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## About The Pull Request Firstly, this var was on `/mob`, even though only `/mob/living` and `/mob/dead` could have ever used it, so who knows how much needless memory it was consuming on stuff such as `oranges_ear` that would never ever ever use something like this. Edit: okay instead of memory it just polluted variable edit windows for all /mob when it didn't need to. I like having a slim VV window Secondly, it's a technical improvement over the previous system as we are able to "track" where a suicide originates from, and how we can track that from mob-to-mob-to-mob. Previously, the boolean `suiciding` would only inform us if they had ever been connected to a mob that had ever committed suicide, but now we are able to precisely determine which mob gave them the trait that they must now apparently bear until the round restarts. ## Why It's Good For The Game Less memory usage, more indepth ability to track suicides in case you really need that dexterity. Currently no implemented code could benefit from using it, but it would be pretty neat if someone could figure out a way to have someone be guilt-tripped whenever they look into a mirror and seeing the reflection of their past life? This PR won't actually help you code that and it'll probably require a bit more work, but it's a possibility of some cool interactions you can do when you have this information available to you.  ## Changelog 🆑 refactor: Some aspects of how we track suicides from your living mob to your observer have changed- please do let us know if anything has broken via a GitHub Issue Report. /🆑 There's probably some technical improvements that can be made in some parts of the code I reworked to accommodate this change, do let me know if you spot any easy ones (or fuckups). a lot of excess comes from the fact that any step in the TRAIT framework trusts that you are passing in a valid datum (or subtype) so that's a thing
412 lines
12 KiB
Plaintext
412 lines
12 KiB
Plaintext
/* Morgue stuff
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* Contains:
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* Morgue
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* Morgue tray
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* Crematorium
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* Creamatorium
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* Crematorium tray
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* Crematorium button
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*/
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/*
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* Bodycontainer
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* Parent class for morgue and crematorium
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* For overriding only
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*/
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GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants and other ghosties.
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/obj/structure/bodycontainer
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue1"
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density = TRUE
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anchored = TRUE
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max_integrity = 400
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pass_flags_self = LETPASSTHROW | PASSSTRUCTURE
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var/obj/structure/tray/connected = null
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var/locked = FALSE
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dir = SOUTH
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var/message_cooldown
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var/breakout_time = 600
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/obj/structure/bodycontainer/Initialize(mapload)
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. = ..()
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GLOB.bodycontainers += src
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toggle_organ_decay(src)
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/obj/structure/bodycontainer/Destroy()
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GLOB.bodycontainers -= src
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open()
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if(connected)
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QDEL_NULL(connected)
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return ..()
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/obj/structure/bodycontainer/on_log(login)
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..()
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update_appearance()
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/obj/structure/bodycontainer/Exited(atom/movable/gone, direction)
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. = ..()
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update_appearance()
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/obj/structure/bodycontainer/relaymove(mob/living/user, direction)
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if(user.stat || !isturf(loc))
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return
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if(locked)
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if(message_cooldown <= world.time)
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message_cooldown = world.time + 50
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to_chat(user, span_warning("[src]'s door won't budge!"))
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return
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open()
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/obj/structure/bodycontainer/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/bodycontainer/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(locked)
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to_chat(user, span_danger("It's locked."))
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return
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if(!connected)
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to_chat(user, "That doesn't appear to have a tray.")
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return
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if(connected.loc == src)
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open()
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else
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close()
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add_fingerprint(user)
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/obj/structure/bodycontainer/attack_robot(mob/user)
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if(!user.Adjacent(src))
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return
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return attack_hand(user)
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/obj/structure/bodycontainer/attackby(obj/P, mob/user, params)
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add_fingerprint(user)
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if(istype(P, /obj/item/pen))
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if(!user.can_write(P))
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return
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var/t = tgui_input_text(user, "What would you like the label to be?", text("[]", name), null)
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if (user.get_active_held_item() != P)
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return
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if(!user.can_perform_action(src))
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return
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if (t)
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name = text("[]- '[]'", initial(name), t)
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else
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name = initial(name)
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else
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return ..()
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/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
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if (!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/iron (loc, 5)
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toggle_organ_decay(src)
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qdel(src)
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/obj/structure/bodycontainer/container_resist_act(mob/living/user)
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if(!locked)
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open()
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return
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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user.visible_message(null, \
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span_notice("You lean on the back of [src] and start pushing the tray open... (this will take about [DisplayTimeText(breakout_time)].)"), \
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span_hear("You hear a metallic creaking from [src]."))
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if(do_after(user,(breakout_time), target = src))
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if(!user || user.stat != CONSCIOUS || user.loc != src )
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return
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user.visible_message(span_warning("[user] successfully broke out of [src]!"), \
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span_notice("You successfully break out of [src]!"))
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open()
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/obj/structure/bodycontainer/proc/open()
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toggle_organ_decay(src)
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
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var/turf/T = get_step(src, dir)
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if (connected)
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connected.setDir(dir)
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for(var/atom/movable/AM in src)
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AM.forceMove(T)
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update_appearance()
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/obj/structure/bodycontainer/proc/close()
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playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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for(var/atom/movable/AM in connected.loc)
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if(!AM.anchored || AM == connected)
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if(ismob(AM))
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if(!isliving(AM))
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continue
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var/mob/living/living_mob = AM
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if(living_mob.incorporeal_move)
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continue
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else if(istype(AM, /obj/effect/dummy/phased_mob))
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continue
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AM.forceMove(src)
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toggle_organ_decay(src)
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update_appearance()
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/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
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/*
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* Morgue
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*/
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/obj/structure/bodycontainer/morgue
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name = "morgue"
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desc = "Used to keep bodies in until someone fetches them. Now includes a high-tech alert system."
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icon_state = "morgue1"
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dir = EAST
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/// Whether or not this morgue beeps to alert parameds of revivable corpses.
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var/beeper = TRUE
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/// The minimum time between beeps.
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var/beep_cooldown = 5 SECONDS
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/// The cooldown to prevent this from spamming beeps.
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COOLDOWN_DECLARE(next_beep)
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/obj/structure/bodycontainer/morgue/Initialize(mapload)
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. = ..()
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connected = new/obj/structure/tray/m_tray(src)
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connected.connected = src
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/obj/structure/bodycontainer/morgue/examine(mob/user)
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. = ..()
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. += span_notice("The speaker is [beeper ? "enabled" : "disabled"]. Alt-click to toggle it.")
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/obj/structure/bodycontainer/morgue/AltClick(mob/user)
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..()
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if(!user.can_perform_action(src, ALLOW_SILICON_REACH))
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return
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beeper = !beeper
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to_chat(user, span_notice("You turn the speaker function [beeper ? "on" : "off"]."))
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/obj/structure/bodycontainer/morgue/update_icon_state()
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if(!connected || connected.loc != src) // Open or tray is gone.
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icon_state = "morgue0"
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return ..()
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if(contents.len == 1) // Empty
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icon_state = "morgue1"
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return ..()
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var/list/compiled = get_all_contents_type(/mob/living) // Search for mobs in all contents.
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if(!length(compiled)) // No mobs?
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icon_state = "morgue3"
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return ..()
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for(var/mob/living/M in compiled)
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var/mob/living/mob_occupant = get_mob_or_brainmob(M)
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if(mob_occupant.client && !(HAS_TRAIT(mob_occupant, TRAIT_SUICIDED))&& !(HAS_TRAIT(mob_occupant, TRAIT_BADDNA)))
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icon_state = "morgue4" // Revivable
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if(mob_occupant.stat == DEAD && beeper && COOLDOWN_FINISHED(src, next_beep))
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playsound(src, 'sound/weapons/gun/general/empty_alarm.ogg', 50, FALSE) //Revive them you blind fucks
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COOLDOWN_START(src, next_beep, beep_cooldown)
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return ..()
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icon_state = "morgue2" // Dead, brainded mob.
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return ..()
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/obj/item/paper/guides/jobs/medical/morgue
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name = "morgue memo"
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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 geneticists.</font><BR><BR>- CentCom medical inspector"
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/*
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* Crematorium
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*/
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GLOBAL_LIST_EMPTY(crematoriums)
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/obj/structure/bodycontainer/crematorium
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name = "crematorium"
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desc = "A human incinerator. Works well on barbecue nights."
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icon_state = "crema1"
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base_icon_state = "crema"
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dir = SOUTH
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var/id = 1
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/obj/structure/bodycontainer/crematorium/Initialize(mapload)
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. = ..()
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GLOB.crematoriums += src
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connected = new /obj/structure/tray/c_tray(src)
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connected.connected = src
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/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
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to_chat(user, span_warning("[src] is locked against you."))
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return
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/obj/structure/bodycontainer/crematorium/Destroy()
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GLOB.crematoriums -= src
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return ..()
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/obj/structure/bodycontainer/crematorium/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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id = "[port.shuttle_id]_[id]"
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/obj/structure/bodycontainer/crematorium/update_icon_state()
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if(!connected || connected.loc != src)
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icon_state = "[base_icon_state]0"
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return ..()
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if(locked)
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icon_state = "[base_icon_state]_active"
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return ..()
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icon_state = "[base_icon_state][(contents.len > 1) ? 2 : 1]"
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return ..()
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/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
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if(locked)
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return //don't let you cremate something twice or w/e
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// Make sure we don't delete the actual morgue and its tray
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var/list/conts = get_all_contents() - src - connected
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if(!conts.len)
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audible_message(span_hear("You hear a hollow crackle."))
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return
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else
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audible_message(span_hear("You hear a roar as the crematorium activates."))
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locked = TRUE
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update_appearance()
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for(var/mob/living/M in conts)
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if(M.incorporeal_move) //can't cook revenants!
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continue
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if (M.stat != DEAD)
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M.emote("scream")
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if(user)
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log_combat(user, M, "cremated")
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else
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M.log_message("was cremated", LOG_ATTACK)
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if(user.stat != DEAD)
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user.investigate_log("has died from being cremated.", INVESTIGATE_DEATHS)
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M.death(TRUE)
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if(M) //some animals get automatically deleted on death.
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M.ghostize()
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qdel(M)
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for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
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if(istype(O, /obj/effect/dummy/phased_mob)) //they're not physical, don't burn em.
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continue
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qdel(O)
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if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
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new/obj/effect/decal/cleanable/ash/crematorium(src)
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sleep(3 SECONDS)
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if(!QDELETED(src))
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locked = FALSE
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update_appearance()
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playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE) //you horrible people
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/obj/structure/bodycontainer/crematorium/creamatorium
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name = "creamatorium"
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desc = "A human incinerator. Works well during ice cream socials."
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/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
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var/list/icecreams = new()
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for(var/mob/living/i_scream as anything in get_all_contents_type(/mob/living))
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var/obj/item/food/icecream/IC = new(null, list(ICE_CREAM_MOB = list(null, i_scream.name)))
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icecreams += IC
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. = ..()
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for(var/obj/IC in icecreams)
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IC.forceMove(src)
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/*
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* Generic Tray
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* Parent class for morguetray and crematoriumtray
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* For overriding only
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*/
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/obj/structure/tray
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icon = 'icons/obj/stationobjs.dmi'
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density = TRUE
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var/obj/structure/bodycontainer/connected = null
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anchored = TRUE
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pass_flags_self = PASSTABLE | LETPASSTHROW
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max_integrity = 350
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/obj/structure/tray/Destroy()
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if(connected)
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connected.connected = null
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connected.update_appearance()
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connected = null
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return ..()
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/obj/structure/tray/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron (loc, 2)
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qdel(src)
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/obj/structure/tray/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/tray/attack_robot(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/tray/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if (src.connected)
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connected.close()
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add_fingerprint(user)
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else
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to_chat(user, span_warning("That's not connected to anything!"))
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/obj/structure/tray/attackby(obj/P, mob/user, params)
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if(!istype(P, /obj/item/riding_offhand))
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return ..()
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var/obj/item/riding_offhand/riding_item = P
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var/mob/living/carried_mob = riding_item.rider
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if(carried_mob == user) //Piggyback user.
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return
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user.unbuckle_mob(carried_mob)
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MouseDrop_T(carried_mob, user)
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/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
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if(!ismovable(O) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
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return
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if(!ismob(O))
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if(!istype(O, /obj/structure/closet/body_bag))
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return
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else
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var/mob/M = O
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if(M.buckled)
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return
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if(!ismob(user) || user.incapacitated())
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return
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if(isliving(user))
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var/mob/living/L = user
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if(L.body_position == LYING_DOWN)
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return
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O.forceMove(src.loc)
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if (user != O)
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visible_message(span_warning("[user] stuffs [O] into [src]."))
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return
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/*
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* Crematorium tray
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*/
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/obj/structure/tray/c_tray
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name = "crematorium tray"
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desc = "Apply body before burning."
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icon_state = "cremat"
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/*
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* Morgue tray
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*/
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/obj/structure/tray/m_tray
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name = "morgue tray"
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desc = "Apply corpse before closing."
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icon_state = "morguet"
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pass_flags_self = PASSTABLE | LETPASSTHROW
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/obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(.)
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return
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if(locate(/obj/structure/table) in get_turf(mover))
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return TRUE
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