/datum/surgery/lobectomy name = "Lobectomy" //not to be confused with lobotomy 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) possible_locs = list(BODY_ZONE_CHEST) /datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target) var/obj/item/organ/lungs/L = target.getorganslot(ORGAN_SLOT_LUNGS) if(L) if(L.damage > 60 && !L.operated) return TRUE return FALSE //lobectomy, removes the most damaged lung lobe with a 95% base success chance /datum/surgery_step/lobectomy name = "excise damaged lung node" implements = list(TOOL_SCALPEL = 95, /obj/item/melee/transforming/energy/sword = 65, /obj/item/kitchen/knife = 45, /obj/item/shard = 35) time = 42 /datum/surgery_step/lobectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) display_results(user, target, "You begin to make an incision in [target]'s lungs...", "[user] begins to make an incision in [target].", "[user] begins to make an incision in [target].") /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/H = target var/obj/item/organ/lungs/L = H.getorganslot(ORGAN_SLOT_LUNGS) L.operated = TRUE H.setOrganLoss(ORGAN_SLOT_LUNGS, 60) display_results(user, target, "You successfully excise [H]'s most damaged lobe.", "Successfully removes a piece of [H]'s lungs.", "") 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/H = target display_results(user, target, "You screw up, failing to excise [H]'s damaged lobe!", "[user] screws up!", "[user] screws up!") H.losebreath += 4 H.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10) return FALSE