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
+88 -139
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