/datum/surgery/lobectomy name = "Lobectomy" //not to be confused with lobotomy organ_to_manipulate = ORGAN_SLOT_LUNGS possible_locs = list(BODY_ZONE_CHEST) steps = list( /datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/lobectomy, /datum/surgery_step/close, ) /datum/surgery/lobectomy/mechanic name = "Air Filtration Diagnostic" requires_bodypart_type = BODYTYPE_ROBOTIC steps = list( /datum/surgery_step/mechanic_open, /datum/surgery_step/open_hatch, /datum/surgery_step/mechanic_unwrench, /datum/surgery_step/lobectomy/mechanic, /datum/surgery_step/mechanic_wrench, /datum/surgery_step/mechanic_close, ) /datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target) var/obj/item/organ/lungs/target_lungs = target.get_organ_slot(ORGAN_SLOT_LUNGS) if(isnull(target_lungs) || target_lungs.damage < 60 || target_lungs.operated) return FALSE return ..() //lobectomy, removes the most damaged lung lobe with a 95% base success chance /datum/surgery_step/lobectomy name = "excise damaged lung node (scalpel)" implements = list( TOOL_SCALPEL = 95, /obj/item/melee/energy/sword = 65, /obj/item/knife = 45, /obj/item/shard = 35) time = 4.2 SECONDS preop_sound = 'sound/items/handling/surgery/scalpel1.ogg' success_sound = 'sound/items/handling/surgery/organ1.ogg' failure_sound = 'sound/items/handling/surgery/organ2.ogg' surgery_effects_mood = TRUE /datum/surgery_step/lobectomy/mechanic name = "Perform maintenance (scalpel or wrench)" implements = list( TOOL_SCALPEL = 95, TOOL_WRENCH = 95, /obj/item/melee/energy/sword = 65, /obj/item/knife = 45, /obj/item/shard = 35) preop_sound = 'sound/items/tools/ratchet.ogg' success_sound = 'sound/machines/airlock/doorclick.ogg' /datum/surgery_step/lobectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) display_results( user, target, span_notice("You begin to make an incision in [target]'s lungs..."), span_notice("[user] begins to make an incision in [target]."), span_notice("[user] begins to make an incision in [target]."), ) display_pain(target, "You feel a stabbing pain in your chest!") /datum/surgery_step/lobectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) if(ishuman(target)) var/mob/living/carbon/human/human_target = target var/obj/item/organ/lungs/target_lungs = human_target.get_organ_slot(ORGAN_SLOT_LUNGS) human_target.set_organ_loss(ORGAN_SLOT_LUNGS, 60) if(target_lungs) target_lungs.operated = TRUE if(target_lungs.organ_flags & ORGAN_EMP) //If our organ is failing due to an EMP, fix that target_lungs.organ_flags &= ~ORGAN_EMP display_results( user, target, span_notice("You successfully excise [human_target]'s most damaged lobe."), span_notice("Successfully removes a piece of [human_target]'s lungs."), "", ) display_pain(target, "Your chest hurts like hell, but breathing becomes slightly easier.") return ..() /datum/surgery_step/lobectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(ishuman(target)) var/mob/living/carbon/human/human_target = target display_results( user, target, span_warning("You screw up, failing to excise [human_target]'s damaged lobe!"), span_warning("[user] screws up!"), span_warning("[user] screws up!"), ) display_pain(target, "You feel a sharp stab in your chest; the wind is knocked out of you and it hurts to catch your breath!") human_target.losebreath += 4 human_target.adjust_organ_loss(ORGAN_SLOT_LUNGS, 10) return FALSE