Forensics re-destroyed, but better this time.

All lists are LAZYINITLIST, cleaning code is preserved, examine is preserved. We should be back in buisness, but this is just a 'holy fuck finally' commit
This commit is contained in:
Poojawa
2019-08-17 02:43:59 -05:00
parent 8bd54bcc54
commit 088bc484e3
29 changed files with 288 additions and 439 deletions

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@@ -1,2 +0,0 @@
#define IF_HAS_BLOOD_DNA(__thing) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA))
#define IF_HAS_BLOOD_DNA_AND(__thing, __conditions...) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA) && (##__conditions))

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@@ -7,32 +7,6 @@
. = ..()
RegisterSignal(parent, COMSIG_ATOM_GET_EXAMINE_NAME, .proc/get_examine_name)
/datum/component/decal/blood/generate_appearance(_icon, _icon_state, _dir, _layer, _color)
var/obj/item/I = parent
I.cut_overlays()
if(!_icon)
_icon = 'icons/effects/blood.dmi'
if(!_icon_state)
_icon_state = "itemblood"
var/icon = initial(I.icon)
var/icon_state = initial(I.icon_state)
if(!icon || !icon_state)
// It's something which takes on the look of other items, probably
icon = I.icon
icon_state = I.icon_state
var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
// pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state))
I.blood_splatter_icon = blood_splatter_icon
I.blood_overlay = image(I.blood_splatter_icon)
I.blood_overlay.color = I.blood_DNA_to_color()
I.update_icon()
I.add_overlay(I.blood_overlay)
return TRUE
/datum/component/decal/blood/proc/get_examine_name(datum/source, mob/user, list/override)
var/atom/A = parent
override[EXAMINE_POSITION_ARTICLE] = A.gender == PLURAL? "some" : "a"

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@@ -1,184 +0,0 @@
/datum/component/forensics
dupe_mode = COMPONENT_DUPE_UNIQUE
can_transfer = TRUE
var/list/fingerprints //assoc print = print
var/list/hiddenprints //assoc ckey = realname/gloves/ckey
var/list/blood_DNA //assoc dna = bloodtype
var/list/fibers //assoc print = print
/datum/component/forensics/InheritComponent(datum/component/forensics/F, original) //Use of | and |= being different here is INTENTIONAL.
fingerprints = fingerprints | F.fingerprints
hiddenprints = hiddenprints | F.hiddenprints
blood_DNA = blood_DNA | F.blood_DNA
fibers = fibers | F.fibers
check_blood()
return ..()
/datum/component/forensics/Initialize(new_fingerprints, new_hiddenprints, new_blood_DNA, new_fibers)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
fingerprints = new_fingerprints
hiddenprints = new_hiddenprints
blood_DNA = new_blood_DNA
fibers = new_fibers
check_blood()
/datum/component/forensics/RegisterWithParent()
check_blood()
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_act)
/datum/component/forensics/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_COMPONENT_CLEAN_ACT))
/datum/component/forensics/PostTransfer()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
/datum/component/forensics/proc/wipe_fingerprints()
fingerprints = null
return TRUE
/datum/component/forensics/proc/wipe_hiddenprints()
return //no.
/datum/component/forensics/proc/wipe_blood_DNA()
blood_DNA = null
if(isitem(parent))
qdel(parent.GetComponent(/datum/component/decal/blood))
return TRUE
/datum/component/forensics/proc/wipe_fibers()
fibers = null
return TRUE
/datum/component/forensics/proc/clean_act(datum/source, strength)
if(strength >= CLEAN_STRENGTH_FINGERPRINTS)
wipe_fingerprints()
if(strength >= CLEAN_STRENGTH_BLOOD)
wipe_blood_DNA()
if(strength >= CLEAN_STRENGTH_FIBERS)
wipe_fibers()
/datum/component/forensics/proc/add_fingerprint_list(list/_fingerprints) //list(text)
if(!length(_fingerprints))
return
LAZYINITLIST(fingerprints)
for(var/i in _fingerprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
fingerprints[i] = i
return TRUE
/datum/component/forensics/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
if(!isliving(M))
if(!iscameramob(M))
return
if(isaicamera(M))
var/mob/camera/aiEye/ai_camera = M
if(!ai_camera.ai)
return
M = ai_camera.ai
add_hiddenprint(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
add_fibers(H)
if(H.gloves) //Check if the gloves (if any) hide fingerprints
var/obj/item/clothing/gloves/G = H.gloves
if(G.transfer_prints)
ignoregloves = TRUE
if(!ignoregloves)
H.gloves.add_fingerprint(H, TRUE) //ignoregloves = 1 to avoid infinite loop.
return
var/full_print = md5(H.dna.uni_identity)
LAZYSET(fingerprints, full_print, full_print)
return TRUE
/datum/component/forensics/proc/add_fiber_list(list/_fibertext) //list(text)
if(!length(_fibertext))
return
LAZYINITLIST(fibers)
for(var/i in _fibertext) //We use an associative list, make sure we don't just merge a non-associative list into ours.
fibers[i] = i
return TRUE
/datum/component/forensics/proc/add_fibers(mob/living/carbon/human/M)
var/fibertext
var/item_multiplier = isitem(src)?1.2:1
if(M.wear_suit)
fibertext = "Material from \a [M.wear_suit]."
if(prob(10*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
if(!(M.wear_suit.body_parts_covered & CHEST))
if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(12*item_multiplier) && !LAZYACCESS(fibers, fibertext)) //Wearing a suit means less of the uniform exposed.
LAZYSET(fibers, fibertext, fibertext)
if(!(M.wear_suit.body_parts_covered & HANDS))
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
else if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(15*item_multiplier) && !LAZYACCESS(fibers, fibertext))
// "Added fibertext: [fibertext]"
LAZYSET(fibers, fibertext, fibertext)
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
else if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
return TRUE
/datum/component/forensics/proc/add_hiddenprint_list(list/_hiddenprints) //list(ckey = text)
if(!length(_hiddenprints))
return
LAZYINITLIST(hiddenprints)
for(var/i in _hiddenprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
hiddenprints[i] = _hiddenprints[i]
return TRUE
/datum/component/forensics/proc/add_hiddenprint(mob/M)
if(!isliving(M))
if(!iscameramob(M))
return
if(isaicamera(M))
var/mob/camera/aiEye/ai_camera = M
if(!ai_camera.ai)
return
M = ai_camera.ai
if(!M.key)
return
var/hasgloves = ""
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
hasgloves = "(gloves)"
var/current_time = TIME_STAMP("hh:mm:ss", FALSE)
if(!LAZYACCESS(hiddenprints, M.key))
LAZYSET(hiddenprints, M.key, "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]")
else
var/laststamppos = findtext(LAZYACCESS(hiddenprints, M.key), " Last: ")
if(laststamppos)
LAZYSET(hiddenprints, M.key, copytext(hiddenprints[M.key], 1, laststamppos))
hiddenprints[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]" //made sure to be existing by if(!LAZYACCESS);else
var/atom/A = parent
A.fingerprintslast = M.ckey
return TRUE
/datum/component/forensics/proc/add_blood_DNA(list/dna) //list(dna_enzymes = type)
if(!length(dna))
return
LAZYINITLIST(blood_DNA)
for(var/i in dna)
blood_DNA[i] = dna[i]
check_blood()
return TRUE
/datum/component/forensics/proc/check_blood()
if(!isitem(parent))
return
if(!length(blood_DNA))
return
parent.LoadComponent(/datum/component/decal/blood)

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@@ -37,6 +37,10 @@
var/rad_insulation = RAD_NO_INSULATION
var/icon/blood_splatter_icon
var/list/fingerprints
var/list/fingerprintshidden
var/list/blood_DNA
var/list/suit_fibers
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
@@ -350,12 +354,23 @@
var/new_blood_dna = L.get_blood_dna_list()
if(!new_blood_dna)
return FALSE
var/old_length = blood_DNA_length()
LAZYINITLIST(blood_DNA) //if our list of DNA doesn't exist yet, initialise it.
var/old_length = length(blood_DNA)
add_blood_DNA(new_blood_dna)
if(blood_DNA_length() == old_length)
if(length(blood_DNA) == old_length)
return FALSE
return TRUE
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
LAZYINITLIST(blood_DNA)
var/old_length = length(blood_DNA)
blood_DNA |= blood_dna
if(length(blood_DNA) == old_length)
return FALSE
return TRUE
//to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list()
@@ -363,6 +378,111 @@
return FALSE
return add_blood_DNA(blood_dna)
//to add blood onto something, with blood dna info to include.
/atom/proc/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
return FALSE
/obj/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
return transfer_blood_dna(blood_dna)
/obj/item/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
. = ..()
if(!.)
return
add_blood_overlay()
/obj/item/proc/add_blood_overlay()
if(!length(blood_DNA))
return
if(initial(icon) && initial(icon_state))
blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_overlay = image(blood_splatter_icon)
blood_overlay.color = blood_DNA_to_color()
add_overlay(blood_overlay)
/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
. = ..()
transfer_blood = rand(2, 4)
/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
B.transfer_blood_dna(blood_dna) //give blood info to the blood decal.
return TRUE //we bloodied the floor
/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
if(wear_suit)
wear_suit.add_blood_DNA(blood_dna)
update_inv_wear_suit()
else if(w_uniform)
w_uniform.add_blood_DNA(blood_dna)
update_inv_w_uniform()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
G.add_blood_DNA(blood_dna)
else if(length(blood_dna))
transfer_blood_dna(blood_dna)
bloody_hands = rand(2, 4)
if(head)
head.add_blood_DNA(blood_dna)
update_inv_head()
else if(wear_mask)
wear_mask.add_blood_DNA(blood_dna)
update_inv_wear_mask()
if(wear_neck)
wear_neck.add_blood_DNA(blood_dna)
update_inv_neck()
update_inv_gloves() //handles bloody hands overlays and updating
return TRUE
/atom/proc/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in blood_DNA)
if(colors[blood_DNA[bloop]])
colors[blood_DNA[bloop]]++
else
colors[blood_DNA[bloop]] = 1
var/final_rgb = BLOOD_COLOR_HUMAN //a default so we don't have white blood graphics if something messed up
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
final_rgb = bloodtype_to_color(colors[1])
sum = colors[colors[1]]
if(colors.len > 1)
var/i = 2
while(i <= colors.len)
var/tmp = colors[colors[i]]
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
sum += tmp
i++
return final_rgb
/atom/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
if(strength >= CLEAN_STRENGTH_FINGERPRINTS)
if(islist(fingerprints))
fingerprints = null
if(strength >= CLEAN_STRENGTH_BLOOD)
if(islist(blood_DNA))
blood_DNA = null
if(strength >= CLEAN_STRENGTH_FIBERS)
if(islist(suit_fibers))
suit_fibers = null
return TRUE
/obj/item/clean_blood(datum/source, strength)
. = ..()
if(.)
if(blood_splatter_icon)
cut_overlay(blood_splatter_icon)
/atom/proc/wash_cream()
return TRUE

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@@ -13,7 +13,7 @@
/obj/machinery/washing_machine/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/machinery/washing_machine/clean_blood)))
/obj/machinery/washing_machine/examine(mob/user)
..()
@@ -59,7 +59,8 @@
M.Translate(rand(-3, 3), rand(-1, 3))
animate(src, transform=M, time=2)
/obj/machinery/washing_machine/proc/clean_blood()
/obj/machinery/washing_machine/clean_blood()
. = ..()
if(!busy)
bloody_mess = FALSE
update_icon()

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@@ -81,7 +81,8 @@
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
S.add_blood_DNA(return_blood_DNA())
if(blood_DNA && blood_DNA.len)
S.add_blood_DNA(blood_DNA)
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()

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@@ -35,7 +35,7 @@
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
splat.add_blood_DNA(return_blood_DNA())
splat.transfer_blood_dna(blood_DNA)
if(!step_to(src, get_step(src, direction), 0))
break

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@@ -21,9 +21,6 @@
/obj/effect/decal/cleanable/blood/gibs/update_icon()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
Blood_DNA = D.blood_DNA
add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
cut_overlays()
var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts")
@@ -60,7 +57,7 @@
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
splat.add_blood_DNA(return_blood_DNA())
splat.transfer_blood_dna(blood_DNA)
if(!step_to(src, get_step(src, direction), 0))
break

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@@ -7,12 +7,10 @@
blood_state = BLOOD_STATE_BLOOD
bloodiness = MAX_SHOE_BLOODINESS
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
var/list/Blood_DNA = list()
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
if(C.Blood_DNA.len)
Blood_DNA |= C.Blood_DNA.Copy()
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
@@ -28,9 +26,6 @@
update_icon()
/obj/effect/decal/cleanable/blood/update_icon()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
Blood_DNA = D.blood_DNA
color = blood_DNA_to_color()
/obj/effect/decal/cleanable/blood/old

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@@ -389,9 +389,9 @@
. = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
add_blood_DNA(from.return_blood_DNA())
add_fingerprint_list(from.return_fingerprints())
add_hiddenprint_list(from.return_hiddenprints())
blood_DNA = from.blood_DNA
fingerprints = from.fingerprints
fingerprintshidden = from.fingerprintshidden
fingerprintslast = from.fingerprintslast
//TODO bloody overlay

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@@ -324,14 +324,11 @@
cooldown = world.time + cooldown_time
/obj/item/voodoo/proc/update_targets()
possible = list()
LAZYINITLIST(possible)
if(!voodoo_link)
return
var/list/prints = voodoo_link.return_fingerprints()
if(!length(prints))
return FALSE
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(prints[md5(H.dna.uni_identity)])
if(md5(H.dna.uni_identity) in voodoo_link.fingerprints)
possible |= H
/obj/item/voodoo/proc/GiveHint(mob/victim,force=0)

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@@ -344,12 +344,7 @@ BLIND // can't see anything
else
..()
/obj/item/clothing/transfer_blood_dna(list/blood_dna)
..()
var/list/blood_list
GET_COMPONENT(D, /datum/component/forensics)
if(D)
blood_list = D.blood_DNA
if(blood_list.len)
last_bloodtype = blood_list[blood_list[blood_list.len]]//trust me this works
last_blood_DNA = blood_list[blood_list.len]
/obj/item/clothing/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
if(length(blood_DNA))
last_bloodtype = blood_DNA[blood_DNA[blood_DNA.len]]//trust me this works
last_blood_DNA = blood_DNA[blood_DNA.len]

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@@ -14,11 +14,10 @@
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood)))
/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
transfer_blood = 0
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
@@ -30,7 +29,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
@@ -41,4 +40,4 @@
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
return 0 // return 1 to cancel attack_hand()
return FALSE // return TRUE to cancel attack_hand()

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@@ -46,7 +46,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)

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@@ -59,7 +59,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)

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@@ -12,7 +12,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
/obj/item/clothing/neck/tie

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@@ -21,7 +21,7 @@
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/shoes/clean_blood)))
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
@@ -46,7 +46,7 @@
. = list()
if(!isinhands)
var/bloody = FALSE
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
@@ -93,9 +93,9 @@
var/mob/M = loc
M.update_inv_shoes()
/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
/obj/item/clothing/shoes/clean_blood(datum/source, strength)
. = ..()
bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_state = BLOOD_STATE_NOT_BLOODY
if(ismob(loc))

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@@ -53,7 +53,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
if(taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else

View File

@@ -22,7 +22,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay

View File

@@ -1,158 +1,107 @@
//CONTAINS: Suit fibers and Detective's Scanning Computer
/atom/proc/return_fingerprints()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.fingerprints
/atom/proc/add_fibers(mob/living/carbon/human/M)
if(M.gloves && istype(M.gloves, /obj/item/clothing/))
var/obj/item/clothing/gloves/G = M.gloves
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood_DNA(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands > 1)
if(add_blood_DNA(M.blood_DNA))
M.bloody_hands--
if(!suit_fibers)
suit_fibers = list()
var/fibertext
var/item_multiplier = isitem(src)?1.2:1
if(M.wear_suit)
fibertext = "Material from \a [M.wear_suit]."
if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & CHEST))
if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & HANDS))
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += fibertext
else if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
// "Added fibertext: [fibertext]"
suit_fibers += fibertext
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += "Material from a pair of [M.gloves.name]."
else if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += "Material from a pair of [M.gloves.name]."
/atom/proc/return_hiddenprints()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.hiddenprints
/atom/proc/return_blood_DNA()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.blood_DNA
/atom/proc/add_hiddenprint(mob/living/M)
if(!M || !M.key)
return
/atom/proc/blood_DNA_length()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = length(D.blood_DNA)
if(!fingerprintshidden) //Add the list if it does not exist
fingerprintshidden = list()
/atom/proc/return_fibers()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.fibers
var/hasgloves = ""
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
hasgloves = "(gloves)"
var/current_time = TIME_STAMP("hh:mm:ss", FALSE)
if(!fingerprintshidden[M.key])
fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
else
var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ")
if(laststamppos)
fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos)
fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
fingerprintslast = M.ckey
/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT
if(length(fingerprints))
. = AddComponent(/datum/component/forensics, fingerprints)
//Set ignoregloves to add prints irrespective of the mob having gloves on.
/atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_fingerprint(M, ignoregloves)
if(!M || !M.key)
return
/atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT
if(length(fibertext))
. = AddComponent(/datum/component/forensics, null, null, null, fibertext)
add_hiddenprint(M)
/atom/proc/add_fibers(mob/living/carbon/human/M)
var/old = 0
if(M.gloves && istype(M.gloves, /obj/item/clothing))
var/obj/item/clothing/gloves/G = M.gloves
old = length(G.return_blood_DNA())
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands > 1)
old = length(M.return_blood_DNA())
if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
M.bloody_hands--
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_fibers(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
/atom/proc/add_hiddenprint_list(list/hiddenprints) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
if(length(hiddenprints))
. = AddComponent(/datum/component/forensics, null, hiddenprints)
add_fibers(H)
/atom/proc/add_hiddenprint(mob/living/M)
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_hiddenprint(M)
if(H.gloves) //Check if the gloves (if any) hide fingerprints
var/obj/item/clothing/gloves/G = H.gloves
if(G.transfer_prints)
ignoregloves = TRUE
/atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE
return FALSE
if(!ignoregloves)
H.gloves.add_fingerprint(H, TRUE) //ignoregloves = TRUE to avoid infinite loop.
return
/obj/add_blood_DNA(list/dna)
. = ..()
if(length(dna))
. = AddComponent(/datum/component/forensics, null, null, dna)
/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
. = ..()
transfer_blood = rand(2, 4)
/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
B.update_icon()
return TRUE //we bloodied the floor
/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
if(wear_suit)
wear_suit.add_blood_DNA(blood_dna)
update_inv_wear_suit()
else if(w_uniform)
w_uniform.add_blood_DNA(blood_dna)
update_inv_w_uniform()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
G.add_blood_DNA(blood_dna)
else if(length(blood_dna))
AddComponent(/datum/component/forensics, null, null, blood_dna)
bloody_hands = rand(2, 4)
if(head)
head.add_blood_DNA(blood_dna)
update_inv_head()
else if(wear_mask)
wear_mask.add_blood_DNA(blood_dna)
update_inv_wear_mask()
if(wear_neck)
wear_neck.add_blood_DNA(blood_dna)
update_inv_neck()
update_inv_gloves() //handles bloody hands overlays and updating
return TRUE
LAZYINITLIST(fingerprints) //Add the list if it does not exist
var/full_print = md5(H.dna.uni_identity)
fingerprints[full_print] = full_print
/atom/proc/transfer_fingerprints_to(atom/A)
A.add_fingerprint_list(return_fingerprints())
A.add_hiddenprint_list(return_hiddenprints())
A.fingerprintslast = fingerprintslast
// Make sure everything are lists.
LAZYINITLIST(A.fingerprints)
LAZYINITLIST(A.fingerprintshidden)
LAZYINITLIST(fingerprints)
LAZYINITLIST(fingerprintshidden)
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna)
var/list/blood_DNA
GET_COMPONENT(D, /datum/component/forensics)
if(D)
blood_DNA = D.blood_DNA
if(!blood_DNA)
blood_DNA = list()
var/old_length = blood_DNA.len
blood_DNA |= blood_dna
if(blood_DNA.len > old_length)
return TRUE//some new blood DNA was added
/atom/proc/blood_DNA_to_color()
return
/obj/effect/decal/cleanable/blood/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in Blood_DNA)
if(colors[Blood_DNA[bloop]])
colors[Blood_DNA[bloop]]++
else
colors[Blood_DNA[bloop]] = 1
var/final_rgb = BLOOD_COLOR_HUMAN
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
final_rgb = bloodtype_to_color(colors[1])
sum = colors[colors[1]]
if(colors.len > 1)
var/i = 2
while(i <= colors.len)
var/tmp = colors[colors[i]]
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
sum += tmp
i++
return final_rgb
/obj/item/clothing/blood_DNA_to_color()
var/final_rgb = BLOOD_COLOR_HUMAN
if(last_bloodtype)
final_rgb = bloodtype_to_color(last_bloodtype)
return final_rgb
// Transfer
if(fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
if(fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin
A.fingerprintslast = fingerprintslast

View File

@@ -16,7 +16,7 @@
/obj/item/evidencebag/attackby(obj/item/I, mob/user, params)
if(evidencebagEquip(I, user))
return 1
return TRUE
/obj/item/evidencebag/handle_atom_del(atom/A)
cut_overlays()
@@ -25,12 +25,12 @@
desc = initial(desc)
/obj/item/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
if(!istype(I) || I.anchored == 1)
if(!istype(I) || I.anchored == TRUE)
return
if(istype(I, /obj/item/evidencebag))
to_chat(user, "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>")
return 1 //now this is podracing
return TRUE //now this is podracing
if(I.w_class > WEIGHT_CLASS_NORMAL)
to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
@@ -62,7 +62,7 @@
desc = "An evidence bag containing [I]. [I.desc]"
I.forceMove(src)
w_class = I.w_class
return 1
return TRUE
/obj/item/evidencebag/attack_self(mob/user)
if(contents.len)

View File

@@ -14,7 +14,7 @@
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
var/scanning = 0
var/scanning = FALSE
var/list/log = list()
var/range = 8
var/view_check = TRUE
@@ -30,7 +30,7 @@
/obj/item/detective_scanner/attack_self(mob/user)
if(log.len && !scanning)
scanning = 1
scanning = TRUE
to_chat(user, "<span class='notice'>Printing report, please wait...</span>")
addtimer(CALLBACK(src, .proc/PrintReport), 100)
else
@@ -56,7 +56,7 @@
// Clear the logs
log = list()
scanning = 0
scanning = FALSE
/obj/item/detective_scanner/afterattack(atom/A, mob/user, params)
. = ..()
@@ -70,7 +70,7 @@
if((get_dist(A, user) > range) || (!(A in view(range, user)) && view_check) || (loc != user))
return
scanning = 1
scanning = TRUE
user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.")
to_chat(user, "<span class='notice'>You scan \the [A]. The scanner is now analysing the results...</span>")
@@ -80,14 +80,20 @@
//Make our lists
var/list/fingerprints = list()
var/list/blood = A.return_blood_DNA()
var/list/fibers = A.return_fibers()
var/list/blood = list()
var/list/fibers = list()
var/list/reagents = list()
var/target_name = A.name
// Start gathering
if(A.blood_DNA && A.blood_DNA.len)
blood = A.blood_DNA.Copy()
if(A.suit_fibers && A.suit_fibers.len)
fibers = A.suit_fibers.Copy()
if(ishuman(A))
var/mob/living/carbon/human/H = A
@@ -96,7 +102,8 @@
else if(!ismob(A))
fingerprints = A.return_fingerprints()
if(A.fingerprints && A.fingerprints.len)
fingerprints = A.fingerprints.Copy()
// Only get reagents from non-mobs.
if(A.reagents && A.reagents.reagent_list.len)
@@ -115,40 +122,40 @@
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
var/found_something = 0
var/found_something = FALSE
add_log("<B>[STATION_TIME_TIMESTAMP("hh:mm:ss")][get_timestamp()] - [target_name]</B>", 0)
// Fingerprints
if(length(fingerprints))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Prints:</B></span>")
for(var/finger in fingerprints)
add_log("[finger]")
found_something = 1
found_something = TRUE
// Blood
if (length(blood))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Blood:</B></span>")
found_something = 1
found_something = TRUE
for(var/B in blood)
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
//Fibers
if(length(fibers))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Fibers:</B></span>")
for(var/fiber in fibers)
add_log("[fiber]")
found_something = 1
found_something = TRUE
//Reagents
if(length(reagents))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Reagents:</B></span>")
for(var/R in reagents)
add_log("Reagent: <font color='red'>[R]</font> Volume: <font color='red'>[reagents[R]]</font>")
found_something = 1
found_something = TRUE
// Get a new user
var/mob/holder = null
@@ -164,10 +171,10 @@
to_chat(holder, "<span class='notice'>You finish scanning \the [target_name].</span>")
add_log("---------------------------------------------------------", 0)
scanning = 0
scanning = FALSE
return
/obj/item/detective_scanner/proc/add_log(msg, broadcast = 1)
/obj/item/detective_scanner/proc/add_log(msg, broadcast = TRUE)
if(scanning)
if(broadcast && ismob(loc))
var/mob/M = loc

View File

@@ -285,7 +285,8 @@
drop.transfer_mob_blood_dna(src)
return
else
temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
LAZYINITLIST(temp_blood_DNA)
temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
qdel(drop)//the drip is replaced by a bigger splatter
else
drop = new(T, get_static_viruses())

View File

@@ -56,11 +56,10 @@
if(!(I.item_flags & ABSTRACT))
msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
var/datum/component/forensics/FR = GetComponent(/datum/component/forensics)
//gloves
if(gloves && !(SLOT_GLOVES in obscured))
msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
else if(FR && length(FR.blood_DNA))
else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE)
if(hand_number)
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"

View File

@@ -32,7 +32,7 @@
if(CONFIG_GET(flag/disable_stambuffer))
togglesprint()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /mob/living/carbon/human/clean_blood)))
/mob/living/carbon/human/ComponentInitialize()
@@ -689,9 +689,9 @@
if(..())
dropItemToGround(I)
/mob/living/carbon/human/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
/mob/living/carbon/human/clean_blood(datum/source, strength)
. = ..()
// we've made our strength check already
if(gloves)
if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
update_inv_gloves()

View File

@@ -65,9 +65,8 @@
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
if(S.last_blood_DNA && S.last_bloodtype)
FP.shoe_printer += list(S.last_blood_DNA = S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
FP.add_blood_DNA(S.return_blood_DNA())
FP.update_icon()
update_inv_shoes()
//End bloody footprints

View File

@@ -474,7 +474,8 @@
if(isturf(next))
if(bloodiness)
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
B.add_blood_DNA(return_blood_DNA())
if(blood_DNA && blood_DNA.len)
B.blood_DNA |= blood_DNA.Copy()
var/newdir = get_dir(next, loc)
if(newdir == dir)
B.setDir(newdir)

View File

@@ -39,8 +39,9 @@
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/semen/replace_decal(obj/effect/decal/cleanable/semen/S)
S.add_blood_DNA(return_blood_DNA())
return ..()
if(S.blood_DNA)
blood_DNA |= S.blood_DNA.Copy()
..()
/datum/reagent/consumable/femcum
name = "Female Ejaculate"
@@ -72,8 +73,9 @@
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/femcum/replace_decal(obj/effect/decal/cleanable/femcum/F)
F.add_blood_DNA(return_blood_DNA())
return ..()
if(F.blood_DNA)
blood_DNA |= F.blood_DNA.Copy()
..()
/datum/reagent/consumable/femcum/reaction_turf(turf/T, reac_volume)
if(!istype(T))

View File

@@ -46,7 +46,6 @@
#include "code\__DEFINES\flags.dm"
#include "code\__DEFINES\food.dm"
#include "code\__DEFINES\footsteps.dm"
#include "code\__DEFINES\forensics.dm"
#include "code\__DEFINES\hud.dm"
#include "code\__DEFINES\integrated_electronics.dm"
#include "code\__DEFINES\interaction_flags.dm"
@@ -352,7 +351,6 @@
#include "code\datums\components\empprotection.dm"
#include "code\datums\components\footstep.dm"
#include "code\datums\components\forced_gravity.dm"
#include "code\datums\components\forensics.dm"
#include "code\datums\components\infective.dm"
#include "code\datums\components\jousting.dm"
#include "code\datums\components\knockoff.dm"