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Bubberstation/code/game/objects/structures/guillotine.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

299 lines
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/// The guillotine is not being interacted with at the moment
#define GUILLOTINE_ACTION_IDLE 0
/// The blade is ready to be dropped
#define GUILLOTINE_BLADE_RAISED 1
/// The blade is moving
#define GUILLOTINE_BLADE_MOVING 2
/// The blade has landed in the stocks
#define GUILLOTINE_BLADE_DROPPED 3
/// The blade is being sharpened
#define GUILLOTINE_BLADE_SHARPENING 4
/// The guillotine blade is being interacted with by the executor
#define GUILLOTINE_ACTION_INUSE 5
/// The guillotine is being unfastened
#define GUILLOTINE_ACTION_WRENCH 6
/// This is maxiumum sharpness and will decapitate without failure
#define GUILLOTINE_BLADE_MAX_SHARP 10
/// Minimum amount of sharpness for decapitation. Any less and it will just do severe brute damage
#define GUILLOTINE_DECAP_MIN_SHARP 7
/// How long the guillotine animation lasts
#define GUILLOTINE_ANIMATION_LENGTH (0.9 SECONDS)
/// How much we need to move the player to center their head
#define GUILLOTINE_HEAD_OFFSET 16
/// How much to increase/decrease a head when it's buckled/unbuckled
#define GUILLOTINE_LAYER_DIFF 1.2
/// Delay for executing someone
#define GUILLOTINE_ACTIVATE_DELAY (3 SECONDS)
/// Delay for wrenching the guillotine
#define GUILLOTINE_WRENCH_DELAY (1 SECONDS)
/obj/structure/guillotine
name = "guillotine"
desc = "A large structure used to remove the heads of traitors and treasonists."
icon = 'icons/obj/guillotine.dmi'
icon_state = "guillotine_raised"
icon_preview = 'icons/obj/previews.dmi'
icon_state_preview = "guilliotine"
can_buckle = TRUE
anchored = TRUE
density = TRUE
max_buckled_mobs = 1
buckle_lying = 0
buckle_prevents_pull = TRUE
layer = ABOVE_MOB_LAYER
plane = GAME_PLANE_UPPER
/// The sound the guillotine makes when it successfully cuts off a head
var/drop_sound = 'sound/weapons/guillotine.ogg'
/// The current state of the blade
var/blade_status = GUILLOTINE_BLADE_RAISED
/// How sharp the blade is
var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP
/// The number of mobs the blade has killed
var/kill_count = 0
/// What's currently happening to the guillotine
var/current_action = GUILLOTINE_ACTION_IDLE
/obj/structure/guillotine/Initialize(mapload)
LAZYINITLIST(buckled_mobs)
. = ..()
/obj/structure/guillotine/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/sheet/plasteel))
to_chat(user, span_notice("You start repairing the guillotine with the plasteel..."))
if(blade_sharpness<10)
if(do_after(user,100,target=user))
blade_sharpness = min(10,blade_sharpness+3)
I.use(1)
to_chat(user, span_notice("You repair the guillotine with the plasteel."))
else
to_chat(user, span_notice("You stop repairing the guillotine with the plasteel."))
else
to_chat(user, span_warning("The guillotine is already fully repaired!"))
/obj/structure/guillotine/examine(mob/user)
. = ..()
var/msg = "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]"
if (blade_status == GUILLOTINE_BLADE_RAISED)
msg += "The blade is raised, ready to fall, and"
if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP)
msg += " looks sharp enough to decapitate without any resistance."
else
msg += " doesn't look particularly sharp. Perhaps a whetstone can be used to sharpen it."
else
msg += "The blade is hidden inside the stocks."
. += span_notice(msg)
if (LAZYLEN(buckled_mobs))
. += span_notice("Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine.")
/obj/structure/guillotine/attack_hand(mob/living/user, list/modifiers)
add_fingerprint(user)
// Currently being used by something
if (current_action)
return
switch (blade_status)
if (GUILLOTINE_BLADE_MOVING)
return
if (GUILLOTINE_BLADE_DROPPED)
blade_status = GUILLOTINE_BLADE_MOVING
icon_state = "guillotine_raise"
addtimer(CALLBACK(src, PROC_REF(raise_blade)), GUILLOTINE_ANIMATION_LENGTH)
return
if (GUILLOTINE_BLADE_RAISED)
if (LAZYLEN(buckled_mobs))
if (user.combat_mode)
user.visible_message(span_warning("[user] begins to pull the lever!"),
span_warning("You begin to the pull the lever."))
current_action = GUILLOTINE_ACTION_INUSE
if (do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED)
current_action = GUILLOTINE_ACTION_IDLE
blade_status = GUILLOTINE_BLADE_MOVING
icon_state = "guillotine_drop"
addtimer(CALLBACK(src, PROC_REF(drop_blade), user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
else
current_action = GUILLOTINE_ACTION_IDLE
else
var/mob/living/carbon/human/victim = buckled_mobs[1]
if (victim)
victim.regenerate_icons()
unbuckle_all_mobs()
else
blade_status = GUILLOTINE_BLADE_MOVING
icon_state = "guillotine_drop"
addtimer(CALLBACK(src, PROC_REF(drop_blade)), GUILLOTINE_ANIMATION_LENGTH)
/// Sets the guillotine blade in a raised position
/obj/structure/guillotine/proc/raise_blade()
blade_status = GUILLOTINE_BLADE_RAISED
icon_state = "guillotine_raised"
/// Drops the guillotine blade, potentially beheading or harming the buckled mob
/obj/structure/guillotine/proc/drop_blade(mob/user)
if (has_buckled_mobs() && blade_sharpness)
var/mob/living/carbon/human/victim = buckled_mobs[1]
if (!victim)
return
var/obj/item/bodypart/head/head = victim.get_bodypart("head")
playsound(src, drop_sound, 100, TRUE)
if(head)
if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
head.dismember()
log_combat(user, victim, "beheaded", src)
victim.regenerate_icons()
unbuckle_all_mobs()
kill_count += 1
var/blood_overlay = "bloody"
if (kill_count == 2)
blood_overlay = "bloodier"
else if (kill_count > 2)
blood_overlay = "bloodiest"
blood_overlay = "guillotine_" + blood_overlay + "_overlay"
cut_overlays()
add_overlay(mutable_appearance(icon, blood_overlay))
// The crowd is pleased
// The delay is to make large crowds have a longer lasting applause
var/delay_offset = 0
for(var/mob/living/carbon/human/spectator in viewers(src, 7))
addtimer(CALLBACK(spectator, TYPE_PROC_REF(/mob/, emote), "clap"), delay_offset * 0.3)
delay_offset++
else
victim.apply_damage(15 * blade_sharpness, BRUTE, head, attacking_item = src)
log_combat(user, victim, "dropped the blade on", src, " non-fatally")
victim.emote("scream")
if (blade_sharpness > 1)
blade_sharpness -= 1
blade_status = GUILLOTINE_BLADE_DROPPED
icon_state = "guillotine"
/obj/structure/guillotine/attackby(obj/item/W, mob/user, params)
if (istype(W, /obj/item/sharpener))
add_fingerprint(user)
if (blade_status == GUILLOTINE_BLADE_SHARPENING)
return
if (blade_status == GUILLOTINE_BLADE_RAISED)
if (blade_sharpness < GUILLOTINE_BLADE_MAX_SHARP)
blade_status = GUILLOTINE_BLADE_SHARPENING
if(do_after(user, 7, target = src))
blade_status = GUILLOTINE_BLADE_RAISED
user.visible_message(span_notice("[user] sharpens the large blade of the guillotine."),
span_notice("You sharpen the large blade of the guillotine."))
blade_sharpness += 1
playsound(src, 'sound/items/unsheath.ogg', 100, TRUE)
return
else
blade_status = GUILLOTINE_BLADE_RAISED
return
else
to_chat(user, span_warning("The blade is sharp enough!"))
return
else
to_chat(user, span_warning("You need to raise the blade in order to sharpen it!"))
return
else
return ..()
/obj/structure/guillotine/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if (!anchored)
to_chat(usr, span_warning("[src] needs to be wrenched to the floor!"))
return FALSE
if (!ishuman(M))
to_chat(usr, span_warning("It doesn't look like [M.p_they()] can fit into this properly!"))
return FALSE // Can't decapitate non-humans
if (blade_status != GUILLOTINE_BLADE_RAISED)
to_chat(usr, span_warning("You need to raise the blade before buckling someone in!"))
return FALSE
return ..(M, user, check_loc = FALSE) //check_loc = FALSE to allow moving people in from adjacent turfs
/obj/structure/guillotine/post_buckle_mob(mob/living/M)
if (!ishuman(M))
return
M.add_mood_event("dying", /datum/mood_event/deaths_door)
var/mob/living/carbon/human/victim = M
if (victim.dna)
if (victim.dna.species)
var/datum/species/S = victim.dna.species
if (istype(S))
victim.cut_overlays()
victim.update_body_parts_head_only()
victim.remove_overlay(BODY_ADJ_LAYER)
victim.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
victim.layer += GUILLOTINE_LAYER_DIFF
else
unbuckle_all_mobs()
else
unbuckle_all_mobs()
else
unbuckle_all_mobs()
..()
/obj/structure/guillotine/post_unbuckle_mob(mob/living/M)
M.regenerate_icons()
M.pixel_y -= -GUILLOTINE_HEAD_OFFSET // Move their body back
M.layer -= GUILLOTINE_LAYER_DIFF
M.clear_mood_event("dying")
..()
/obj/structure/guillotine/can_be_unfasten_wrench(mob/user, silent)
if (LAZYLEN(buckled_mobs))
if (!silent)
to_chat(user, span_warning("Can't unfasten, someone's strapped in!"))
return FAILED_UNFASTEN
if (current_action && current_action != GUILLOTINE_ACTION_WRENCH)
return FAILED_UNFASTEN
current_action = GUILLOTINE_ACTION_WRENCH
return ..()
/obj/structure/guillotine/wrench_act(mob/living/user, obj/item/tool)
. = ..()
if(default_unfasten_wrench(user, tool, time = GUILLOTINE_WRENCH_DELAY))
setDir(SOUTH)
current_action = GUILLOTINE_ACTION_IDLE
return TOOL_ACT_TOOLTYPE_SUCCESS
current_action = GUILLOTINE_ACTION_IDLE
return FALSE
#undef GUILLOTINE_BLADE_MAX_SHARP
#undef GUILLOTINE_DECAP_MIN_SHARP
#undef GUILLOTINE_ANIMATION_LENGTH
#undef GUILLOTINE_HEAD_OFFSET
#undef GUILLOTINE_LAYER_DIFF
#undef GUILLOTINE_ACTIVATE_DELAY
#undef GUILLOTINE_WRENCH_DELAY
#undef GUILLOTINE_ACTION_IDLE
#undef GUILLOTINE_BLADE_RAISED
#undef GUILLOTINE_BLADE_MOVING
#undef GUILLOTINE_BLADE_DROPPED
#undef GUILLOTINE_BLADE_SHARPENING
#undef GUILLOTINE_ACTION_INUSE
#undef GUILLOTINE_ACTION_WRENCH