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Bubberstation/code/game/objects/structures/morgue.dm
SkyratBot 2a355aeed2 [MIRROR] Ice cream now gives a chilling food effect (plus small food haste buff) (#26914)
* Ice cream now gives a chilling food effect (plus small food haste buff) (#81719)

## About The Pull Request
We have a `crafted_food_buff` in the code meant for specific food buffs
(and perhaps one day, debuffs) that has gone unused ever since it was
created during the 'Foodening' PR.

Anyway, yeah, this PR takes the fire step to implement it with ice cream
and other frozen treats.

Frozen treats (all food found in the `food/frozen.dm` file) have it by
default. Other ice cream holders such as waffles cones (and now regular
waffles too!) can aquire it when filled with ice cream. Using the ice
cream vat also adds the 'Chef Made' trait now, which is required for
food effects to happen.

Also very slight food effect refactor. There's no need to have five
different alert screen objects when only have to switch icon states.

This PR also adds an action speed modifier to the generic 'haste' food
effect. I'm confident the original creator would have done that too, but
action speed modifiers aren't as well-known.

## Why It's Good For The Game
People tend to make one feature, call it a day and then move on to the
next. Food effects are nice, however they're barely implemented, and I
don't like food being all the same-ish in the end.

## Changelog

🆑
add: Ice cream and frozen treats now have a chilling effect.
add: You can add a scoop of ice cream on waffles.
balance: added an action speed modifier to the generic food haste effect
(you do things, and not just run, an itsy bitsy faster)
/🆑

* Ice cream now gives a chilling food effect (plus small food haste buff)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-16 22:50:16 -04:00

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///The cooldown between messages when attempting to break out of a morgue tray.
#define BREAKOUT_COOLDOWN (5 SECONDS)
///The amount of time it takes to break out of a morgue tray.
#define BREAKDOWN_TIME (60 SECONDS)
/obj/item/paper/guides/jobs/medical/morgue
name = "morgue memo"
default_raw_text = "<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 coroner.</font><BR><BR>- CentCom medical inspector"
/* 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/structures.dmi'//ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "morgue1"
density = TRUE
anchored = TRUE
max_integrity = 400
pass_flags_self = LETPASSTHROW | PASSSTRUCTURE
dir = SOUTH
///The morgue tray this container will open/close to put/take things in/out.
var/obj/structure/tray/connected
///Boolean on whether we're locked and will not allow the tray to be opened.
var/locked = FALSE
///Cooldown between breakout msesages.
COOLDOWN_DECLARE(breakout_message_cooldown)
/obj/structure/bodycontainer/Initialize(mapload)
. = ..()
if(connected)
connected = new connected(src)
connected.connected = src
GLOB.bodycontainers += src
register_context()
/obj/structure/bodycontainer/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(!locked)
context[SCREENTIP_CONTEXT_LMB] = "Open/Close"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/bodycontainer/Destroy()
GLOB.bodycontainers -= src
open()
if(connected)
QDEL_NULL(connected)
return ..()
/obj/structure/bodycontainer/on_log(login)
..()
update_appearance(UPDATE_ICON)
/obj/structure/bodycontainer/relaymove(mob/living/user, direction)
if(user.stat || !isturf(loc))
return
if(locked)
if(COOLDOWN_FINISHED(src, breakout_message_cooldown))
COOLDOWN_START(src, breakout_message_cooldown, BREAKOUT_COOLDOWN)
to_chat(user, span_warning("[src]'s door won't budge!"))
return
open()
/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_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/bodycontainer/attack_robot(mob/user)
if(!user.Adjacent(src))
return
return attack_hand(user)
/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
if (!(obj_flags & NO_DECONSTRUCTION))
new /obj/item/stack/sheet/iron(loc, 5)
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(BREAKDOWN_TIME)].)"), \
span_hear("You hear a metallic creaking from [src]."))
if(!do_after(user, BREAKDOWN_TIME, target = src))
return
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/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)
/obj/structure/bodycontainer/proc/open()
playsound(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(isliving(AM))
var/mob/living/living_mob = AM
if(living_mob.incorporeal_move)
continue
else if(istype(AM, /obj/effect/dummy/phased_mob))
continue
else if(isdead(AM))
continue
AM.forceMove(src)
update_appearance()
#define MORGUE_EMPTY 1
#define MORGUE_NO_MOBS 2
#define MORGUE_ONLY_BRAINDEAD 3
#define MORGUE_HAS_REVIVABLE 4
/*
* Morgue
*/
/obj/structure/bodycontainer/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them. Includes a high-tech alert system."
icon_state = "morgue1"
base_icon_state = "morgue"
dir = EAST
connected = /obj/structure/tray/m_tray
/// Whether or not this morgue beeps to alert parameds of revivable corpses.
var/beeper = TRUE
/// The minimum time between beeps.
var/beep_cooldown = 1 MINUTES
/// Whether this morgue tray has revivables or not
var/morgue_state = MORGUE_EMPTY
/// The cooldown to prevent this from spamming beeps.
COOLDOWN_DECLARE(next_beep)
/// Internal air of this morgue, for cooling purposes.
var/datum/gas_mixture/internal_air
/// The rate at which the internal air mixture cools
var/cooling_rate_per_second = 4
/// Minimum temperature of the internal air mixture
var/minimum_temperature = T0C - 60
/obj/structure/bodycontainer/morgue/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
/obj/structure/bodycontainer/morgue/LateInitialize()
. = ..()
var/datum/gas_mixture/external_air = loc.return_air()
if(external_air)
internal_air = external_air.copy()
else
internal_air = new()
START_PROCESSING(SSobj, src)
/obj/structure/bodycontainer/morgue/return_air()
return internal_air
/obj/structure/bodycontainer/morgue/process(seconds_per_tick)
update_morgue_status()
update_appearance(UPDATE_ICON_STATE)
if(morgue_state == MORGUE_HAS_REVIVABLE && 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)
if(!connected || connected.loc != src)
var/datum/gas_mixture/current_exposed_air = loc.return_air()
if(!current_exposed_air)
return
// The internal air won't cool down the external air when the freezer is opened.
internal_air.temperature = max(current_exposed_air.temperature, internal_air.temperature)
if(current_exposed_air.equalize(internal_air))
var/turf/location = get_turf(src)
location.air_update_turf()
else
if(internal_air.temperature <= minimum_temperature)
return
var/temperature_decrease_this_tick = min(cooling_rate_per_second * seconds_per_tick, internal_air.temperature - minimum_temperature)
internal_air.temperature -= temperature_decrease_this_tick
/obj/structure/bodycontainer/morgue/beeper_off
name = "secure morgue"
desc = "Used to keep bodies in until someone fetches them. Starts with their beeper off."
beeper = FALSE
/obj/structure/bodycontainer/morgue/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
context[SCREENTIP_CONTEXT_ALT_LMB] = "[beeper ? "disable beeper" : "enable beeper"]"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/bodycontainer/morgue/proc/update_morgue_status()
if(length(contents) <= 1)
morgue_state = MORGUE_EMPTY
return
var/list/stored_living = get_all_contents_type(/mob/living) // Search for mobs in all contents.
if(!length(stored_living))
morgue_state = MORGUE_NO_MOBS
return
if(obj_flags & EMAGGED)
morgue_state = MORGUE_ONLY_BRAINDEAD
return
for(var/mob/living/occupant as anything in stored_living)
if(occupant.stat == DEAD)
if(iscarbon(occupant))
var/mob/living/carbon/carbon_occupant = occupant
if(!carbon_occupant.can_defib_client())
continue
else
if(HAS_TRAIT(occupant, TRAIT_SUICIDED) || HAS_TRAIT(occupant, TRAIT_BADDNA) || (!occupant.key && !occupant.get_ghost(FALSE, TRUE)))
continue
morgue_state = MORGUE_HAS_REVIVABLE
return
morgue_state = MORGUE_ONLY_BRAINDEAD
/obj/structure/bodycontainer/morgue/proc/handle_bodybag_enter(obj/structure/closet/body_bag/arrived_bag)
if(!arrived_bag.tag_name)
return
name = "[initial(name)] - ([arrived_bag.tag_name])"
update_appearance(UPDATE_ICON)
/obj/structure/bodycontainer/morgue/proc/handle_bodybag_exit(obj/structure/closet/body_bag/exited_bag)
name = initial(name)
update_appearance(UPDATE_ICON)
/obj/structure/bodycontainer/morgue/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
. = ..()
if(istype(arrived, /obj/structure/closet/body_bag))
return handle_bodybag_enter(arrived)
/obj/structure/bodycontainer/morgue/close()
. = ..()
update_morgue_status()
update_appearance(UPDATE_ICON_STATE)
/obj/structure/bodycontainer/morgue/Exited(atom/movable/gone, direction)
. = ..()
if(istype(gone, /obj/structure/closet/body_bag))
return handle_bodybag_exit(gone)
/obj/structure/bodycontainer/morgue/open()
. = ..()
update_morgue_status()
update_appearance(UPDATE_ICON_STATE)
/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.can_perform_action(src, (ALLOW_SILICON_REACH|ALLOW_RESTING)))
return
beeper = !beeper
to_chat(user, span_notice("You turn the speaker function [beeper ? "on" : "off"]."))
/obj/structure/bodycontainer/morgue/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
balloon_alert(user, "alert system overloaded")
obj_flags |= EMAGGED
update_appearance(UPDATE_ICON)
return TRUE
/obj/structure/bodycontainer/morgue/update_icon_state()
if(!connected || connected.loc != src) // Open or tray is gone.
icon_state = "morgue0"
return ..()
if(morgue_state == MORGUE_EMPTY) // Empty
icon_state = "morgue1"
return ..()
if(morgue_state == MORGUE_NO_MOBS) // No mobs?
icon_state = "morgue3"
return ..()
if(morgue_state == MORGUE_HAS_REVIVABLE)
icon_state = "morgue4" // Revivable
return ..()
if(morgue_state == MORGUE_ONLY_BRAINDEAD)
icon_state = "morgue2" // Dead, brainded mob.
return ..()
/obj/structure/bodycontainer/morgue/update_overlays()
. = ..()
underlays.Cut()
if(name != initial(name))
. += "[base_icon_state]_label"
#undef MORGUE_EMPTY
#undef MORGUE_NO_MOBS
#undef MORGUE_ONLY_BRAINDEAD
#undef MORGUE_HAS_REVIVABLE
/*
* Crematorium
*/
GLOBAL_LIST_EMPTY(crematoriums)
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbecue nights."
icon = 'icons/obj/machines/crematorium.dmi'
icon_state = "crema1"
base_icon_state = "crema"
dir = SOUTH
connected = /obj/structure/tray/c_tray
var/id = 1
/obj/structure/bodycontainer/crematorium/Initialize(mapload)
. = ..()
GLOB.crematoriums += src
/obj/structure/bodycontainer/crematorium/Destroy()
GLOB.crematoriums -= src
return ..()
/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/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
id = "[port.shuttle_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.incorporeal_move) //can't cook revenants!
continue
if (M.stat != DEAD)
M.emote("scream")
if(user)
log_combat(user, M, "cremated")
else
M.log_message("was cremated", LOG_ATTACK)
if(user.stat != DEAD)
user.investigate_log("has died from being cremated.", INVESTIGATE_DEATHS)
M.death(TRUE)
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
// SKYRAT EDIT ADDITION
if(istype(O, /obj/item/goldeneye_key))
continue
// SKYRAT EDIT END
if(istype(O, /obj/effect/dummy/phased_mob)) //they're not physical, don't burn em.
continue
qdel(O)
if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
new/obj/effect/decal/cleanable/ash(src)
sleep(3 SECONDS)
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 = list()
for(var/mob/living/i_scream as anything in get_all_contents_type(/mob/living))
icecreams += new /obj/item/food/icecream(null, list(ICE_CREAM_MOB = list(null, i_scream.name)))
. = ..()
for(var/obj/ice_cream as anything in icecreams)
ice_cream.forceMove(src)
/*
* Generic Tray
* Parent class for morguetray and crematoriumtray
* For overriding only
*/
/obj/structure/tray
icon = 'icons/obj/machines/crematorium.dmi'
density = TRUE
anchored = TRUE
pass_flags_self = PASSTABLE | LETPASSTHROW
max_integrity = 350
///The bodycontainer we are a tray to.
var/obj/structure/bodycontainer/connected
/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 (connected)
connected.close()
else
to_chat(user, span_warning("That's not connected to anything!"))
add_fingerprint(user)
/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 = 'icons/obj/structures.dmi'
icon_state = "morguet"
pass_flags_self = PASSTABLE | LETPASSTHROW
/obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE
#undef BREAKOUT_COOLDOWN
#undef BREAKDOWN_TIME