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CHOMPStation2/code/modules/awaymissions/corpse.dm
2024-09-30 21:36:41 +02:00

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//These are meant for spawning on maps, namely Away Missions.
//If someone can do this in a neater way, be my guest-Kor
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/landmark/corpse
name = "Unknown"
var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
var/corpsesuit = null
var/corpseshoes = null
var/corpsegloves = null
var/corpseradio = null
var/corpseglasses = null
var/corpsemask = null
var/corpsehelmet = null
var/corpsebelt = null
var/corpsepocket1 = null
var/corpsepocket2 = null
var/corpseback = null
var/corpseid = 0 //Just set to 1 if you want them to have an ID
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
var/corpseidicon = null //For setting it to be a gold, silver, CentCom etc ID
var/species = SPECIES_HUMAN //defaults to generic-ass humans
var/random_species = FALSE //flip to TRUE to randomize species from the list below
var/list/random_species_list = list(SPECIES_HUMAN,SPECIES_TAJ,SPECIES_UNATHI,SPECIES_SKRELL) //preset list that can be overriden downstream. only includes common humanoids for voidsuit compatibility's sake.
// var/random_appearance = FALSE //TODO: make this work
// var/cause_of_death = null //TODO: set up a cause-of-death system. needs to support both damage types and actual wound types, so a body can have been bitten/stabbed/clawed/shot/burned/lasered/etc. to death
delete_me = TRUE
/obj/effect/landmark/corpse/Initialize()
..()
createCorpse()
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.low_sorting_priority = TRUE
if(random_species)
var/random_pick = pick(random_species_list)
M.set_species(random_pick)
src.species = random_pick
else
M.set_species(species)
//TODO: insert appearance randomization, needs to be species-based
M.real_name = src.name
M.death(1) //Kills the new mob
//TODO: insert cause of death handling/wound simulation here
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/card/id/W = new(M)
var/datum/job/jobdatum
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == corpseidaccess)
jobdatum = J
break
if(src.corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
if(jobdatum)
W.access = jobdatum.get_access()
else
W.access = list()
if(corpseidjob)
W.assignment = corpseidjob
M.set_id_info(W)
M.equip_to_slot_or_del(W, slot_wear_id)
// Do suit last to avoid equipping issues
if(src.corpsehelmet)
M.equip_voidhelm_to_slot_or_del_with_refit(new src.corpsehelmet(M), slot_head, src.species)
if(src.corpsesuit)
M.equip_voidsuit_to_slot_or_del_with_refit(new src.corpsesuit(M), slot_wear_suit, src.species)
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
/obj/effect/landmark/corpse/syndicatesoldier
name = "Mercenary"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/boots/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/radio/headset
corpsemask = /obj/item/clothing/mask/gas
corpsehelmet = /obj/item/clothing/head/helmet/swat
corpseback = /obj/item/storage/backpack
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = JOB_SYNDICATE
/obj/effect/landmark/corpse/syndicatecommando
name = "Mercenary Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/void/merc
corpseshoes = /obj/item/clothing/shoes/boots/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
corpseback = /obj/item/tank/jetpack/oxygen
corpsepocket1 = /obj/item/tank/emergency/oxygen
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = JOB_SYNDICATE
///////////Civilians//////////////////////
/obj/effect/landmark/corpse/random_civ
name = "Civilian"
corpseuniform = /obj/item/clothing/under/color/grey
corpseshoes = /obj/item/clothing/shoes/black
random_species = TRUE
/obj/effect/landmark/corpse/chef
name = JOB_CHEF
corpseuniform = /obj/item/clothing/under/rank/chef
corpsesuit = /obj/item/clothing/suit/chef/classic
corpseshoes = /obj/item/clothing/shoes/black
corpsehelmet = /obj/item/clothing/head/chefhat
corpseback = /obj/item/storage/backpack
corpseradio = /obj/item/radio/headset
corpseid = 1
corpseidjob = JOB_CHEF
corpseidaccess = JOB_CHEF
/obj/effect/landmark/corpse/doctor
name = "Doctor"
corpseradio = /obj/item/radio/headset/headset_med
corpseuniform = /obj/item/clothing/under/rank/medical
corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat
corpseback = /obj/item/storage/backpack/medic
corpsepocket1 = /obj/item/flashlight/pen
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = JOB_MEDICAL_DOCTOR
corpseidaccess = JOB_MEDICAL_DOCTOR
/obj/effect/landmark/corpse/engineer
name = JOB_ENGINEER
corpseradio = /obj/item/radio/headset/headset_eng
corpseuniform = /obj/item/clothing/under/rank/engineer
corpseback = /obj/item/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/orange
corpsebelt = /obj/item/storage/belt/utility/full
corpsegloves = /obj/item/clothing/gloves/yellow
corpsehelmet = /obj/item/clothing/head/hardhat
corpseid = 1
corpseidjob = JOB_ENGINEER
corpseidaccess = JOB_ENGINEER
/obj/effect/landmark/corpse/engineer/rig
corpsesuit = /obj/item/clothing/suit/space/void/engineering
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/void/engineering
corpseback = /obj/item/tank/oxygen
/obj/effect/landmark/corpse/clown
name = JOB_CLOWN
corpseuniform = /obj/item/clothing/under/rank/clown
corpseshoes = /obj/item/clothing/shoes/clown_shoes
corpseradio = /obj/item/radio/headset
corpsemask = /obj/item/clothing/mask/gas/clown_hat
corpsepocket1 = /obj/item/bikehorn
corpseback = /obj/item/storage/backpack/clown
corpseid = 1
corpseidjob = JOB_CLOWN
corpseidaccess = JOB_CLOWN
/obj/effect/landmark/corpse/scientist
name = JOB_SCIENTIST
corpseradio = /obj/item/radio/headset/headset_sci
corpseuniform = /obj/item/clothing/under/rank/scientist
corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat/science
corpseback = /obj/item/storage/backpack
corpseshoes = /obj/item/clothing/shoes/white
corpseid = 1
corpseidjob = JOB_SCIENTIST
corpseidaccess = JOB_SCIENTIST
/obj/effect/landmark/corpse/security
name = JOB_SECURITY_OFFICER
corpseradio = /obj/item/radio/headset/headset_sec
corpseuniform = /obj/item/clothing/under/rank/security
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseback = /obj/item/storage/backpack/security
corpseshoes = /obj/item/clothing/shoes/boots/jackboots
corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
corpsegloves = /obj/item/clothing/gloves/black
corpsehelmet = /obj/item/clothing/head/helmet
corpseid = 1
corpseidjob = JOB_SECURITY_OFFICER
corpseidaccess = JOB_SECURITY_OFFICER
/obj/effect/landmark/corpse/security/rig
corpsesuit = /obj/item/clothing/suit/space/void/security
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/void/security
corpseback = /obj/item/tank/jetpack/oxygen
/obj/effect/landmark/corpse/security/rig/eva
corpsesuit = /obj/item/clothing/suit/space/void/security/alt
corpsehelmet = /obj/item/clothing/head/helmet/space/void/security/alt
corpseidjob = "Starship Security Officer"
/obj/effect/landmark/corpse/prisoner
name = "Unknown Prisoner"
corpseuniform = /obj/item/clothing/under/color/prison
corpseshoes = /obj/item/clothing/shoes/orange
corpseid = 1
corpseidjob = "Prisoner"
random_species = TRUE
/obj/effect/landmark/corpse/miner
corpseradio = /obj/item/radio/headset/headset_cargo
corpseuniform = /obj/item/clothing/under/rank/miner
corpsegloves = /obj/item/clothing/gloves/black
corpseback = /obj/item/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = JOB_SHAFT_MINER
corpseidaccess = JOB_SHAFT_MINER
/obj/effect/landmark/corpse/miner/rig
corpsesuit = /obj/item/clothing/suit/space/void/mining
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/void/mining
corpseback = /obj/item/tank/oxygen
/////////////////Vintage//////////////////////
//define the basic props at this level and only change specifics for variants, e.z.
/obj/effect/landmark/corpse/vintage
name = "Unknown Crewmate"
corpseuniform = /obj/item/clothing/under/utility
corpsesuit = /obj/item/clothing/suit/space/void/refurb
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb
corpsemask = /obj/item/clothing/mask/breath
corpseback = /obj/item/tank/oxygen
corpseid = 1
corpseidjob = "Crewmate"
/obj/effect/landmark/corpse/vintage/engineering
name = "Unknown " + JOB_ENGINEER
corpsesuit = /obj/item/clothing/suit/space/void/refurb/engineering
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/engineering
corpsebelt = /obj/item/storage/belt/utility/full
corpseback = /obj/item/tank/oxygen/yellow
corpseidjob = JOB_ENGINEER
/obj/effect/landmark/corpse/vintage/marine
name = "Unknown Marine"
corpsesuit = /obj/item/clothing/suit/space/void/refurb/marine
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/marine
corpsebelt = /obj/item/storage/belt/security/tactical
corpseidjob = "Marine"
/obj/effect/landmark/corpse/vintage/medical
name = "Unknown Medic"
corpsesuit = /obj/item/clothing/suit/space/void/refurb/medical
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/medical
corpsebelt = /obj/item/storage/belt/medical
corpseidjob = "Medic"
/obj/effect/landmark/corpse/vintage/mercenary
name = "Unknown Mercenary"
corpsesuit = /obj/item/clothing/suit/space/void/refurb/mercenary
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/mercenary
corpsebelt = /obj/item/storage/belt/security/tactical
corpseback = /obj/item/tank/oxygen/red
corpseidjob = "Mercenary"
/obj/effect/landmark/corpse/vintage/officer
name = "Unknown " + JOB_ALT_CAPTAIN
corpsesuit = /obj/item/clothing/suit/space/void/refurb/officer
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/officer
corpseidjob = JOB_ALT_CAPTAIN
corpseback = /obj/item/tank/oxygen/yellow
/obj/effect/landmark/corpse/vintage/pilot
name = "Unknown " + JOB_PILOT
corpsesuit = /obj/item/clothing/suit/space/void/refurb/pilot
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/pilot
corpseidjob = JOB_PILOT
/obj/effect/landmark/corpse/vintage/research
name = "Unknown " + JOB_ALT_RESEARCHER
corpsesuit = /obj/item/clothing/suit/space/void/refurb/research
corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/research
corpseidjob = JOB_ALT_RESEARCHER
/////////////////Officers//////////////////////
/obj/effect/landmark/corpse/bridgeofficer
name = "Bridge Officer"
corpseradio = /obj/item/radio/headset/heads/hop
corpseuniform = /obj/item/clothing/under/rank/centcom_officer
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseshoes = /obj/item/clothing/shoes/black
corpseglasses = /obj/item/clothing/glasses/sunglasses
corpseid = 1
corpseidjob = "Bridge Officer"
corpseidaccess = JOB_ALT_CAPTAIN
/obj/effect/landmark/corpse/commander
name = "Commander"
corpseuniform = /obj/item/clothing/under/rank/centcom_captain
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseradio = /obj/item/radio/headset/heads/captain
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsemask = /obj/item/clothing/mask/smokable/cigarette/cigar/cohiba
corpsehelmet = /obj/item/clothing/head/centhat
corpsegloves = /obj/item/clothing/gloves/swat
corpseshoes = /obj/item/clothing/shoes/boots/swat
corpsepocket1 = /obj/item/flame/lighter/zippo
corpseid = 1
corpseidjob = "Commander"
corpseidaccess = JOB_ALT_CAPTAIN
/////////////////Lore Factions//////////////////////
/obj/effect/landmark/corpse/sifguard
name = "Patrolman"
corpseuniform = /obj/item/clothing/under/solgov/utility/sifguard
corpsesuit = /obj/item/clothing/suit/storage/hooded/wintercoat/solgov
corpsebelt = /obj/item/storage/belt/security/tactical
corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
corpsemask = /obj/item/clothing/mask/balaclava
corpsehelmet = /obj/item/clothing/head/beret/solgov/sifguard
corpsegloves = /obj/item/clothing/gloves/duty
corpseshoes = /obj/item/clothing/shoes/boots/tactical
corpsepocket1 = /obj/item/clothing/accessory/armor/tag/sifguard
corpseid = 1
corpseidjob = "Sif Defense Force Patrolman"
/obj/effect/landmark/corpse/hedberg
name = "Hedberg-Hammarstrom Mercenary"
corpseuniform = /obj/item/clothing/under/solgov/utility/sifguard
corpsesuit = /obj/item/clothing/suit/storage/vest/solgov/hedberg
corpsebelt = /obj/item/storage/belt/security
corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
corpsehelmet = /obj/item/clothing/head/beret/corp/hedberg
corpseshoes = /obj/item/clothing/shoes/boots/jackboots
corpseid = 1
corpseidjob = "Hedberg-Hammarstrom Officer"
/obj/effect/landmark/corpse/hedberg/merc
name = "Hedberg-Hammarstrom Mercenary"
corpsebelt = /obj/item/storage/belt/security/tactical
corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
corpsehelmet = /obj/item/clothing/head/helmet/flexitac
corpsegloves = /obj/item/clothing/gloves/combat
corpseshoes = /obj/item/clothing/shoes/boots/tactical
corpseid = 1
corpseidjob = "Hedberg-Hammarstrom Enforcer"