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Bubberstation/code/modules/surgery/surgery_step.dm
T
John Willard 1674f25725 New Medical job: The Coroner (#75065)
## About The Pull Request

HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view

Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972

Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).

Coroners can perform autopsies on people to see their stats, like this

![image](https://user-images.githubusercontent.com/53777086/235369225-805d482c-56c0-441c-9ef8-a42d0a0192bc.png)

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.

Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.

The job in action


https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4

### Surgery changes

Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.

Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.

### Morgue Improvements

Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.

Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.

### Sprite credits

I can't fit it all in the Changelog, so this is who made what

McRamon
- Autopsy scanner

Tattax 
- Table clock sprites and in-hands

CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)

## Why It's Good For The Game

This is mostly explained in the hackmd, but the goal of this is:

1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.

## Changelog

🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-05 21:31:28 -04:00

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/datum/surgery_step
var/name
var/list/implements = list() //format is path = probability of success. alternatively
var/implement_type = null //the current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
var/accept_hand = FALSE //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
var/accept_any_item = FALSE //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
var/time = 10 //how long does the step take?
var/repeatable = FALSE //can this step be repeated? Make shure it isn't last step, or else the surgeon will be stuck in the loop
var/list/chems_needed = list() //list of chems needed to complete the step. Even on success, the step will have no effect if there aren't the chems required in the mob.
var/require_all_chems = TRUE //any on the list or all on the list?
var/silicons_obey_prob = FALSE
var/preop_sound //Sound played when the step is started
var/success_sound //Sound played if the step succeeded
var/failure_sound //Sound played if the step fails
/datum/surgery_step/proc/try_op(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
var/success = FALSE
if(surgery.organ_to_manipulate && !target.get_organ_slot(surgery.organ_to_manipulate))
to_chat(user, span_warning("[target] seems to be missing the organ necessary to complete this surgery!"))
return FALSE
if(accept_hand)
if(!tool)
success = TRUE
if(iscyborg(user))
success = TRUE
if(accept_any_item)
if(tool && tool_check(user, tool))
success = TRUE
else if(tool)
for(var/key in implements)
var/match = FALSE
if(ispath(key) && istype(tool, key))
match = TRUE
else if(tool.tool_behaviour == key)
match = TRUE
if(match)
implement_type = key
if(tool_check(user, tool))
success = TRUE
break
if(success)
if(target_zone == surgery.location)
if(get_location_accessible(target, target_zone) || (surgery.surgery_flags & SURGERY_IGNORE_CLOTHES))
initiate(user, target, target_zone, tool, surgery, try_to_fail)
else
to_chat(user, span_warning("You need to expose [target]'s [parse_zone(target_zone)] to perform surgery on it!"))
return TRUE //returns TRUE so we don't stab the guy in the dick or wherever.
if(repeatable)
var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
if(next_step)
surgery.status++
if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
return TRUE
else
surgery.status--
return FALSE
#define SURGERY_SLOWDOWN_CAP_MULTIPLIER 2 //increase to make surgery slower but fail less, and decrease to make surgery faster but fail more
///Modifier given to surgery speed for dissected bodies.
#define SURGERY_DISSECTION_MODIFIER 1.2
/datum/surgery_step/proc/initiate(mob/living/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
// Only followers of Asclepius have the ability to use Healing Touch and perform miracle feats of surgery.
// Prevents people from performing multiple simultaneous surgeries unless they're holding a Rod of Asclepius.
surgery.step_in_progress = TRUE
var/speed_mod = 1
var/fail_prob = 0//100 - fail_prob = success_prob
var/advance = FALSE
if(preop(user, target, target_zone, tool, surgery) == SURGERY_STEP_FAIL)
surgery.step_in_progress = FALSE
return FALSE
play_preop_sound(user, target, target_zone, tool, surgery) // Here because most steps overwrite preop
if(tool)
speed_mod = tool.toolspeed
if(HAS_TRAIT(target, TRAIT_DISSECTED))
speed_mod /= SURGERY_DISSECTION_MODIFIER
var/implement_speed_mod = 1
if(implement_type) //this means it isn't a require hand or any item step.
implement_speed_mod = implements[implement_type] / 100.0
speed_mod /= (get_location_modifier(target) * (1 + surgery.speed_modifier) * implement_speed_mod) * target.mob_surgery_speed_mod
var/modded_time = time * speed_mod
fail_prob = min(max(0, modded_time - (time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)),99)//if modded_time > time * modifier, then fail_prob = modded_time - time*modifier. starts at 0, caps at 99
modded_time = min(modded_time, time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)//also if that, then cap modded_time at time*modifier
if(iscyborg(user))//any immunities to surgery slowdown should go in this check.
modded_time = time
var/was_sleeping = (target.stat != DEAD && target.IsSleeping())
if(do_after(user, modded_time, target = target, interaction_key = user.has_status_effect(/datum/status_effect/hippocratic_oath) ? target : DOAFTER_SOURCE_SURGERY)) //If we have the hippocratic oath, we can perform one surgery on each target, otherwise we can only do one surgery in total.
var/chem_check_result = chem_check(target)
if((prob(100-fail_prob) || (iscyborg(user) && !silicons_obey_prob)) && chem_check_result && !try_to_fail)
if(success(user, target, target_zone, tool, surgery))
play_success_sound(user, target, target_zone, tool, surgery)
advance = TRUE
else
if(failure(user, target, target_zone, tool, surgery, fail_prob))
play_failure_sound(user, target, target_zone, tool, surgery)
advance = TRUE
if(chem_check_result)
return .(user, target, target_zone, tool, surgery, try_to_fail) //automatically re-attempt if failed for reason other than lack of required chemical
if(advance && !repeatable)
surgery.status++
if(surgery.status > surgery.steps.len)
surgery.complete(user)
if(target.stat == DEAD && was_sleeping && user.client)
user.client.give_award(/datum/award/achievement/misc/sandman, user)
surgery.step_in_progress = FALSE
return advance
/datum/surgery_step/proc/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to perform surgery on [target]..."),
span_notice("[user] begins to perform surgery on [target]."),
span_notice("[user] begins to perform surgery on [target]."),
)
/datum/surgery_step/proc/play_preop_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!preop_sound)
return
var/sound_file_use
if(islist(preop_sound))
for(var/typepath in preop_sound)//iterate and assign subtype to a list, works best if list is arranged from subtype first and parent last
if(istype(tool, typepath))
sound_file_use = preop_sound[typepath]
break
else
sound_file_use = preop_sound
playsound(get_turf(target), sound_file_use, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
/datum/surgery_step/proc/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = TRUE)
SEND_SIGNAL(user, COMSIG_MOB_SURGERY_STEP_SUCCESS, src, target, target_zone, tool, surgery, default_display_results)
if(default_display_results)
display_results(
user,
target,
span_notice("You succeed."),
span_notice("[user] succeeds!"),
span_notice("[user] finishes."),
)
return TRUE
/datum/surgery_step/proc/play_success_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!success_sound)
return
playsound(get_turf(target), success_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
/datum/surgery_step/proc/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
var/screwedmessage = ""
switch(fail_prob)
if(0 to 24)
screwedmessage = " You almost had it, though."
if(50 to 74)//25 to 49 = no extra text
screwedmessage = " This is hard to get right in these conditions..."
if(75 to 99)
screwedmessage = " This is practically impossible in these conditions..."
display_results(
user,
target,
span_warning("You screw up![screwedmessage]"),
span_warning("[user] screws up!"),
span_notice("[user] finishes."), TRUE) //By default the patient will notice if the wrong thing has been cut
return FALSE
/datum/surgery_step/proc/play_failure_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!failure_sound)
return
playsound(get_turf(target), failure_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
return TRUE
/datum/surgery_step/proc/chem_check(mob/living/target)
if(!LAZYLEN(chems_needed))
return TRUE
if(require_all_chems)
. = TRUE
for(var/reagent in chems_needed)
if(!target.reagents.has_reagent(reagent))
return FALSE
else
. = FALSE
for(var/reagent in chems_needed)
if(target.reagents.has_reagent(reagent))
return TRUE
/datum/surgery_step/proc/get_chem_list()
if(!LAZYLEN(chems_needed))
return
var/list/chems = list()
for(var/reagent in chems_needed)
var/datum/reagent/temp = GLOB.chemical_reagents_list[reagent]
if(temp)
var/chemname = temp.name
chems += chemname
return english_list(chems, and_text = require_all_chems ? " and " : " or ")
//Replaces visible_message during operations so only people looking over the surgeon can see them.
/datum/surgery_step/proc/display_results(mob/user, mob/living/target, self_message, detailed_message, vague_message, target_detailed = FALSE)
user.visible_message(detailed_message, self_message, vision_distance = 1, ignored_mobs = target_detailed ? null : target)
if(!target_detailed)
var/you_feel = pick("a brief pain", "your body tense up", "an unnerving sensation")
if(!vague_message)
if(detailed_message)
stack_trace("DIDN'T GET PASSED A VAGUE MESSAGE.")
vague_message = detailed_message
else
stack_trace("NO MESSAGES TO SEND TO TARGET!")
vague_message = span_notice("You feel [you_feel] as you are operated on.")
target.show_message(vague_message, MSG_VISUAL, span_notice("You feel [you_feel] as you are operated on."))
/**
* Sends a pain message to the target, including a chance of screaming.
*
* Arguments:
* * target - Who the message will be sent to
* * pain_message - The message to be displayed
* * mechanical_surgery - Boolean flag that represents if a surgery step is done on a mechanical limb (therefore does not force scream)
*/
/datum/surgery_step/proc/display_pain(mob/living/target, pain_message, mechanical_surgery = FALSE)
if(target.stat < UNCONSCIOUS)
to_chat(target, span_userdanger(pain_message))
if(prob(30) && !mechanical_surgery)
target.emote("scream")
#undef SURGERY_DISSECTION_MODIFIER
#undef SURGERY_SLOWDOWN_CAP_MULTIPLIER