/datum/surgery/brain_surgery name = "Brain surgery" possible_locs = list(BODY_ZONE_HEAD) requires_bodypart_type = NONE steps = list( /datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/fix_brain, /datum/surgery_step/close, ) /datum/surgery_step/fix_brain name = "fix brain (hemostat)" implements = list( TOOL_HEMOSTAT = 85, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100 repeatable = TRUE time = 100 //long and complicated preop_sound = 'sound/surgery/hemostat1.ogg' success_sound = 'sound/surgery/hemostat1.ogg' failure_sound = 'sound/surgery/organ2.ogg' /datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target) var/obj/item/organ/internal/brain/target_brain = target.get_organ_slot(ORGAN_SLOT_BRAIN) if(!target_brain) return FALSE return TRUE /datum/surgery_step/fix_brain/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) display_results( user, target, span_notice("You begin to fix [target]'s brain..."), span_notice("[user] begins to fix [target]'s brain."), span_notice("[user] begins to perform surgery on [target]'s brain."), ) display_pain(target, "Your head pounds with unimaginable pain!") /datum/surgery_step/fix_brain/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) display_results( user, target, span_notice("You succeed in fixing [target]'s brain."), span_notice("[user] successfully fixes [target]'s brain!"), span_notice("[user] completes the surgery on [target]'s brain."), ) display_pain(target, "The pain in your head receeds, thinking becomes a bit easier!") if(target.mind?.has_antag_datum(/datum/antagonist/brainwashed)) target.mind.remove_antag_datum(/datum/antagonist/brainwashed) target.setOrganLoss(ORGAN_SLOT_BRAIN, target.get_organ_loss(ORGAN_SLOT_BRAIN) - 50) //we set damage in this case in order to clear the "failing" flag target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY) if(target.get_organ_loss(ORGAN_SLOT_BRAIN) > 0) to_chat(user, "[target]'s brain looks like it could be fixed further.") return ..() /datum/surgery_step/fix_brain/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(target.get_organ_slot(ORGAN_SLOT_BRAIN)) display_results( user, target, span_warning("You screw up, causing more damage!"), span_warning("[user] screws up, causing brain damage!"), span_notice("[user] completes the surgery on [target]'s brain."), ) display_pain(target, "Your head throbs with horrible pain; thinking hurts!") target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60) target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY) else user.visible_message(span_warning("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore."), span_warning("You suddenly notice that the brain you were working on is not there anymore.")) return FALSE