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Bubberstation/code/game/objects/structures/morgue.dm
GuillaumePrata 3bfa0a04bb Borgs can close morgue trays now. (#61976)
Cyborgs can open/close a morgue if the click on the main structure but they couldn't interact with the trays if they are open, instead needing to click on the main structure to close it.
2021-10-09 09:39:38 +01:00

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/* Morgue stuff
* Contains:
* Morgue
* Morgue tray
* Crematorium
* Creamatorium
* Crematorium tray
* Crematorium button
*/
/*
* Bodycontainer
* Parent class for morgue and crematorium
* For overriding only
*/
GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants and other ghosties.
/obj/structure/bodycontainer
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = TRUE
anchored = TRUE
max_integrity = 400
var/obj/structure/tray/connected = null
var/locked = FALSE
dir = SOUTH
var/message_cooldown
var/breakout_time = 600
/obj/structure/bodycontainer/Initialize(mapload)
. = ..()
GLOB.bodycontainers += src
recursive_organ_check(src)
/obj/structure/bodycontainer/Destroy()
GLOB.bodycontainers -= src
open()
if(connected)
QDEL_NULL(connected)
return ..()
/obj/structure/bodycontainer/on_log(login)
..()
update_appearance()
/obj/structure/bodycontainer/relaymove(mob/living/user, direction)
if(user.stat || !isturf(loc))
return
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, span_warning("[src]'s door won't budge!"))
return
open()
/obj/structure/bodycontainer/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/bodycontainer/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(locked)
to_chat(user, span_danger("It's locked."))
return
if(!connected)
to_chat(user, "That doesn't appear to have a tray.")
return
if(connected.loc == src)
open()
else
close()
add_fingerprint(user)
/obj/structure/bodycontainer/attack_robot(mob/user)
if(!user.Adjacent(src))
return
return attack_hand(user)
/obj/structure/bodycontainer/attackby(obj/P, mob/user, params)
add_fingerprint(user)
if(istype(P, /obj/item/pen))
if(!user.is_literate())
to_chat(user, span_notice("You scribble illegibly on the side of [src]!"))
return
var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
if (user.get_active_held_item() != P)
return
if(!user.canUseTopic(src, BE_CLOSE))
return
if (t)
name = text("[]- '[]'", initial(name), t)
else
name = initial(name)
else
return ..()
/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
if (!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/iron (loc, 5)
recursive_organ_check(src)
qdel(src)
/obj/structure/bodycontainer/container_resist_act(mob/living/user)
if(!locked)
open()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message(null, \
span_notice("You lean on the back of [src] and start pushing the tray open... (this will take about [DisplayTimeText(breakout_time)].)"), \
span_hear("You hear a metallic creaking from [src]."))
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message(span_warning("[user] successfully broke out of [src]!"), \
span_notice("You successfully break out of [src]!"))
open()
/obj/structure/bodycontainer/proc/open()
recursive_organ_check(src)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
var/turf/T = get_step(src, dir)
if (connected)
connected.setDir(dir)
for(var/atom/movable/AM in src)
AM.forceMove(T)
update_appearance()
/obj/structure/bodycontainer/proc/close()
playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
for(var/atom/movable/AM in connected.loc)
if(!AM.anchored || AM == connected)
if(ismob(AM) && !isliving(AM))
continue
AM.forceMove(src)
recursive_organ_check(src)
update_appearance()
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
/*
* Morgue
*/
/obj/structure/bodycontainer/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them. Now includes a high-tech alert system."
icon_state = "morgue1"
dir = EAST
/// Whether or not this morgue beeps to alert parameds of revivable corpses.
var/beeper = TRUE
/// The minimum time between beeps.
var/beep_cooldown = 5 SECONDS
/// The cooldown to prevent this from spamming beeps.
COOLDOWN_DECLARE(next_beep)
/obj/structure/bodycontainer/morgue/Initialize(mapload)
. = ..()
connected = new/obj/structure/tray/m_tray(src)
connected.connected = src
/obj/structure/bodycontainer/morgue/examine(mob/user)
. = ..()
. += span_notice("The speaker is [beeper ? "enabled" : "disabled"]. Alt-click to toggle it.")
/obj/structure/bodycontainer/morgue/AltClick(mob/user)
..()
if(!user.canUseTopic(src, !issilicon(user)))
return
beeper = !beeper
to_chat(user, span_notice("You turn the speaker function [beeper ? "on" : "off"]."))
/obj/structure/bodycontainer/morgue/update_icon_state()
if(!connected || connected.loc != src) // Open or tray is gone.
icon_state = "morgue0"
return ..()
if(contents.len == 1) // Empty
icon_state = "morgue1"
return ..()
var/list/compiled = get_all_contents_type(/mob/living) // Search for mobs in all contents.
if(!length(compiled)) // No mobs?
icon_state = "morgue3"
return ..()
for(var/mob/living/M in compiled)
var/mob/living/mob_occupant = get_mob_or_brainmob(M)
if(mob_occupant.client && !mob_occupant.suiciding && !(HAS_TRAIT(mob_occupant, TRAIT_BADDNA)))
icon_state = "morgue4" // Revivable
if(mob_occupant.stat == DEAD && beeper && COOLDOWN_FINISHED(src, next_beep))
playsound(src, 'sound/weapons/gun/general/empty_alarm.ogg', 50, FALSE) //Revive them you blind fucks
COOLDOWN_START(src, next_beep, beep_cooldown)
return ..()
icon_state = "morgue2" // Dead, brainded mob.
return ..()
/obj/item/paper/guides/jobs/medical/morgue
name = "morgue memo"
info = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure to leave.</font><BR><BR><font size='4'><font color=red>Red lights mean there's a plain ol' dead body inside.</font><BR><BR><font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue system detects the body may be able to be brought back to life.</font></font><BR><font size='2'>I don't know how that works, but keep it away from the kitchen and go yell at the geneticists.</font><BR><BR>- CentCom medical inspector"
/*
* Crematorium
*/
GLOBAL_LIST_EMPTY(crematoriums)
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbecue nights."
icon_state = "crema1"
base_icon_state = "crema"
dir = SOUTH
var/id = 1
/obj/structure/bodycontainer/crematorium/Initialize(mapload)
. = ..()
GLOB.crematoriums += src
connected = new /obj/structure/tray/c_tray(src)
connected.connected = src
/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
to_chat(user, span_warning("[src] is locked against you."))
return
/obj/structure/bodycontainer/crematorium/Destroy()
GLOB.crematoriums -= src
return ..()
/obj/structure/bodycontainer/crematorium/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
id = "[port.id]_[id]"
/obj/structure/bodycontainer/crematorium/update_icon_state()
if(!connected || connected.loc != src)
icon_state = "[base_icon_state]0"
return ..()
if(locked)
icon_state = "[base_icon_state]_active"
return ..()
icon_state = "[base_icon_state][(contents.len > 1) ? 2 : 1]"
return ..()
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
if(locked)
return //don't let you cremate something twice or w/e
// Make sure we don't delete the actual morgue and its tray
var/list/conts = get_all_contents() - src - connected
if(!conts.len)
audible_message(span_hear("You hear a hollow crackle."))
return
else
audible_message(span_hear("You hear a roar as the crematorium activates."))
locked = TRUE
update_appearance()
for(var/mob/living/M in conts)
if (M.stat != DEAD)
M.emote("scream")
if(user)
log_combat(user, M, "cremated")
else
M.log_message("was cremated", LOG_ATTACK)
M.death(1)
if(M) //some animals get automatically deleted on death.
M.ghostize()
qdel(M)
for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
qdel(O)
if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
new/obj/effect/decal/cleanable/ash/crematorium(src)
sleep(30)
if(!QDELETED(src))
locked = FALSE
update_appearance()
playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE) //you horrible people
/obj/structure/bodycontainer/crematorium/creamatorium
name = "creamatorium"
desc = "A human incinerator. Works well during ice cream socials."
/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
var/list/icecreams = new()
for(var/mob/living/i_scream as anything in get_all_contents_type(/mob/living))
var/obj/item/food/icecream/IC = new(null, list(ICE_CREAM_MOB = list(null, i_scream.name)))
icecreams += IC
. = ..()
for(var/obj/IC in icecreams)
IC.forceMove(src)
/*
* Generic Tray
* Parent class for morguetray and crematoriumtray
* For overriding only
*/
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = TRUE
var/obj/structure/bodycontainer/connected = null
anchored = TRUE
pass_flags_self = LETPASSTHROW
max_integrity = 350
/obj/structure/tray/Destroy()
if(connected)
connected.connected = null
connected.update_appearance()
connected = null
return ..()
/obj/structure/tray/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/iron (loc, 2)
qdel(src)
/obj/structure/tray/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/tray/attack_robot(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/tray/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if (src.connected)
connected.close()
add_fingerprint(user)
else
to_chat(user, span_warning("That's not connected to anything!"))
/obj/structure/tray/attackby(obj/P, mob/user, params)
if(!istype(P, /obj/item/riding_offhand))
return ..()
var/obj/item/riding_offhand/riding_item = P
var/mob/living/carried_mob = riding_item.rider
if(carried_mob == user) //Piggyback user.
return
user.unbuckle_mob(carried_mob)
MouseDrop_T(carried_mob, user)
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
if(!ismovable(O) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
return
if(!ismob(O))
if(!istype(O, /obj/structure/closet/body_bag))
return
else
var/mob/M = O
if(M.buckled)
return
if(!ismob(user) || user.incapacitated())
return
if(isliving(user))
var/mob/living/L = user
if(L.body_position == LYING_DOWN)
return
O.forceMove(src.loc)
if (user != O)
visible_message(span_warning("[user] stuffs [O] into [src]."))
return
/*
* Crematorium tray
*/
/obj/structure/tray/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon_state = "cremat"
/*
* Morgue tray
*/
/obj/structure/tray/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon_state = "morguet"
pass_flags_self = PASSTABLE
/obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE