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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
190 lines
5.2 KiB
Plaintext
190 lines
5.2 KiB
Plaintext
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//moved these here from code/defines/obj/weapon.dm
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//please preference put stuff where it's easy to find - C
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/obj/item/weapon/autopsy_scanner
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name = "biopsy scanner"
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desc = "Extracts information on wounds."
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icon = 'icons/obj/autopsy_scanner.dmi'
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icon_state = ""
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flags = CONDUCT
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w_class = ITEMSIZE_SMALL
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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var/list/datum/autopsy_data_scanner/wdata = list()
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var/list/datum/autopsy_data_scanner/chemtraces = list()
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var/target_name = null
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var/timeofdeath = null
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/datum/autopsy_data_scanner
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var/weapon = null // this is the DEFINITE weapon type that was used
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var/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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var/organ_names = ""
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/datum/autopsy_data
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var/weapon = null
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var/pretend_weapon = null
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var/damage = 0
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var/hits = 0
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var/time_inflicted = 0
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proc/copy()
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var/datum/autopsy_data/W = new()
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W.weapon = weapon
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W.pretend_weapon = pretend_weapon
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W.damage = damage
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W.hits = hits
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W.time_inflicted = time_inflicted
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return W
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/obj/item/weapon/autopsy_scanner/proc/add_data(var/obj/item/organ/external/O)
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if(!O.autopsy_data.len && !O.trace_chemicals.len) return
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for(var/V in O.autopsy_data)
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var/datum/autopsy_data/W = O.autopsy_data[V]
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if(!W.pretend_weapon)
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/*
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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(50 + W.hits * 10 + W.damage))
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*/
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// Buffing this stuff up for now!
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if(1)
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W.pretend_weapon = W.weapon
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else
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W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
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var/datum/autopsy_data_scanner/D = wdata[V]
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if(!D)
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D = new()
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D.weapon = W.weapon
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wdata[V] = D
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if(!D.organs_scanned[O.name])
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if(D.organ_names == "")
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D.organ_names = O.name
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else
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D.organ_names += ", [O.name]"
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qdel(D.organs_scanned[O.name])
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D.organs_scanned[O.name] = W.copy()
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for(var/V in O.trace_chemicals)
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if(O.trace_chemicals[V] > 0 && !chemtraces.Find(V))
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chemtraces += V
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/obj/item/weapon/autopsy_scanner/verb/print_data()
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set category = "Object"
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set src in view(usr, 1)
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set name = "Print Data"
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if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
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usr << "No."
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return
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var/scan_data = ""
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if(timeofdeath)
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scan_data += "<b>Time of death:</b> [worldtime2stationtime(timeofdeath)]<br><br>"
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var/n = 1
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for(var/wdata_idx in wdata)
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var/datum/autopsy_data_scanner/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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var/age = 0
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for(var/wound_idx in D.organs_scanned)
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var/datum/autopsy_data/W = D.organs_scanned[wound_idx]
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total_hits += W.hits
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var/wname = W.pretend_weapon
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if(wname in weapon_chances) weapon_chances[wname] += W.damage
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else weapon_chances[wname] = max(W.damage, 1)
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total_score+=W.damage
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var/wound_age = W.time_inflicted
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age = max(age, wound_age)
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var/damage_desc
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var/damaging_weapon = (total_score != 0)
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// total score happens to be the total damage
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switch(total_score)
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if(0)
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damage_desc = "Unknown"
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if(1 to 5)
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damage_desc = "<font color='green'>negligible</font>"
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if(5 to 15)
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damage_desc = "<font color='green'>light</font>"
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if(15 to 30)
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damage_desc = "<font color='orange'>moderate</font>"
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if(30 to 1000)
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damage_desc = "<font color='red'>severe</font>"
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if(!total_score) total_score = D.organs_scanned.len
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scan_data += "<b>Weapon #[n]</b><br>"
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if(damaging_weapon)
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scan_data += "Severity: [damage_desc]<br>"
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scan_data += "Hits by weapon: [total_hits]<br>"
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scan_data += "Approximate time of wound infliction: [worldtime2stationtime(age)]<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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if(chemtraces.len)
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scan_data += "<b>Trace Chemicals: </b><br>"
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for(var/chemID in chemtraces)
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scan_data += chemID
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scan_data += "<br>"
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for(var/mob/O in viewers(usr))
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O.show_message("<span class='notice'>\The [src] rattles and prints out a sheet of paper.</span>", 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.icon_state = "paper_words"
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if(istype(usr,/mob/living/carbon))
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usr.put_in_hands(src)
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/obj/item/weapon/autopsy_scanner/do_surgery(mob/living/carbon/human/M, mob/living/user)
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if(!istype(M))
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return 0
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if(target_name != M.name)
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target_name = M.name
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src.wdata = list()
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src.chemtraces = list()
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src.timeofdeath = null
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user << "<span class='notice'>A new patient has been registered. Purging data for previous patient.</span>"
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src.timeofdeath = M.timeofdeath
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var/obj/item/organ/external/S = M.get_organ(user.zone_sel.selecting)
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if(!S)
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usr << "<span class='warning'>You can't scan this body part.</span>"
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return
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if(!S.open)
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usr << "<span class='warning'>You have to cut [S] open first!</span>"
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return
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M.visible_message("<span class='notice'>\The [user] scans the wounds on [M]'s [S.name] with [src]</span>")
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src.add_data(S)
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return 1
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