/datum/surgery/advanced/lobotomy name = "Lobotomy" desc = "An invasive surgical procedure which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return." steps = list( /datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/lobotomize, /datum/surgery_step/close) target_mobtypes = list(/mob/living/carbon/human) possible_locs = list(BODY_ZONE_HEAD) requires_bodypart_type = 0 /datum/surgery/advanced/lobotomy/can_start(mob/user, mob/living/carbon/target) if(!..()) return FALSE var/obj/item/organ/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN) if(!target_brain) return FALSE return TRUE /datum/surgery_step/lobotomize name = "perform lobotomy" implements = list( TOOL_SCALPEL = 85, /obj/item/melee/energy/sword = 55, /obj/item/kitchen/knife = 35, /obj/item/shard = 25, /obj/item = 20) time = 100 /datum/surgery_step/lobotomize/tool_check(mob/user, obj/item/tool) if(implement_type == /obj/item && !tool.get_sharpness()) return FALSE return TRUE /datum/surgery_step/lobotomize/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) display_results(user, target, span_notice("You begin to perform a lobotomy on [target]'s brain..."), span_notice("[user] begins to perform a lobotomy on [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/lobotomize/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 lobotomizing [target]."), span_notice("[user] successfully lobotomizes [target]!"), span_notice("[user] completes the surgery on [target]'s brain.")) display_pain(target, "Your head goes totally numb for a moment, the pain is overwhelming!") target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY) if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed)) target.mind.remove_antag_datum(/datum/antagonist/brainwashed) switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off if(1) target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC) if(2) if(HAS_TRAIT(target, TRAIT_SPECIAL_TRAUMA_BOOST) && prob(50)) target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC) else target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC) if(3) target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC) return ..() /datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) var/obj/item/organ/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN) if(target_brain) display_results(user, target, span_warning("You remove the wrong part, causing more damage!"), span_notice("[user] successfully lobotomizes [target]!"), span_notice("[user] completes the surgery on [target]'s brain.")) display_pain(target, "The pain in your head only seems to get worse!") target_brain.applyOrganDamage(80) switch(rand(1,3)) if(1) target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC) if(2) if(HAS_TRAIT(target, TRAIT_SPECIAL_TRAUMA_BOOST) && prob(50)) target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC) else target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC) if(3) target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC) 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