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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>
201 lines
7.0 KiB
Plaintext
201 lines
7.0 KiB
Plaintext
/**
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* omen.dm: For when you want someone to have a really bad day
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*
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* When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
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* or hitting your head really hard when you slip and fall, or you get shocked by the tram rails at an unfortunate moment.
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*
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* Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
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*/
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/datum/component/omen
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
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var/obj/vessel
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/// If the omen is permanent, it will never go away
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var/permanent = FALSE
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/// Base probability of negative events. Cursed are half as unlucky.
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var/luck_mod = 1
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/// Base damage from negative events. Cursed take 25% less damage.
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var/damage_mod = 1
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/datum/component/omen/Initialize(vessel)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.vessel = vessel
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/datum/component/omen/Destroy(force)
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var/mob/living/person = parent
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to_chat(person, span_nicegreen("You feel a horrible omen lifted off your shoulders!"))
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if(vessel)
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vessel.visible_message(span_warning("[vessel] burns up in a sinister flash, taking an evil energy with it..."))
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vessel = null
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return ..()
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/datum/component/omen/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_accident))
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RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, PROC_REF(check_slip))
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RegisterSignal(parent, COMSIG_CARBON_MOOD_UPDATE, PROC_REF(check_bless))
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RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(check_death))
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/datum/component/omen/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_ON_CARBON_SLIP, COMSIG_MOVABLE_MOVED, COMSIG_CARBON_MOOD_UPDATE, COMSIG_LIVING_DEATH))
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/**
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* check_accident() is called each step we take
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*
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* While we're walking around, roll to see if there's any environmental hazards on one of the adjacent tiles we can trigger.
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* We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
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*/
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/datum/component/omen/proc/check_accident(atom/movable/our_guy)
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SIGNAL_HANDLER
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if(!isliving(our_guy))
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return
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var/mob/living/living_guy = our_guy
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if(!prob(15 * luck_mod))
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return
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var/our_guy_pos = get_turf(living_guy)
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for(var/obj/machinery/door/airlock/darth_airlock in our_guy_pos)
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if(darth_airlock.locked || !darth_airlock.hasPower())
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continue
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to_chat(living_guy, span_warning("A malevolent force launches your body to the floor..."))
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living_guy.Paralyze(1 SECONDS, ignore_canstun = TRUE)
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INVOKE_ASYNC(src, PROC_REF(slam_airlock), darth_airlock)
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return
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if(istype(our_guy_pos, /turf/open/floor/noslip/tram_plate/energized))
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var/turf/open/floor/noslip/tram_plate/energized/future_tram_victim = our_guy_pos
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if(future_tram_victim.toast(living_guy))
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if(!permanent)
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qdel(src)
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return
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for(var/turf/the_turf as anything in get_adjacent_open_turfs(living_guy))
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if(istype(the_turf, /turf/open/floor/glass/reinforced/tram)) // don't fall off the tram bridge, we want to hit you instead
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return
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if(the_turf.zPassOut(living_guy, DOWN) && living_guy.can_z_move(DOWN, the_turf, z_move_flags = ZMOVE_FALL_FLAGS))
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to_chat(living_guy, span_warning("A malevolent force guides you towards the edge..."))
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living_guy.throw_at(the_turf, 1, 10, force = MOVE_FORCE_EXTREMELY_STRONG)
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if(!permanent)
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qdel(src)
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return
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for(var/obj/machinery/vending/darth_vendor in the_turf)
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if(!darth_vendor.tiltable || darth_vendor.tilted)
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continue
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to_chat(living_guy, span_warning("A malevolent force tugs at the [darth_vendor]..."))
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INVOKE_ASYNC(darth_vendor, TYPE_PROC_REF(/obj/machinery/vending, tilt), living_guy)
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if(!permanent)
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qdel(src)
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return
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/datum/component/omen/proc/slam_airlock(obj/machinery/door/airlock/darth_airlock)
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. = darth_airlock.close(force_crush = TRUE)
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if(. && !permanent && !prob(66.6))
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qdel(src)
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/// If we get knocked down, see if we have a really bad slip and bash our head hard
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/datum/component/omen/proc/check_slip(mob/living/our_guy, amount)
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SIGNAL_HANDLER
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if(prob(30)) // AAAA
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INVOKE_ASYNC(our_guy, TYPE_PROC_REF(/mob, emote), "scream")
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to_chat(our_guy, span_warning("What a horrible night... To have a curse!"))
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if(prob(30 * luck_mod)) /// Bonk!
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var/obj/item/bodypart/the_head = our_guy.get_bodypart(BODY_ZONE_HEAD)
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if(!the_head)
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return
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playsound(get_turf(our_guy), 'sound/effects/tableheadsmash.ogg', 90, TRUE)
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our_guy.visible_message(span_danger("[our_guy] hits [our_guy.p_their()] head really badly falling down!"), span_userdanger("You hit your head really badly falling down!"))
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the_head.receive_damage(75 * damage_mod, damage_source = "slipping")
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our_guy.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100 * damage_mod)
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if(!permanent)
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qdel(src)
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return
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/// Hijack the mood system to see if we get the blessing mood event to cancel the omen
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/datum/component/omen/proc/check_bless(mob/living/our_guy, category)
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SIGNAL_HANDLER
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if (!("blessing" in our_guy.mob_mood.mood_events))
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return
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qdel(src)
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/// Severe deaths. Normally lifts the curse.
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/datum/component/omen/proc/check_death(mob/living/our_guy)
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SIGNAL_HANDLER
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qdel(src)
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/// Creates a localized explosion that shakes the camera
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/datum/component/omen/proc/death_explode(mob/living/our_guy)
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explosion(our_guy, explosion_cause = src)
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for(var/mob/witness in view(2, our_guy))
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shake_camera(witness, 1 SECONDS, 2)
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/**
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* The smite omen. Permanent.
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*/
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/datum/component/omen/smite
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/datum/component/omen/smite/Initialize(vessel, permanent)
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. = ..()
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src.permanent = permanent
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/datum/component/omen/smite/check_bless(mob/living/our_guy, category)
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if(!permanent)
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return ..()
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return
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/datum/component/omen/smite/check_death(mob/living/our_guy)
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if(!permanent)
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return ..()
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death_explode(our_guy)
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our_guy.gib()
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/**
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* The quirk omen. Permanent.
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* Has only a 50% chance of bad things happening, and takes only 25% of normal damage.
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*/
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/datum/component/omen/quirk
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permanent = TRUE
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luck_mod = 0.5 // 50% chance of bad things happening
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damage_mod = 0.25 // 25% of normal damage
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/datum/component/omen/quirk/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_accident))
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RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, PROC_REF(check_slip))
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RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(check_death))
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/datum/component/omen/quirk/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_ON_CARBON_SLIP, COMSIG_MOVABLE_MOVED, COMSIG_LIVING_DEATH))
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/datum/component/omen/quirk/check_death(mob/living/our_guy)
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if(!iscarbon(our_guy))
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our_guy.gib()
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return
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// Don't explode if buckled to a stasis bed
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if(our_guy.buckled)
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var/obj/machinery/stasis/stasis_bed = our_guy.buckled
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if(istype(stasis_bed))
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return
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death_explode(our_guy)
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var/mob/living/carbon/player = our_guy
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player.spread_bodyparts(skip_head = TRUE)
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player.spawn_gibs()
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return
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