/////BONE FIXING SURGERIES////// ///// Repair Hairline Fracture (Severe) /datum/surgery/repair_bone_hairline name = "Repair bone fracture (hairline)" surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB targetable_wound = /datum/wound/blunt/bone/severe possible_locs = list( BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG, BODY_ZONE_CHEST, BODY_ZONE_HEAD, ) steps = list( /datum/surgery_step/incise, /datum/surgery_step/repair_bone_hairline, /datum/surgery_step/close, ) ///// Repair Compound Fracture (Critical) /datum/surgery/repair_bone_compound name = "Repair Compound Fracture" surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB targetable_wound = /datum/wound/blunt/bone/critical possible_locs = list( BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG, BODY_ZONE_CHEST, BODY_ZONE_HEAD, ) steps = list( /datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/reset_compound_fracture, /datum/surgery_step/repair_bone_compound, /datum/surgery_step/close, ) //SURGERY STEPS ///// Repair Hairline Fracture (Severe) /datum/surgery_step/repair_bone_hairline name = "repair hairline fracture (bonesetter/bone gel/tape)" implements = list( TOOL_BONESET = 100, /obj/item/stack/medical/bone_gel = 100, /obj/item/stack/sticky_tape/surgical = 100, /obj/item/stack/sticky_tape/super = 50, /obj/item/stack/sticky_tape = 30) time = 40 /datum/surgery_step/repair_bone_hairline/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(surgery.operated_wound) display_results( user, target, span_notice("You begin to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."), span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."), span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), ) display_pain(target, "Your [target.parse_zone_with_bodypart(user.zone_selected)] aches with pain!") else user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]...")) /datum/surgery_step/repair_bone_hairline/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) if(surgery.operated_wound) if(isstack(tool)) var/obj/item/stack/used_stack = tool used_stack.use(1) display_results( user, target, span_notice("You successfully repair the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]."), span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"), span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"), ) log_combat(user, target, "repaired a hairline fracture in", addition="COMBAT_MODE: [uppertext(user.combat_mode)]") qdel(surgery.operated_wound) else to_chat(user, span_warning("[target] has no hairline fracture there!")) return ..() /datum/surgery_step/repair_bone_hairline/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0) ..() if(isstack(tool)) var/obj/item/stack/used_stack = tool used_stack.use(1) ///// Reset Compound Fracture (Crticial) /datum/surgery_step/reset_compound_fracture name = "reset bone (bonesetter)" implements = list( TOOL_BONESET = 100, /obj/item/stack/sticky_tape/surgical = 60, /obj/item/stack/sticky_tape/super = 40, /obj/item/stack/sticky_tape = 20) time = 40 /datum/surgery_step/reset_compound_fracture/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(surgery.operated_wound) display_results( user, target, span_notice("You begin to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."), span_notice("[user] begins to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."), span_notice("[user] begins to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), ) display_pain(target, "The aching pain in your [target.parse_zone_with_bodypart(user.zone_selected)] is overwhelming!") else user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]...")) /datum/surgery_step/reset_compound_fracture/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) if(surgery.operated_wound) if(isstack(tool)) var/obj/item/stack/used_stack = tool used_stack.use(1) display_results( user, target, span_notice("You successfully reset the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)]."), span_notice("[user] successfully resets the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"), span_notice("[user] successfully resets the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"), ) log_combat(user, target, "reset a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]") else to_chat(user, span_warning("[target] has no compound fracture there!")) return ..() /datum/surgery_step/reset_compound_fracture/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0) ..() if(isstack(tool)) var/obj/item/stack/used_stack = tool used_stack.use(1) #define IMPLEMENTS_THAT_FIX_BONES list( \ /obj/item/stack/medical/bone_gel = 100, \ /obj/item/stack/sticky_tape/surgical = 100, \ /obj/item/stack/sticky_tape/super = 50, \ /obj/item/stack/sticky_tape = 30, \ ) ///// Repair Compound Fracture (Crticial) /datum/surgery_step/repair_bone_compound name = "repair compound fracture (bone gel/tape)" implements = IMPLEMENTS_THAT_FIX_BONES time = 40 /datum/surgery_step/repair_bone_compound/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(surgery.operated_wound) display_results( user, target, span_notice("You begin to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."), span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."), span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), ) display_pain(target, "The aching pain in your [target.parse_zone_with_bodypart(user.zone_selected)] is overwhelming!") else user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]...")) /datum/surgery_step/repair_bone_compound/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) if(surgery.operated_wound) if(isstack(tool)) var/obj/item/stack/used_stack = tool used_stack.use(1) display_results( user, target, span_notice("You successfully repair the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]."), span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"), span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"), ) log_combat(user, target, "repaired a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]") qdel(surgery.operated_wound) else to_chat(user, span_warning("[target] has no compound fracture there!")) return ..() /datum/surgery_step/repair_bone_compound/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0) ..() if(isstack(tool)) var/obj/item/stack/used_stack = tool used_stack.use(1) /// Surgery to repair cranial fissures /datum/surgery/cranial_reconstruction name = "Cranial reconstruction" surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB targetable_wound = /datum/wound/cranial_fissure possible_locs = list( BODY_ZONE_HEAD, ) steps = list( /datum/surgery_step/clamp_bleeders/discard_skull_debris, /datum/surgery_step/repair_skull ) /datum/surgery_step/clamp_bleeders/discard_skull_debris name = "discard skull debris (hemostat)" implements = list( TOOL_HEMOSTAT = 100, TOOL_WIRECUTTER = 40, TOOL_SCREWDRIVER = 40, ) time = 2.4 SECONDS preop_sound = 'sound/surgery/hemostat1.ogg' /datum/surgery_step/clamp_bleeders/discard_skull_debris/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) display_results( user, target, span_notice("You begin to discard the smaller skull debris in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."), span_notice("[user] begins to discard the smaller skull debris in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."), span_notice("[user] begins to poke around in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."), ) display_pain(target, "Your brain feels like it's getting stabbed by little shards of glass!") /datum/surgery_step/repair_skull name = "repair skull (bone gel/tape)" implements = IMPLEMENTS_THAT_FIX_BONES time = 4 SECONDS /datum/surgery_step/repair_skull/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery) ASSERT(surgery.operated_wound, "Repairing skull without a wound") display_results( user, target, span_notice("You begin to repair [target]'s skull as best you can..."), span_notice("[user] begins to repair [target]'s skull with [tool]."), span_notice("[user] begins to repair [target]'s skull."), ) display_pain(target, "You can feel pieces of your skull rubbing against your brain!") /datum/surgery_step/repair_skull/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results) if (isnull(surgery.operated_wound)) to_chat(user, span_warning("[target]'s skull is fine!")) return ..() if (isstack(tool)) var/obj/item/stack/used_stack = tool used_stack.use(1) display_results( user, target, span_notice("You successfully repair [target]'s skull."), span_notice("[user] successfully repairs [target]'s skull with [tool]."), span_notice("[user] successfully repairs [target]'s skull.") ) qdel(surgery.operated_wound) return ..() #undef IMPLEMENTS_THAT_FIX_BONES