Files
Bubberstation/code/_onclick/item_attack.dm
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

357 lines
15 KiB
Plaintext

/**
* This is the proc that handles the order of an item_attack.
*
* The order of procs called is:
* * [/atom/proc/tool_act] on the target. If it returns TOOL_ACT_TOOLTYPE_SUCCESS or TOOL_ACT_SIGNAL_BLOCKING, the chain will be stopped.
* * [/obj/item/proc/pre_attack] on src. If this returns TRUE, the chain will be stopped.
* * [/atom/proc/attackby] on the target. If it returns TRUE, the chain will be stopped.
* * [/obj/item/proc/afterattack]. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
var/is_right_clicking = LAZYACCESS(params2list(params), RIGHT_CLICK)
if(tool_behaviour && (target.tool_act(user, src, tool_behaviour, is_right_clicking) & TOOL_ACT_MELEE_CHAIN_BLOCKING))
return TRUE
var/pre_attack_result
if (is_right_clicking)
switch (pre_attack_secondary(target, user, params))
if (SECONDARY_ATTACK_CALL_NORMAL)
pre_attack_result = pre_attack(target, user, params)
if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return TRUE
if (SECONDARY_ATTACK_CONTINUE_CHAIN)
// Normal behavior
else
CRASH("pre_attack_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm")
else
pre_attack_result = pre_attack(target, user, params)
if(pre_attack_result)
return TRUE
var/attackby_result
if (is_right_clicking)
switch (target.attackby_secondary(src, user, params))
if (SECONDARY_ATTACK_CALL_NORMAL)
attackby_result = target.attackby(src, user, params)
if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return TRUE
if (SECONDARY_ATTACK_CONTINUE_CHAIN)
// Normal behavior
else
CRASH("attackby_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm")
else
attackby_result = target.attackby(src, user, params)
if (attackby_result)
return TRUE
if(QDELETED(src) || QDELETED(target))
attack_qdeleted(target, user, TRUE, params)
return TRUE
if (is_right_clicking)
var/after_attack_secondary_result = afterattack_secondary(target, user, TRUE, params)
// There's no chain left to continue at this point, so CANCEL_ATTACK_CHAIN and CONTINUE_CHAIN are functionally the same.
if (after_attack_secondary_result == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || after_attack_secondary_result == SECONDARY_ATTACK_CONTINUE_CHAIN)
return TRUE
var/afterattack_result = afterattack(target, user, TRUE, params)
if (!(afterattack_result & AFTERATTACK_PROCESSED_ITEM) && isitem(target))
if (isnull(user.get_inactive_held_item()))
SStutorials.suggest_tutorial(user, /datum/tutorial/switch_hands, params2list(params))
else
SStutorials.suggest_tutorial(user, /datum/tutorial/drop, params2list(params))
return afterattack_result & TRUE //this is really stupid but its needed because afterattack can return TRUE | FLAGS.
/// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user, modifiers)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
interact(user)
/// Called when the item is in the active hand, and right-clicked. Intended for alternate or opposite functions, such as lowering reagent transfer amount. At the moment, there is no verb or hotkey.
/obj/item/proc/attack_self_secondary(mob/user, modifiers)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF_SECONDARY, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/**
* Called on the item before it hits something
*
* Arguments:
* * atom/A - The atom about to be hit
* * mob/living/user - The mob doing the htting
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby!
if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
return FALSE //return TRUE to avoid calling attackby after this proc does stuff
/**
* Called on the item before it hits something, when right clicking.
*
* Arguments:
* * atom/target - The atom about to be hit
* * mob/living/user - The mob doing the htting
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/obj/item/proc/pre_attack_secondary(atom/target, mob/living/user, params)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK_SECONDARY, target, user, params)
if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
return SECONDARY_ATTACK_CONTINUE_CHAIN
return SECONDARY_ATTACK_CALL_NORMAL
/**
* Called on an object being hit by an item
*
* Arguments:
* * obj/item/attacking_item - The item hitting this atom
* * mob/user - The wielder of this item
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/atom/proc/attackby(obj/item/attacking_item, mob/user, params)
if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, attacking_item, user, params) & COMPONENT_NO_AFTERATTACK)
return TRUE
return FALSE
/**
* Called on an object being right-clicked on by an item
*
* Arguments:
* * obj/item/weapon - The item hitting this atom
* * mob/user - The wielder of this item
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/atom/proc/attackby_secondary(obj/item/weapon, mob/user, params)
var/signal_result = SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY_SECONDARY, weapon, user, params)
if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
return SECONDARY_ATTACK_CONTINUE_CHAIN
return SECONDARY_ATTACK_CALL_NORMAL
/obj/attackby(obj/item/attacking_item, mob/user, params)
return ..() || ((obj_flags & CAN_BE_HIT) && attacking_item.attack_atom(src, user, params))
/mob/living/attackby(obj/item/attacking_item, mob/living/user, params)
if(..())
return TRUE
user.changeNext_move(attacking_item.attack_speed)
return attacking_item.attack(src, user, params)
/mob/living/attackby_secondary(obj/item/weapon, mob/living/user, params)
var/result = weapon.attack_secondary(src, user, params)
// Normal attackby updates click cooldown, so we have to make up for it
if (result != SECONDARY_ATTACK_CALL_NORMAL)
if(weapon.secondary_attack_speed)
user.changeNext_move(weapon.secondary_attack_speed)
else
user.changeNext_move(weapon.attack_speed)
return result
/**
* Called from [/mob/living/proc/attackby]
*
* Arguments:
* * mob/living/target_mob - The mob being hit by this item
* * mob/living/user - The mob hitting with this item
* * params - Click params of this attack
*/
/obj/item/proc/attack(mob/living/target_mob, mob/living/user, params)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, user, params)
if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
if(signal_return & COMPONENT_SKIP_ATTACK)
return
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user, params)
if(item_flags & NOBLUDGEON)
return
if(damtype != STAMINA && force && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to harm other living beings!"))
return
if(!force && !HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND))
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
else if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), TRUE, extrarange = stealthy_audio ? SILENCED_SOUND_EXTRARANGE : -1, falloff_distance = 0)
target_mob.lastattacker = user.real_name
target_mob.lastattackerckey = user.ckey
if(force && target_mob == user && user.client)
user.client.give_award(/datum/award/achievement/misc/selfouch, user)
user.do_attack_animation(target_mob)
target_mob.attacked_by(src, user)
log_combat(user, target_mob, "attacked", src.name, "(COMBAT MODE: [uppertext(user.combat_mode)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
/// The equivalent of [/obj/item/proc/attack] but for alternate attacks, AKA right clicking
/obj/item/proc/attack_secondary(mob/living/victim, mob/living/user, params)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, params)
if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
return SECONDARY_ATTACK_CONTINUE_CHAIN
return SECONDARY_ATTACK_CALL_NORMAL
/// The equivalent of the standard version of [/obj/item/proc/attack] but for non mob targets.
/obj/item/proc/attack_atom(atom/attacked_atom, mob/living/user, params)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, attacked_atom, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return
if(item_flags & NOBLUDGEON)
return
user.changeNext_move(attack_speed)
user.do_attack_animation(attacked_atom)
attacked_atom.attacked_by(src, user)
/// Called from [/obj/item/proc/attack_atom] and [/obj/item/proc/attack] if the attack succeeds
/atom/proc/attacked_by(obj/item/attacking_item, mob/living/user)
if(!uses_integrity)
CRASH("attacked_by() was called on an object that doesnt use integrity!")
if(!attacking_item.force)
return
var/damage = take_damage(attacking_item.force, attacking_item.damtype, MELEE, 1)
//only witnesses close by and the victim see a hit message.
user.visible_message(span_danger("[user] hits [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \
span_danger("You hit [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "attacked", attacking_item)
/area/attacked_by(obj/item/attacking_item, mob/living/user)
CRASH("areas are NOT supposed to have attacked_by() called on them!")
/mob/living/attacked_by(obj/item/attacking_item, mob/living/user)
send_item_attack_message(attacking_item, user)
if(!attacking_item.force)
return FALSE
var/damage = attacking_item.force
if(mob_biotypes & MOB_ROBOTIC)
damage *= attacking_item.demolition_mod
apply_damage(damage, attacking_item.damtype, attacking_item = attacking_item)
if(attacking_item.damtype == BRUTE && prob(33))
attacking_item.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
return TRUE //successful attack
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
if(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE))
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
else
return ..()
/mob/living/basic/attacked_by(obj/item/I, mob/living/user)
if(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE))
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
else
return ..()
/**
* Last proc in the [/obj/item/proc/melee_attack_chain].
* Returns a bitfield containing AFTERATTACK_PROCESSED_ITEM if the user is likely intending to use this item on another item.
* Some consumers currently return TRUE to mean "processed". These are not consistent and should be taken with a grain of salt.
*
* Arguments:
* * atom/target - The thing that was hit
* * mob/user - The mob doing the hitting
* * proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
* * click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.
*/
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = NONE
. |= SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, src, proximity_flag, click_parameters)
SEND_SIGNAL(target, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, proximity_flag, click_parameters)
return .
/**
* Called at the end of the attack chain if the user right-clicked.
*
* Arguments:
* * atom/target - The thing that was hit
* * mob/user - The mob doing the hitting
* * proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
* * click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.
*/
/obj/item/proc/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK_SECONDARY, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK_SECONDARY, target, src, proximity_flag, click_parameters)
if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
return SECONDARY_ATTACK_CONTINUE_CHAIN
return SECONDARY_ATTACK_CALL_NORMAL
/// Called if the target gets deleted by our attack
/obj/item/proc/attack_qdeleted(atom/target, mob/user, proximity_flag, click_parameters)
SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters)
/obj/item/proc/get_clamped_volume()
if(w_class)
if(force)
return clamp((force + w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
else
return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart)
if(!I.force && !length(I.attack_verb_simple) && !length(I.attack_verb_continuous))
return
var/message_verb_continuous = length(I.attack_verb_continuous) ? "[pick(I.attack_verb_continuous)]" : "attacks"
var/message_verb_simple = length(I.attack_verb_simple) ? "[pick(I.attack_verb_simple)]" : "attack"
var/message_hit_area = ""
if(hit_area)
message_hit_area = " in the [hit_area]"
var/attack_message_spectator = "[src] [message_verb_continuous][message_hit_area] with [I]!"
var/attack_message_victim = "Something [message_verb_continuous] you[message_hit_area] with [I]!"
var/attack_message_attacker = "You [message_verb_simple] [src][message_hit_area] with [I]!"
if(user in viewers(src, null))
attack_message_spectator = "[user] [message_verb_continuous] [src][message_hit_area] with [I]!"
attack_message_victim = "[user] [message_verb_continuous] you[message_hit_area] with [I]!"
if(user == src)
attack_message_victim = "You [message_verb_simple] yourself[message_hit_area] with [I]."
visible_message(span_danger("[attack_message_spectator]"),\
span_userdanger("[attack_message_victim]"), null, COMBAT_MESSAGE_RANGE, user)
if(is_blind())
to_chat(src, span_danger("Someone hits you[message_hit_area]!"))
to_chat(user, span_danger("[attack_message_attacker]"))
return 1