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.
This commit is contained in:
cib
2012-01-28 02:26:44 -08:00
parent a7e8d61f76
commit e14dfc5ace
9 changed files with 169 additions and 10 deletions
@@ -269,6 +269,7 @@ CIRCULAR SAW
if(!try_bone_surgery(M, user))
return ..()
/obj/item/weapon/hemostat/proc/try_bone_surgery(mob/living/carbon/human/H as mob, mob/living/user as mob)
if(!istype(H))
return 0
@@ -315,6 +316,119 @@ CIRCULAR SAW
return 1
///////////////////
//AUTOPSY SCANNER//
///////////////////
/obj/item/weapon/autopsy_scanner/var/list/datum/wound_data/wdata = list()
/obj/item/weapon/autopsy_scanner/var/target_name = null
/datum/wound_data
var
weapon_type = 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 = ""
/obj/item/weapon/autopsy_scanner/proc/add_data(var/datum/organ/external/O)
if(!O.weapon_wounds.len) return
for(var/V in O.weapon_wounds)
var/datum/wound/W = O.weapon_wounds[V]
if(!W.pretend_weapon_type)
// 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
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))
var/datum/wound_data/D = wdata[V]
if(!D)
D = new()
D.weapon_type = W.weapon_type
wdata[V] = D
if(!D.organs_scanned[O.name])
D.organ_names += "[O.display_name] "
del D.organs_scanned[O.name]
D.organs_scanned[O.name] = W.copy()
/obj/item/weapon/autopsy_scanner/verb/print_data()
set src in view(usr, 1)
var/scan_data = ""
var/n = 1
for(var/wdata_idx in wdata)
var/datum/wound_data/D = wdata[wdata_idx]
var/total_hits = 0
var/total_score = 0
var/list/weapon_chances = list() // maps weapon names to a score
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()
if(weapon.name in weapon_chances) weapon_chances[weapon.name] += W.damage
else weapon_chances[weapon.name] = W.damage
total_score+=W.damage
del weapon
scan_data += "<b>Weapon #[n]</b><br>"
scan_data += "Hits by weapon: [total_hits]<br>"
scan_data += "Affected limbs: [D.organ_names]<br>"
scan_data += "Possible weapons:<br>"
for(var/weapon_name in weapon_chances)
scan_data += "\t[100*weapon_chances[weapon_name]/total_score]% [weapon_name]<br>"
scan_data += "<br>"
n++
for(var/mob/O in viewers(usr))
O.show_message("\red The [src] rattles and prints out a sheet of paper.", 1)
sleep(10)
var/obj/item/weapon/paper/P = new(usr.loc)
P.name = "Autopsy Data ([target_name])"
P.info = "<tt>[scan_data]</tt>"
P.overlays += "paper_words"
/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
if(target_name != M.name)
target_name = M.name
for(var/V in src.wdata)
del src.wdata[V]
src.wdata = list()
var/datum/organ/external/S = M.organs[user.zone_sel.selecting]
if(!S)
usr << "<b>You can't scan this body part.</b>"
return
if(!S.open)
usr << "<b>You have to cut the limb open first!</b>"
return
for(var/mob/O in viewers(M))
O.show_message("\red [user.name] scans the wounds on [M.name]'s [S.display_name] with the [src.name]", 1)
src.add_data(S)
return 1
///////////
//Cautery//
///////////
@@ -572,6 +686,7 @@ CIRCULAR SAW
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
affecting.open = 1
else
M.take_organ_damage(7)
-6
View File
@@ -1,9 +1,3 @@
/obj/item/weapon/storage/toolbox/New()
..()
if (src.type == /obj/item/weapon/storage/toolbox)
world << "BAD: [src] ([src.type]) spawned at [src.x] [src.y] [src.z]"
del(src)
/obj/item/weapon/storage/toolbox/emergency/New()
..()
new /obj/item/weapon/crowbar/red(src)