//moved these here from code/defines/obj/weapon.dm
//please preference put stuff where it's easy to find - C
/obj/item/weapon/autopsy_scanner
name = "autopsy scanner"
desc = "Extracts information on wounds."
icon = 'icons/obj/autopsy_scanner.dmi'
icon_state = ""
flags = FPRINT
siemens_coefficient = 1
w_class = W_CLASS_TINY
origin_tech = Tc_MATERIALS + "=1;" + Tc_BIOTECH + "=1"
var/list/datum/autopsy_data_scanner/wdata = list()
var/list/datum/autopsy_data_scanner/chemtraces = list()
var/target_name = null
var/timeofdeath = null
var/advanced_butchery = null
/datum/autopsy_data_scanner
var/weapon = null // this is the DEFINITE weapon type that was used
var/list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
var/organ_names = ""
/datum/autopsy_data
var/weapon = null
var/pretend_weapon = null
var/damage = 0
var/hits = 0
var/time_inflicted = 0
proc/copy()
var/datum/autopsy_data/W = new()
W.weapon = weapon
W.pretend_weapon = pretend_weapon
W.damage = damage
W.hits = hits
W.time_inflicted = time_inflicted
return W
/obj/item/weapon/autopsy_scanner/proc/add_data(var/datum/organ/external/O)
if(istype(O,/datum/organ/external/chest))
var/mob/living/carbon/human/H = O.owner
if(H)
if(H.advanced_butchery && H.advanced_butchery.len)
advanced_butchery = "\The [target_name] seems to have been butchered with"
for(var/i = 1, i <= H.advanced_butchery.len, i++)
var/tool_name = H.advanced_butchery[i]
if(tool_name == "grue")
advanced_butchery = "\The [target_name] is likely to have been eaten by a grue."
break
if(H.advanced_butchery.len == 1)
advanced_butchery += " \a [tool_name]."
else if(i != H.advanced_butchery.len)
advanced_butchery += " \a [tool_name][H.advanced_butchery.len > 2 ? "," : ""]"
else
advanced_butchery += " and \a [tool_name]."
if(!O.autopsy_data.len && !O.trace_chemicals.len)
return
for(var/V in O.autopsy_data)
var/datum/autopsy_data/W = O.autopsy_data[V]
if(!W.pretend_weapon)
/*
// the more hits, the more likely it is that we get the right weapon type
if(prob(50 + W.hits * 10 + W.damage))
*/
// Buffing this stuff up for now!
if(1)
W.pretend_weapon = W.weapon
else
W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
var/datum/autopsy_data_scanner/D = wdata[V]
if(!D)
D = new()
D.weapon = W.weapon
wdata[V] = D
if(!D.organs_scanned[O.name])
if(D.organ_names == "")
D.organ_names = O.display_name
else
D.organ_names += ", [O.display_name]"
qdel (D.organs_scanned[O.name])
D.organs_scanned[O.name] = W.copy()
for(var/V in O.trace_chemicals)
if(O.trace_chemicals[V] > 0 && !chemtraces.Find(V))
chemtraces += V
/obj/item/weapon/autopsy_scanner/verb/print_data()
set category = "Object"
set src in view(usr, 1)
set name = "Print Data"
if(usr.isUnconscious() || !(istype(usr,/mob/living/carbon/human)))
to_chat(usr, "No.")
return
var/scan_data = ""
if(timeofdeath)
scan_data += "Time of death: [worldtime2text(timeofdeath)]
"
var/n = 1
for(var/wdata_idx in wdata)
var/datum/autopsy_data_scanner/D = wdata[wdata_idx]
var/total_hits = 0
var/total_score = 0
var/list/weapon_chances = list() // maps weapon names to a score
var/age = 0
for(var/wound_idx in D.organs_scanned)
var/datum/autopsy_data/W = D.organs_scanned[wound_idx]
total_hits += W.hits
var/wname = W.pretend_weapon
if(wname in weapon_chances)
weapon_chances[wname] += W.damage
else
weapon_chances[wname] = max(W.damage, 1)
total_score+=W.damage
var/wound_age = W.time_inflicted
age = max(age, wound_age)
var/damage_desc
var/damaging_weapon = (total_score != 0)
// total score happens to be the total damage
switch(total_score)
if(0)
damage_desc = "Unknown"
if(1 to 5)
damage_desc = "negligible"
if(5 to 15)
damage_desc = "light"
if(15 to 30)
damage_desc = "moderate"
if(30 to 1000)
damage_desc = "severe"
if(!total_score)
total_score = D.organs_scanned.len
scan_data += "Weapon #[n]
"
if(damaging_weapon)
scan_data += "Severity: [damage_desc]
"
scan_data += "Hits by weapon: [total_hits]
"
scan_data += "Approximate time of wound infliction: [worldtime2text(age)]
"
scan_data += "Affected limbs: [D.organ_names]
"
scan_data += "Possible weapons:
"
for(var/weapon_name in weapon_chances)
scan_data += "\t[100*weapon_chances[weapon_name]/total_score]% [weapon_name]
"
scan_data += "
"
n++
if(chemtraces.len)
scan_data += "Trace Chemicals:
"
for(var/chemID in chemtraces)
scan_data += chemID
scan_data += "
"
scan_data += "
[advanced_butchery]
"
for(var/mob/O in viewers(usr))
O.show_message("\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 = "[scan_data]"
P.overlays += image(icon = P.icon, icon_state = "paper_words")
if(istype(usr,/mob/living/carbon))
// place the item in the usr's hand if possible
usr.put_in_hands(P)
/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!can_operate(M, user))
return
if(target_name != M.name)
target_name = M.name
src.wdata = list()
src.chemtraces = list()
src.timeofdeath = null
to_chat(user, "A new patient has been registered. Purging data for previous patient.")
src.timeofdeath = M.timeofdeath
var/datum/organ/external/S = M.get_organ(user.zone_sel.selecting)
if(!S)
to_chat(usr, "You can't scan this body part.")
return
if(!S.open)
to_chat(usr, "You have to cut the limb open first!")
return
for(var/mob/O in viewers(M))
O.show_message("[user.name] scans the wounds on [M.name]'s [S.display_name] with \the [src.name]", 1)
src.add_data(S)
return 1