A lot of fixes to autopsy.

- Projectiles now leave wounds that can be scanned through autopsy.
- The "fake" weapons selected by the scanner are no longer completely random.
- The scanner now displays age and severity of the wound.
This commit is contained in:
cib
2012-01-28 18:04:59 -08:00
parent e14dfc5ace
commit 179d5a55ea
4 changed files with 43 additions and 27 deletions

View File

@@ -324,7 +324,7 @@ CIRCULAR SAW
/datum/wound_data
var
weapon_type = null // this is the DEFINITE weapon type that was used
weapon = null // this is the DEFINITE weapon type that was used
list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
organ_names = ""
@@ -335,20 +335,18 @@ CIRCULAR SAW
for(var/V in O.weapon_wounds)
var/datum/wound/W = O.weapon_wounds[V]
if(!W.pretend_weapon_type)
if(!W.pretend_weapon)
// the more hits, the more likely it is that we get the right weapon type
if(prob(W.hits * 10 + W.damage))
W.pretend_weapon_type = W.weapon_type
W.pretend_weapon = W.weapon
else
if(prob(50))
W.pretend_weapon_type = pick(/obj/item/weapon/storage/toolbox, /obj/item/weapon/wirecutters, /obj/item/weapon/gun/projectile, /obj/item/weapon/crowbar, /obj/item/weapon/extinguisher)
else
W.pretend_weapon_type = pick(typesof(/obj/item/weapon))
W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
var/datum/wound_data/D = wdata[V]
if(!D)
D = new()
D.weapon_type = W.weapon_type
D.weapon = W.weapon
wdata[V] = D
if(!D.organs_scanned[O.name])
@@ -367,21 +365,39 @@ CIRCULAR SAW
var/total_hits = 0
var/total_score = 0
var/list/weapon_chances = list() // maps weapon names to a score
var/age = 0
for(var/wound_idx in D.organs_scanned)
var/datum/wound/W = D.organs_scanned[wound_idx]
total_hits += W.hits
var/atom/weapon = new W.pretend_weapon_type()
var/wname = W.pretend_weapon
if(weapon.name in weapon_chances) weapon_chances[weapon.name] += W.damage
else weapon_chances[weapon.name] = W.damage
if(wname in weapon_chances) weapon_chances[wname] += W.damage
else weapon_chances[wname] = W.damage
total_score+=W.damage
del weapon
var/wound_age = world.time - W.time_inflicted
age = max(age, wound_age)
var/damage_desc
// total score happens to be the total damage
switch(total_score)
if(0 to 5)
damage_desc = "<font color='green'>negligible</font>"
if(5 to 15)
damage_desc = "<font color='green'>light</font>"
if(15 to 30)
damage_desc = "<font color='orange'>moderate</font>"
if(30 to 1000)
damage_desc = "<font color='red'>severe</font>"
scan_data += "<b>Weapon #[n]</b><br>"
scan_data += "Severity: [damage_desc]<br>"
scan_data += "Hits by weapon: [total_hits]<br>"
scan_data += "Age of wound: [round(age / (60*10))] minutes<br>"
scan_data += "Affected limbs: [D.organ_names]<br>"
scan_data += "Possible weapons:<br>"
for(var/weapon_name in weapon_chances)

View File

@@ -96,7 +96,7 @@ emp_act
var/armor = run_armor_check(affecting, "melee", "Your armor has protected you from a hit to the [hit_area].", "Your armor has softened hit to your [hit_area].")
if(armor >= 2) return 0
if(!I.force) return 0
apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I)
apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I.name)
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + (I.force * 2)))

View File

@@ -50,6 +50,6 @@
P.on_hit(src,2)
return 2
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type)
apply_damage((P.damage/(absorb+1)), P.damage_type, used_weapon = P.name)
P.on_hit(src, absorb)
return absorb

View File

@@ -14,19 +14,19 @@
/datum/wound
var
weapon_type = null
pretend_weapon_type = null
weapon = null
pretend_weapon = null
damage = 0
hits = 0
scar = 0
time_inflicted = 0
proc/copy()
var/datum/wound/W = new()
W.weapon_type = src.weapon_type
W.pretend_weapon_type = src.pretend_weapon_type
W.weapon = src.weapon
W.pretend_weapon = src.pretend_weapon
W.damage = src.damage
W.hits = src.hits
W.scar = src.scar
W.time_inflicted = src.time_inflicted
return W
/****************************************************
@@ -131,20 +131,20 @@
if(brute_dam + burn_dam == 0)
for(var/V in weapon_wounds)
var/datum/wound/W = weapon_wounds[V]
W.scar = 1
del W
weapon_wounds = list()
return update_icon()
proc/add_wound(var/obj/item/used_weapon, var/damage)
var/weapon_type = "[used_weapon.type]"
var/datum/wound/W = weapon_wounds[weapon_type]
proc/add_wound(var/used_weapon, var/damage)
var/datum/wound/W = weapon_wounds[used_weapon]
if(!W)
W = new()
W.weapon_type = used_weapon.type
weapon_wounds[weapon_type] = W
W.weapon = used_weapon
weapon_wounds[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time