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GS13NG/code/game/machinery/stasis.dm
SandPoot c07e94be66 push
2024-08-24 21:28:55 -03:00

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#define STASIS_TOGGLE_COOLDOWN 50
/obj/machinery/stasis
name = "lifeform stasis unit"
desc = "A not so comfortable looking bed with some nozzles at the top and bottom. It will keep someone in stasis."
icon = 'icons/obj/machines/stasis.dmi'
icon_state = "stasis"
base_icon_state = "stasis"
density = FALSE
// obj_flags = NO_BUILD
can_buckle = TRUE
buckle_lying = 90
circuit = /obj/item/circuitboard/machine/stasis
idle_power_usage = 40
active_power_usage = 340
fair_market_price = 10
payment_department = ACCOUNT_MED
var/stasis_enabled = TRUE
var/last_stasis_sound = FALSE
COOLDOWN_DECLARE(stasis_can_toggle)
var/mattress_state = "stasis_on"
var/obj/effect/overlay/vis/mattress_on
/obj/machinery/stasis/examine(mob/user)
. = ..()
. += span_notice("Alt-click to [stasis_enabled ? "turn off" : "turn on"] the machine.")
/obj/machinery/stasis/proc/play_power_sound()
var/_running = stasis_running()
if(last_stasis_sound != _running)
var/sound_freq = rand(5120, 8800)
if(_running)
playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, frequency = sound_freq)
else
playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, frequency = sound_freq)
last_stasis_sound = _running
/obj/machinery/stasis/AltClick(mob/user)
. = ..()
if(!can_interact(user))
return
if(COOLDOWN_FINISHED(src, stasis_can_toggle) && user.canUseTopic(src, !issilicon(user)))
stasis_enabled = !stasis_enabled
COOLDOWN_START(src, stasis_can_toggle, STASIS_TOGGLE_COOLDOWN)
playsound(src, 'sound/machines/click.ogg', 60, TRUE)
user.visible_message(span_notice("\The [src] [stasis_enabled ? "powers on" : "shuts down"]."), \
span_notice("You [stasis_enabled ? "power on" : "shut down"] \the [src]."), \
span_hear("You hear a nearby machine [stasis_enabled ? "power on" : "shut down"]."))
play_power_sound()
update_appearance()
/obj/machinery/stasis/Exited(atom/movable/gone, atom/newloc)
if(gone == occupant)
var/mob/living/L = gone
if(IS_IN_STASIS(L))
thaw_them(L)
return ..()
/obj/machinery/stasis/proc/stasis_running()
return stasis_enabled && is_operational()
/obj/machinery/stasis/update_icon_state()
if(machine_stat & BROKEN)
icon_state = "[base_icon_state]_broken"
return ..()
if(panel_open || machine_stat & MAINT)
icon_state = "[base_icon_state]_maintenance"
return ..()
icon_state = base_icon_state
return ..()
/obj/machinery/stasis/update_overlays()
. = ..()
if(!mattress_state)
return
var/_running = stasis_running()
if(!mattress_on)
mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, BELOW_OBJ_LAYER, plane, dir, alpha = 0, unique = TRUE)
else
vis_contents += mattress_on
if(managed_vis_overlays)
managed_vis_overlays += mattress_on
else
managed_vis_overlays = list(mattress_on)
if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ
var/new_alpha = _running ? 255 : 0
var/easing_direction = _running ? EASE_OUT : EASE_IN
animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction)
/obj/machinery/stasis/obj_break(damage_flag)
. = ..()
if(.)
play_power_sound()
/obj/machinery/stasis/power_change()
. = ..()
if(.)
play_power_sound()
/obj/machinery/stasis/proc/chill_out(mob/living/target)
if(target != occupant)
return
var/freq = rand(24750, 26550)
playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 2, frequency = freq)
target.apply_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
// ADD_TRAIT(target, TRAIT_TUMOR_SUPPRESSED, TRAIT_GENERIC)
target.ExtinguishMob()
use_power = ACTIVE_POWER_USE
/obj/machinery/stasis/proc/thaw_them(mob/living/target)
target.remove_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
// REMOVE_TRAIT(target, TRAIT_TUMOR_SUPPRESSED, TRAIT_GENERIC)
if(target == occupant)
use_power = IDLE_POWER_USE
/obj/machinery/stasis/post_buckle_mob(mob/living/L)
if(!can_be_occupant(L))
return
occupant = L
if(stasis_running() && check_nap_violations())
chill_out(L)
update_appearance()
/obj/machinery/stasis/post_unbuckle_mob(mob/living/L)
thaw_them(L)
if(L == occupant)
occupant = null
update_appearance()
/obj/machinery/stasis/process()
if(!(occupant && isliving(occupant) && check_nap_violations()))
use_power = IDLE_POWER_USE
return
var/mob/living/L_occupant = occupant
if(stasis_running())
if(!IS_IN_STASIS(L_occupant))
chill_out(L_occupant)
else if(IS_IN_STASIS(L_occupant))
thaw_them(L_occupant)
/obj/machinery/stasis/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
. |= default_deconstruction_screwdriver(user, "[base_icon_state]_maintenance", "[base_icon_state]", I)
update_appearance()
/obj/machinery/stasis/crowbar_act(mob/living/user, obj/item/I)
. = ..()
return default_deconstruction_crowbar(I) || .
/obj/machinery/stasis/nap_violation(mob/violator)
unbuckle_mob(violator, TRUE)
#undef STASIS_TOGGLE_COOLDOWN