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