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## About The Pull Request Refactors most of blood handling code untouched by #90593 and completely rewrites all blood decals, components and reagents. - Blood types now have behavioral flags which allow them to control where they leave decals/DNA/viruses. Oil no longer transfers DNA and viruses with it, while podpeople water-blood doesn't leave visible decals on turfs and items, but still can be picked up by DNA scanners. - Multiple blood types have received unique handling - liquid electricity blood now glows in the dark, oil trails are flammable and lube ones are slippery. Oil blood can be restored with fuel, lube with silicon and slime with stable plasma (as normal plasma already passively regenerates their blood), instead of everything using iron. Saline solution only supplements on iron-based blood and won't do anything to help with bloodloss for species who rely on different blood types. (Roundstart this applies only to Ethereals) - All blood logic has been moved away from the blood reagent itself into a blood element that is assigned to the blood reagent by default, and to any reagent that's drawn from a mob as their "blood" (in ``transfer_blood_to``). This means that blood you draw from lizards will be green and have lizard's blood description instead of mentioning red blood cells, Ethereal "blood" will actually contain their DNA and genes, etc. - Refactored all blood decals. Blood states are no more, everything is now handled via blood DNA. Credits to MrMelbert and Maplestation, as a significant amount of code has been taken from https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his followup PRs. Oil and xenomorph splatters are now subtypes of blood, blood drying is now animated, blood trails now curve and can be diagonal. - Rewrote bloodysoles and bloody_spreader components, credits to Melbert again for the former, while latter now makes more sense with its interactions. Bloody soles no longer share blood DNA with your hands. - Ported Melbert's bloody footprint sprites and bot-blood-spreading functionality. - Removed all species-side reagent interactions, instead they're handled by said species' livers. (This previously included exotic blood handling, thus the removal) - Slightly optimized human rendering by removing inbetween overlay holders for clothing when they're not needed. - Blood-transmitted diseases will now get added to many more decals than before. - Cleaned up and partially refactored replica pods, fixed an issue where monkeys/manipulators were unable to harvest mindless pods. - Exotic bloodtype on species now automatically assigns their blood reagent, without the need to assign them separately. - Clown mobs now bleed (with colorful reagent instead of blood during april fools), and so do vatbeasts (lizard blood) - Implemented generic procs for handling bleeding checks, all sorts of scanners now also correctly call your blood for what it is. - Podpeople's guts are now lime-green like their organs, instead of being weirdly greyish like their water-blood. (Their bleeding overlays are still grey, as they're bleeding water) - Slimepeople now can bleed. Their jelly is pale purple in color, but their wound overlays copy their body color. - Injecting/spraying/splashing/etc mob with a reagent preserves its data, so you could theoretically recycle fine wines from someone's bloodstream - Fixed burdened chaplain's sect never actually giving a blessing when applying effects, and giving a blessing when nothing can be healed. Inverted check strikes again. - Closes #91039 #### Examples A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.  
261 lines
8.4 KiB
Plaintext
261 lines
8.4 KiB
Plaintext
/**
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* Forensics datum
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*
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* Placed onto atoms, and contains:
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* * List of fingerprints on the atom
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* * List of hidden prints (used for admins)
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* * List of blood on the atom
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* * List of clothing fibers on the atom
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*/
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/datum/forensics
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/// Ref to the parent owning this datum
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var/atom/parent
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/**
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* List of fingerprints on this atom
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*
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* Formatting:
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* * print = print
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*/
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var/list/fingerprints
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/**
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* List of hiddenprints on this atom
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*
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* Formatting:
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* * ckey = realname/gloves/ckey
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*/
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var/list/hiddenprints
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/**
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* List of blood dna on this atom
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*
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* Formatting:
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* * dna = bloodtype
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*/
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var/list/blood_DNA
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/**
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* List of clothing fibers on this atom
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*
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* Formatting:
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* * fiber = fiber
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*/
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var/list/fibers
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/datum/forensics/New(atom/parent, list/fingerprints, list/hiddenprints, list/blood_DNA, list/fibers)
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if(!isatom(parent))
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stack_trace("We tried adding a forensics datum to something that isnt an atom. What the hell are you doing?")
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qdel(src)
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return
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RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, PROC_REF(clean_act))
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src.parent = parent
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src.fingerprints = fingerprints
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src.hiddenprints = hiddenprints
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src.blood_DNA = blood_DNA
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src.fibers = fibers
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check_blood()
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/// Merges the given lists into the preexisting values
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/datum/forensics/proc/inherit_new(list/fingerprints, list/hiddenprints, list/blood_DNA, list/fibers) //Use of | and |= being different here is INTENTIONAL.
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if (fingerprints)
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src.fingerprints = LAZY_LISTS_OR(src.fingerprints, fingerprints)
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if (hiddenprints)
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src.hiddenprints = LAZY_LISTS_OR(src.hiddenprints, hiddenprints)
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if (blood_DNA)
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src.blood_DNA = LAZY_LISTS_OR(src.blood_DNA, blood_DNA)
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if (fibers)
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src.fibers = LAZY_LISTS_OR(src.fibers, fibers)
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check_blood()
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/datum/forensics/Destroy(force)
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UnregisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT)
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parent = null
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return ..()
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/// Empties the fingerprints list
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/datum/forensics/proc/wipe_fingerprints()
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fingerprints = null
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return TRUE
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/// Empties the blood_DNA list
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/datum/forensics/proc/wipe_blood_DNA()
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blood_DNA = null
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return TRUE
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/// Empties the fibers list
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/datum/forensics/proc/wipe_fibers()
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fibers = null
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return TRUE
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/// Handles cleaning up the various forensic types
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/datum/forensics/proc/clean_act(datum/source, clean_types)
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SIGNAL_HANDLER
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if(clean_types & CLEAN_TYPE_FINGERPRINTS)
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wipe_fingerprints()
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if(clean_types & CLEAN_TYPE_BLOOD)
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wipe_blood_DNA()
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if(clean_types & CLEAN_TYPE_FIBERS)
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wipe_fibers()
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/// Adds the given list into fingerprints
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/datum/forensics/proc/add_fingerprint_list(list/fingerprints)
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if(!length(fingerprints))
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return
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LAZYINITLIST(src.fingerprints)
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for(var/fingerprint in fingerprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
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src.fingerprints[fingerprint] = fingerprint
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return TRUE
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/// Adds a single fingerprint
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/datum/forensics/proc/add_fingerprint(mob/living/suspect, ignoregloves = FALSE)
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if(!isliving(suspect))
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if(!iseyemob(suspect))
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return
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if(isaicamera(suspect))
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var/mob/eye/camera/ai/ai_camera = suspect
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if(!ai_camera.ai)
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return
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suspect = ai_camera.ai
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add_hiddenprint(suspect)
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if(ishuman(suspect))
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var/mob/living/carbon/human/human_suspect = suspect
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add_fibers(human_suspect)
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var/obj/item/gloves = human_suspect.gloves
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if(gloves) //Check if the gloves (if any) hide fingerprints
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if(!(gloves.body_parts_covered & HANDS) || HAS_TRAIT(gloves, TRAIT_FINGERPRINT_PASSTHROUGH) || HAS_TRAIT(human_suspect, TRAIT_FINGERPRINT_PASSTHROUGH))
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ignoregloves = TRUE
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if(!ignoregloves)
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human_suspect.gloves.add_fingerprint(human_suspect, ignoregloves = TRUE) //ignoregloves = TRUE to avoid infinite loop.
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return
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var/full_print = md5(human_suspect.dna.unique_identity)
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LAZYSET(fingerprints, full_print, full_print)
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return TRUE
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/// Adds the given list into fibers
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/datum/forensics/proc/add_fiber_list(list/fibers)
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if(!length(fibers))
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return
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LAZYINITLIST(src.fibers)
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for(var/fiber in fibers) //We use an associative list, make sure we don't just merge a non-associative list into ours.
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src.fibers[fiber] = fiber
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return TRUE
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#define ITEM_FIBER_MULTIPLIER 1.2
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#define NON_ITEM_FIBER_MULTIPLIER 1
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/// Adds a single fiber
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/datum/forensics/proc/add_fibers(mob/living/carbon/human/suspect)
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var/fibertext
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var/item_multiplier = isitem(parent) ? ITEM_FIBER_MULTIPLIER : NON_ITEM_FIBER_MULTIPLIER
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if(suspect.wear_suit)
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fibertext = "Material from \a [suspect.wear_suit]."
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if(prob(10 * item_multiplier) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, fibertext)
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if(!(suspect.wear_suit.body_parts_covered & CHEST))
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if(suspect.w_uniform)
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fibertext = "Fibers from \a [suspect.w_uniform]."
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if(prob(12 * item_multiplier) && !LAZYACCESS(fibers, fibertext)) //Wearing a suit means less of the uniform exposed.
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LAZYSET(fibers, fibertext, fibertext)
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if(!(suspect.wear_suit.body_parts_covered & HANDS))
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if(suspect.gloves)
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fibertext = "Material from a pair of [suspect.gloves.name]."
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if(prob(20 * item_multiplier) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, fibertext)
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else if(suspect.w_uniform)
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fibertext = "Fibers from \a [suspect.w_uniform]."
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if(prob(15 * item_multiplier) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, fibertext)
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if(suspect.gloves)
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fibertext = "Material from a pair of [suspect.gloves.name]."
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if(prob(20 * item_multiplier) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, fibertext)
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else if(suspect.gloves)
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fibertext = "Material from a pair of [suspect.gloves.name]."
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if(prob(20 * item_multiplier) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, fibertext)
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return TRUE
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#undef ITEM_FIBER_MULTIPLIER
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#undef NON_ITEM_FIBER_MULTIPLIER
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/// Adds the given list into hiddenprints
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/datum/forensics/proc/add_hiddenprint_list(list/hiddenprints) //list(ckey = text)
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if(!length(hiddenprints))
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return
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LAZYINITLIST(src.hiddenprints)
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for(var/hidden_print in hiddenprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
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src.hiddenprints[hidden_print] = hiddenprints[hidden_print]
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return TRUE
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/// Adds a single hiddenprint
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/datum/forensics/proc/add_hiddenprint(mob/suspect)
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if(!isliving(suspect))
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if(!iseyemob(suspect))
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return
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if(isaicamera(suspect))
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var/mob/eye/camera/ai/ai_camera = suspect
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if(!ai_camera.ai)
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return
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suspect = ai_camera.ai
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if(!suspect.key)
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return
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var/has_gloves = ""
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if(ishuman(suspect))
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var/mob/living/carbon/human/human_suspect = suspect
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if(human_suspect.gloves)
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has_gloves = "(gloves)"
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var/current_time = time_stamp()
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if(!LAZYACCESS(hiddenprints, suspect.key))
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LAZYSET(hiddenprints, suspect.key, "First: \[[current_time]\] \"[suspect.real_name]\"[has_gloves]. Ckey: [suspect.ckey]")
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else
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var/last_stamp_pos = findtext(LAZYACCESS(hiddenprints, suspect.key), "\nLast: ")
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if(last_stamp_pos)
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LAZYSET(hiddenprints, suspect.key, copytext(hiddenprints[suspect.key], 1, last_stamp_pos))
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hiddenprints[suspect.key] += "\nLast: \[[current_time]\] \"[suspect.real_name]\"[has_gloves]. Ckey: [suspect.ckey]" //made sure to be existing by if(!LAZYACCESS);else
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parent.fingerprintslast = suspect.ckey
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return TRUE
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/// Adds the given list into blood_DNA
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/datum/forensics/proc/add_blood_DNA(list/blood_DNA)
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if(!length(blood_DNA))
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return
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LAZYINITLIST(src.blood_DNA)
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for(var/gene in blood_DNA)
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src.blood_DNA[gene] = blood_DNA[gene]
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check_blood()
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return TRUE
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/// Updates the blood displayed on parent
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/datum/forensics/proc/check_blood()
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if(!isitem(parent) || isorgan(parent)) // organs don't spawn with blood decals by default
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return
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var/blood_color = parent.get_blood_dna_color()
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if (blood_color)
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parent.AddElement(/datum/element/decal/blood, _color = blood_color, _emissive = parent.get_blood_emissive_alpha())
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/// Returns how many blood datums on us fit our parent's expose flags
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/datum/forensics/proc/get_visible_blood()
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RETURN_TYPE(/list)
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var/expose_flag = null
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if (isturf(parent) || istype(parent, /obj/effect/decal))
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expose_flag = BLOOD_COVER_TURFS
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else if (ismob(parent))
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expose_flag = BLOOD_COVER_MOBS
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else if (isitem(parent))
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expose_flag = BLOOD_COVER_ITEMS
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if (!expose_flag)
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return
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var/visible_blood = list()
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for (var/blood_key in blood_DNA)
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var/datum/blood_type/blood_type = blood_DNA[blood_key]
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if (!istype(blood_type))
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blood_type = get_blood_type(blood_type)
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if (!istype(blood_type))
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continue
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if (blood_type.blood_flags & expose_flag)
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visible_blood[blood_key] = blood_type
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return visible_blood
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