/datum/surgery/brain_surgery name = "Brain surgery" 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) target_mobtypes = list(/mob/living/carbon/human) possible_locs = list(BODY_ZONE_HEAD) requires_bodypart_type = 0 /datum/surgery_step/fix_brain name = "fix brain" 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 /datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target) var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN) if(!B) 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, "You begin to fix [target]'s brain...", "[user] begins to fix [target]'s brain.", "[user] begins to perform surgery on [target]'s brain.") /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, "You succeed in fixing [target]'s brain.", "[user] successfully fixes [target]'s brain!", "[user] completes the surgery on [target]'s brain.") if(target.mind?.has_antag_datum(/datum/antagonist/brainwashed)) target.mind.remove_antag_datum(/datum/antagonist/brainwashed) target.setOrganLoss(ORGAN_SLOT_BRAIN, target.getOrganLoss(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.getOrganLoss(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.getorganslot(ORGAN_SLOT_BRAIN)) display_results(user, target, "You screw up, causing more damage!", "[user] screws up, causing brain damage!", "[user] completes the surgery on [target]'s brain.") target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60) target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY) else user.visible_message("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "You suddenly notice that the brain you were working on is not there anymore.") return FALSE