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Refactors the forensics component into a datum (#66809)
About The Pull Request
This was doing things component really shouldn't be doing, and now all
of its behaviour is contained onto a datum, as it should've been the
whole time
Why It's Good For The CODEBASE
some things just really shouldn't be components, this was made back when DCS was first implemented and just thrown in because it was the new hot thing i guess, but datumized forensics makes far more sense, AND doesn't use GetComponent
TODO:
More thorough testing to make sure nothing broke
Changelog
🆑
refactor: Turned the forensics component into a datum.
/🆑
This commit is contained in:
@@ -1,114 +0,0 @@
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//CONTAINS: Suit fibers and Detective's Scanning Computer
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/atom/proc/return_fingerprints()
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var/datum/component/forensics/D = GetComponent(/datum/component/forensics)
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if(D)
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. = D.fingerprints
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/atom/proc/return_hiddenprints()
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var/datum/component/forensics/D = GetComponent(/datum/component/forensics)
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if(D)
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. = D.hiddenprints
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/atom/proc/return_blood_DNA()
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var/datum/component/forensics/D = GetComponent(/datum/component/forensics)
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if(D)
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. = D.blood_DNA
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/atom/proc/blood_DNA_length()
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var/datum/component/forensics/D = GetComponent(/datum/component/forensics)
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if(D)
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. = length(D.blood_DNA)
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/atom/proc/return_fibers()
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var/datum/component/forensics/D = GetComponent(/datum/component/forensics)
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if(D)
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. = D.fibers
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/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT
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if(length(fingerprints))
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. = AddComponent(/datum/component/forensics, fingerprints)
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//Set ignoregloves to add prints irrespective of the mob having gloves on.
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/atom/proc/add_fingerprint(mob/M, ignoregloves = FALSE)
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if (QDELING(src))
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return
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D?.add_fingerprint(M, ignoregloves)
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/atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT
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if(length(fibertext))
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. = AddComponent(/datum/component/forensics, null, null, null, fibertext)
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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var/old = 0
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if(M.gloves && istype(M.gloves, /obj/item/clothing))
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var/obj/item/clothing/gloves/G = M.gloves
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old = length(G.return_blood_DNA())
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if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.blood_in_hands > 1)
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old = length(M.return_blood_DNA())
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if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
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M.blood_in_hands--
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_fibers(M)
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/atom/proc/add_hiddenprint_list(list/hiddenprints) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
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if(length(hiddenprints))
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. = AddComponent(/datum/component/forensics, null, hiddenprints)
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/atom/proc/add_hiddenprint(mob/M)
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_hiddenprint(M)
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/atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE
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return FALSE
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/obj/add_blood_DNA(list/dna)
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. = ..()
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if(length(dna))
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. = AddComponent(/datum/component/forensics, null, null, dna)
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/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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. = ..()
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transfer_blood = rand(2, 4)
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/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
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if(!QDELETED(B))
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B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
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return TRUE //we bloodied the floor
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/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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if(wear_suit)
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wear_suit.add_blood_DNA(blood_dna)
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update_inv_wear_suit()
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else if(w_uniform)
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w_uniform.add_blood_DNA(blood_dna)
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update_inv_w_uniform()
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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G.add_blood_DNA(blood_dna)
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else if(length(blood_dna))
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AddComponent(/datum/component/forensics, null, null, blood_dna)
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blood_in_hands = rand(2, 4)
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update_inv_gloves() //handles bloody hands overlays and updating
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return TRUE
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/*
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* Transfer all the fingerprints and hidden prints from [src] to [transfer_to].
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*/
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/atom/proc/transfer_fingerprints_to(atom/transfer_to)
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transfer_to.add_fingerprint_list(return_fingerprints())
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transfer_to.add_hiddenprint_list(return_hiddenprints())
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transfer_to.fingerprintslast = fingerprintslast
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/*
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* Transfer all the fibers from [src] to [transfer_to].
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*/
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/atom/proc/transfer_fibers_to(atom/transfer_to)
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transfer_to.add_fiber_list(return_fibers())
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@@ -86,8 +86,8 @@
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//Make our lists
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var/list/fingerprints = list()
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var/list/blood = A.return_blood_DNA()
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var/list/fibers = A.return_fibers()
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var/list/blood = GET_ATOM_BLOOD_DNA(A)
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var/list/fibers = GET_ATOM_FIBRES(A)
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var/list/reagents = list()
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var/target_name = A.name
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@@ -102,7 +102,7 @@
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else if(!ismob(A))
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fingerprints = A.return_fingerprints()
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fingerprints = GET_ATOM_FINGERPRINTS(A)
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// Only get reagents from non-mobs.
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if(A.reagents && A.reagents.reagent_list.len)
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