state)]-open"
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else
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icon_state = initial(icon_state)
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/obj/machinery/sleeper/container_resist(mob/living/user)
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visible_message("<span class='notice'>[occupant] emerges from [src]!</span>",
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"<span class='notice'>You climb out of [src]!</span>")
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open_machine()
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/obj/machinery/sleeper/Exited(atom/movable/user)
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if (!state_open && user == occupant)
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container_resist(user)
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/obj/machinery/sleeper/relaymove(mob/user)
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if (!state_open)
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container_resist(user)
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/obj/machinery/sleeper/open_machine()
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if(!state_open && !panel_open)
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// flick("[initial(icon_state)]-anim", src)
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..()
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/obj/machinery/sleeper/close_machine(mob/user)
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if((isnull(user) || istype(user)) && state_open && !panel_open)
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// flick("[initial(icon_state)]-anim", src)
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..(user)
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var/mob/living/mob_occupant = occupant
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if(mob_occupant && mob_occupant.stat != DEAD)
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to_chat(occupant, "[enter_message]")
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/obj/machinery/sleeper/emp_act(severity)
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. = ..()
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if (. & EMP_PROTECT_SELF)
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return
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if(is_operational() && occupant)
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var/datum/reagent/R = pick(reagents.reagent_list) //cit specific
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inject_chem(R.type, occupant)
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open_machine()
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//Is this too much? Cit specific
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if(severity >= 80)
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var/chem = pick(available_chems)
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available_chems -= chem
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available_chems += get_random_reagent_id()
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reset_chem_buttons()
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/obj/machinery/sleeper/MouseDrop_T(mob/target, mob/user)
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if(user.stat || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
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return
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if(isliving(user))
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var/mob/living/L = user
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if(!(L.mobility_flags & MOBILITY_STAND))
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return
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close_machine(target)
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/obj/machinery/sleeper/screwdriver_act(mob/living/user, obj/item/I)
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. = TRUE
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if(..())
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return
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if(occupant)
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to_chat(user, "<span class='warning'>[src] is currently occupied!</span>")
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return
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if(state_open)
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to_chat(user, "<span class='warning'>[src] must be closed to [panel_open ? "close" : "open"] its maintenance hatch!</span>")
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return
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if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
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return
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return FALSE
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/obj/machinery/sleeper/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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if(default_change_direction_wrench(user, I))
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return TRUE
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/obj/machinery/sleeper/crowbar_act(mob/living/user, obj/item/I)
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. = ..()
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if(default_pry_open(I))
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return TRUE
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if(default_deconstruction_crowbar(I))
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return TRUE
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/obj/machinery/sleeper/default_pry_open(obj/item/I) //wew
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. = !(state_open || panel_open || (flags_1 & NODECONSTRUCT_1)) && I.tool_behaviour == TOOL_CROWBAR
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if(.)
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I.play_tool_sound(src, 50)
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visible_message("<span class='notice'>[usr] pries open [src].</span>", "<span class='notice'>You pry open [src].</span>")
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open_machine()
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/obj/machinery/sleeper/ui_state(mob/user)
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if(controls_inside)
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return GLOB.default_state
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return GLOB.notcontained_state
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/obj/machinery/sleeper/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Sleeper", name)
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ui.open()
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/obj/machinery/sleeper/AltClick(mob/user)
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if(!user.canUseTopic(src, !issilicon(user)))
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return
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if(state_open)
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close_machine()
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else
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open_machine()
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/obj/machinery/sleeper/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Alt-click [src] to [state_open ? "close" : "open"] it.</span>"
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/obj/machinery/sleeper/process()
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..()
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check_nap_violations()
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/obj/machinery/sleeper/nap_violation(mob/violator)
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open_machine()
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/obj/machinery/sleeper/ui_data()
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var/list/data = list()
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data["occupied"] = occupant ? 1 : 0
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data["open"] = state_open
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data["chems"] = list()
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for(var/chem in available_chems)
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var/datum/reagent/R = GLOB.chemical_reagents_list[chem]
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data["chems"] += list(list("name" = R.name, "id" = R.type, "allowed" = chem_allowed(chem)))
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data["occupant"] = list()
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var/mob/living/mob_occupant = occupant
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if(mob_occupant)
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data["occupant"]["name"] = mob_occupant.name
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switch(mob_occupant.stat)
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if(CONSCIOUS)
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data["occupant"]["stat"] = "Conscious"
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data["occupant"]["statstate"] = "good"
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if(SOFT_CRIT)
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data["occupant"]["stat"] = "Conscious"
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data["occupant"]["statstate"] = "average"
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if(UNCONSCIOUS)
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data["occupant"]["stat"] = "Unconscious"
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data["occupant"]["statstate"] = "average"
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if(DEAD)
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data["occupant"]["stat"] = "Dead"
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data["occupant"]["statstate"] = "bad"
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data["occupant"]["health"] = mob_occupant.health
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data["occupant"]["maxHealth"] = mob_occupant.maxHealth
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data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
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data["occupant"]["bruteLoss"] = mob_occupant.getBruteLoss()
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data["occupant"]["oxyLoss"] = mob_occupant.getOxyLoss()
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data["occupant"]["toxLoss"] = mob_occupant.getToxLoss()
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data["occupant"]["fireLoss"] = mob_occupant.getFireLoss()
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data["occupant"]["cloneLoss"] = mob_occupant.getCloneLoss()
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data["occupant"]["brainLoss"] = mob_occupant.getOrganLoss(ORGAN_SLOT_BRAIN)
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data["occupant"]["is_robotic_organism"] = HAS_TRAIT(mob_occupant, TRAIT_ROBOTIC_ORGANISM)
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data["occupant"]["reagents"] = list()
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if(mob_occupant.reagents && mob_occupant.reagents.reagent_list.len)
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for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
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data["occupant"]["reagents"] += list(list("name" = R.name, "volume" = R.volume))
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return data
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/obj/machinery/sleeper/ui_act(action, params)
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if(..())
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return
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var/mob/living/mob_occupant = occupant
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check_nap_violations()
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switch(action)
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if("door")
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if(state_open)
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close_machine()
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else
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open_machine()
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. = TRUE
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if("inject")
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var/chem = text2path(params["chem"])
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if(!is_operational() || !mob_occupant || isnull(chem))
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return
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if(mob_occupant.health < min_health && chem != /datum/reagent/medicine/epinephrine)
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return
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if(inject_chem(chem, usr))
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. = TRUE
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if(scrambled_chems && prob(5))
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to_chat(usr, "<span class='warning'>Chemical system re-route detected, results may not be as expected!</span>")
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/obj/machinery/sleeper/emag_act(mob/user)
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. = ..()
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obj_flags |= EMAGGED
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scramble_chem_buttons()
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to_chat(user, "<span class='warning'>You scramble the sleeper's user interface!</span>")
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return TRUE
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/obj/machinery/sleeper/proc/inject_chem(chem, mob/user)
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if((chem in available_chems) && chem_allowed(chem))
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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
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if(user)
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log_combat(user, occupant, "injected [chem] into", addition = "via [src]")
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return TRUE
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/obj/machinery/sleeper/proc/chem_allowed(chem)
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var/mob/living/mob_occupant = occupant
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if(!mob_occupant || !mob_occupant.reagents)
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return
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var/amount = mob_occupant.reagents.get_reagent_amount(chem) + 10 <= 20 * efficiency
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var/occ_health = mob_occupant.health > min_health || chem == /datum/reagent/medicine/epinephrine
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return amount && occ_health
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/obj/machinery/sleeper/proc/reset_chem_buttons()
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scrambled_chems = FALSE
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LAZYINITLIST(chem_buttons)
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for(var/chem in available_chems)
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chem_buttons[chem] = chem
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/obj/machinery/sleeper/proc/scramble_chem_buttons()
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scrambled_chems = TRUE
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var/list/av_chem = available_chems.Copy()
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for(var/chem in av_chem)
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chem_buttons[chem] = pick_n_take(av_chem) //no dupes, allow for random buttons to still be correct
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/obj/machinery/sleeper/syndie
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icon_state = "sleeper_s"
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controls_inside = TRUE
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/obj/machinery/sleeper/syndie/Initialize(mapload)
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. = ..()
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component_parts = list()
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component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null)
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component_parts += new /obj/item/stock_parts/matter_bin/super(null)
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component_parts += new /obj/item/stock_parts/manipulator/pico(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/cable_coil(null)
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RefreshParts()
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/obj/machinery/sleeper/syndie/fullupgrade/Initialize(mapload)
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. = ..()
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component_parts = list()
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component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null)
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component_parts += new /obj/item/stock_parts/matter_bin/bluespace(null)
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component_parts += new /obj/item/stock_parts/manipulator/femto(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/sheet/glass(null)
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component_parts += new /obj/item/stack/cable_coil(null)
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RefreshParts()
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/obj/machinery/sleeper/old
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icon_state = "oldpod"
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/obj/machinery/sleeper/party
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name = "party pod"
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desc = "'Sleeper' units were once known for their healing properties, until a lengthy investigation revealed they were also dosing patients with deadly lead acetate. This appears to be one of those old 'sleeper' units repurposed as a 'Party Pod'. It’s probably not a good idea to use it."
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icon_state = "partypod"
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idle_power_usage = 3000
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circuit = /obj/item/circuitboard/machine/sleeper/party
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var/leddit = FALSE //Get it like reddit and lead alright fine
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controls_inside = TRUE
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possible_chems = list(
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list(/datum/reagent/consumable/ethanol/beer, /datum/reagent/consumable/laughter),
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list(/datum/reagent/spraytan,/datum/reagent/barbers_aid),
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list(/datum/reagent/colorful_reagent,/datum/reagent/hair_dye),
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list(/datum/reagent/drug/space_drugs,/datum/reagent/baldium)
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)//Exclusively uses non-lethal, "fun" chems. At an obvious downside.
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var/spray_chems = list(
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/datum/reagent/spraytan, /datum/reagent/hair_dye, /datum/reagent/baldium, /datum/reagent/barbers_aid
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)//Chemicals that need to have a touch or vapor reaction to be applied, not the standard chamber reaction.
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enter_message = "<span class='notice'><b>You're surrounded by some funky music inside the chamber. You zone out as you feel waves of krunk vibe within you.</b></span>"
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/obj/machinery/sleeper/party/inject_chem(chem, mob/user)
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if(leddit)
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occupant.reagents.add_reagent(/datum/reagent/toxin/leadacetate, 4) //You're injecting chemicals into yourself from a recalled, decrepit medical machine. What did you expect?
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else if (prob(20))
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occupant.reagents.add_reagent(/datum/reagent/toxin/leadacetate, rand(1,3))
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if(chem in spray_chems)
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var/datum/reagents/holder = new()
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holder.add_reagent(chem_buttons[chem], 10) //I hope this is the correct way to do this.
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holder.reaction(occupant, VAPOR, 0)
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holder.trans_to(occupant, 10)
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playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE, -6)
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if(user)
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log_combat(user, occupant, "sprayed [chem] into", addition = "via [src]")
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return TRUE
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..()
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/obj/machinery/sleeper/party/emag_act(mob/user)
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..()
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leddit = TRUE
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/obj/machinery/sleeper/clockwork
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name = "soothing sleeper"
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desc = "A large cryogenics unit built from brass. Its surface is pleasantly cool the touch."
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icon_state = "sleeper_clockwork"
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enter_message = "<span class='bold inathneq_small'>You hear the gentle hum and click of machinery, and are lulled into a sense of peace.</span>"
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possible_chems = list(
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list(/datum/reagent/medicine/epinephrine, /datum/reagent/medicine/salbutamol, /datum/reagent/medicine/bicaridine, /datum/reagent/medicine/kelotane, /datum/reagent/medicine/oculine, /datum/reagent/medicine/inacusiate, /datum/reagent/medicine/mannitol)
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) //everything is available at start
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fair_market_price = 0 //it's free
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/obj/machinery/sleeper/clockwork/process()
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..()
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if(occupant && isliving(occupant))
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var/mob/living/L = occupant
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if(GLOB.clockwork_vitality) //If there's Vitality, the sleeper has passive healing
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GLOB.clockwork_vitality = max(0, GLOB.clockwork_vitality - 1)
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L.adjustBruteLoss(-1)
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L.adjustFireLoss(-1)
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L.adjustOxyLoss(-5)
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