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