mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-18 18:42:59 +01:00
Added autopsy.
- When a human is attacked, data about the weapon is added to a special wound datum on the organ. - This data can be extracted and processed by opening up the limb and using an autopsy scanner on it. - Added the autopsy-scanner to the map.
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@@ -269,6 +269,7 @@ CIRCULAR SAW
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if(!try_bone_surgery(M, user))
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return ..()
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/obj/item/weapon/hemostat/proc/try_bone_surgery(mob/living/carbon/human/H as mob, mob/living/user as mob)
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if(!istype(H))
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return 0
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@@ -315,6 +316,119 @@ CIRCULAR SAW
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return 1
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///////////////////
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//AUTOPSY SCANNER//
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///////////////////
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/obj/item/weapon/autopsy_scanner/var/list/datum/wound_data/wdata = list()
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/obj/item/weapon/autopsy_scanner/var/target_name = null
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/datum/wound_data
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var
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weapon_type = null // this is the DEFINITE weapon type that was used
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list/organs_scanned = list() // this maps a number of scanned organs to
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// the wounds to those organs with this data's weapon type
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organ_names = ""
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/obj/item/weapon/autopsy_scanner/proc/add_data(var/datum/organ/external/O)
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if(!O.weapon_wounds.len) return
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for(var/V in O.weapon_wounds)
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var/datum/wound/W = O.weapon_wounds[V]
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if(!W.pretend_weapon_type)
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// the more hits, the more likely it is that we get the right weapon type
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if(prob(W.hits * 10 + W.damage))
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W.pretend_weapon_type = W.weapon_type
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else
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if(prob(50))
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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)
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else
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W.pretend_weapon_type = pick(typesof(/obj/item/weapon))
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var/datum/wound_data/D = wdata[V]
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if(!D)
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D = new()
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D.weapon_type = W.weapon_type
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wdata[V] = D
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if(!D.organs_scanned[O.name])
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D.organ_names += "[O.display_name] "
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del D.organs_scanned[O.name]
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D.organs_scanned[O.name] = W.copy()
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/obj/item/weapon/autopsy_scanner/verb/print_data()
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set src in view(usr, 1)
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var/scan_data = ""
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var/n = 1
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for(var/wdata_idx in wdata)
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var/datum/wound_data/D = wdata[wdata_idx]
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var/total_hits = 0
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var/total_score = 0
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var/list/weapon_chances = list() // maps weapon names to a score
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for(var/wound_idx in D.organs_scanned)
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var/datum/wound/W = D.organs_scanned[wound_idx]
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total_hits += W.hits
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var/atom/weapon = new W.pretend_weapon_type()
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if(weapon.name in weapon_chances) weapon_chances[weapon.name] += W.damage
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else weapon_chances[weapon.name] = W.damage
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total_score+=W.damage
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del weapon
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scan_data += "<b>Weapon #[n]</b><br>"
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scan_data += "Hits by weapon: [total_hits]<br>"
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scan_data += "Affected limbs: [D.organ_names]<br>"
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scan_data += "Possible weapons:<br>"
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for(var/weapon_name in weapon_chances)
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scan_data += "\t[100*weapon_chances[weapon_name]/total_score]% [weapon_name]<br>"
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scan_data += "<br>"
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n++
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for(var/mob/O in viewers(usr))
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O.show_message("\red The [src] rattles and prints out a sheet of paper.", 1)
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sleep(10)
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var/obj/item/weapon/paper/P = new(usr.loc)
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P.name = "Autopsy Data ([target_name])"
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P.info = "<tt>[scan_data]</tt>"
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P.overlays += "paper_words"
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/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
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if(!istype(M))
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return
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if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
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return ..()
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if(target_name != M.name)
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target_name = M.name
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for(var/V in src.wdata)
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del src.wdata[V]
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src.wdata = list()
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var/datum/organ/external/S = M.organs[user.zone_sel.selecting]
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if(!S)
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usr << "<b>You can't scan this body part.</b>"
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return
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if(!S.open)
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usr << "<b>You have to cut the limb open first!</b>"
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return
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for(var/mob/O in viewers(M))
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O.show_message("\red [user.name] scans the wounds on [M.name]'s [S.display_name] with the [src.name]", 1)
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src.add_data(S)
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return 1
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///////////
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//Cautery//
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///////////
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@@ -572,6 +686,7 @@ CIRCULAR SAW
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if(istype(M, /mob/living/carbon/human))
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var/datum/organ/external/affecting = M:get_organ("head")
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affecting.take_damage(7)
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affecting.open = 1
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else
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M.take_organ_damage(7)
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@@ -1,9 +1,3 @@
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/obj/item/weapon/storage/toolbox/New()
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..()
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if (src.type == /obj/item/weapon/storage/toolbox)
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world << "BAD: [src] ([src.type]) spawned at [src.x] [src.y] [src.z]"
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del(src)
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/obj/item/weapon/storage/toolbox/emergency/New()
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..()
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new /obj/item/weapon/crowbar/red(src)
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