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SmArtKar a4f0dcb76f Adds flaying, human butchering and limb surgeries (#94612)
## About The Pull Request

Merry Christmas!

This PR expands on the more gruesome areas of chef content, such as
cannibalism.
Human limbs can now be individually butchered for their meat and skin
with a knife or another butchering implement once the skin has been cut
and retracted (forks now can be used as bootleg retractors). If the limb
contains organs, those will need to be removed first, which also can be
quickly performed with a butchering tool at the cost of damaging the
inhards (head and chest will require the bone to be cut first, which can
be done with a butcher's cleaver if you don't have a saw)
You can also butcher humans whole by right clicking them with a
butchering implement on combat mode, which will attempt to gut/cut apart
the selected limb. Obviously this requires the limb to be prepped first,
so meat hooks/kitchenspikes now allow mobs strung on them to be operated
on without needing drapes. Its a pretty bad spot to be performing
surgeries at though, so beware! Torsos can only be butchered after all
other limbs have been. The gutting/butchering delay is based off the
owner's stat, halving if the limb is detached and doubling if the owner
is still alive and kicking.

<img width="392" height="265" alt="dreamseeker_D7QWbWKStd"
src="https://github.com/user-attachments/assets/050d7c25-3572-4b02-ae93-d8efefe54885"
/>

(The video is too large for github)
https://streamable.com/459a0y

After being butchered, most limbs will leave behind a nonfunctional
skeletal limb (with exceptions like jelly limbs with no skeleton inside)
which is always disabled. Skeleton chests husk their owner, so you'll
need to replace it first.
Gibbers now source their meat from the victim's limbs (and not their
species) at an RNG-based percentage based on the matter bin's tier.

As to allow individual limbs to be butchered, you can now perform (some)
surgeries on individual limbs. There are some obvious restrictions like
zombification or bioware surgeries, but most of the ones that make sense
can be performed on someone's chopped off head as long as you've got the
tools.
Wounds also contribute to surgeries now, major slash wounds count as
cut/open skin (and sealing the vessels would reduce their bleed rate),
and critical blunt wounds count as sawed bones.

I've refactored gibbers, butchering and meat spike code as well as fixed
some backend bugs while I was at it.

## Why It's Good For The Game

While rather gruesome, I feel like the freedom which these mechanics
provide fits us pretty well. We already have plenty of nasty stuff and
this doesn't really go that much further, and a chef serving their own
leg in their dish is pretty funny. (Also you can scrape plasma off
plasmamen bones)
2025-12-31 12:55:39 -06:00

146 lines
5.9 KiB
Plaintext

/datum/surgery_operation/limb/add_dental_implant
name = "add dental implant"
desc = "Implant a pill into a patient's teeth."
operation_flags = OPERATION_NO_PATIENT_REQUIRED
implements = list(
/obj/item/reagent_containers/applicator/pill = 1,
)
time = 1.6 SECONDS
all_surgery_states_required = SURGERY_SKIN_OPEN|SURGERY_BONE_DRILLED
any_surgery_states_blocked = SURGERY_VESSELS_UNCLAMPED
/datum/surgery_operation/limb/add_dental_implant/all_required_strings()
. = list()
. += "operate on mouth (target mouth)"
. += ..()
. += "the mouth must have teeth"
/datum/surgery_operation/limb/add_dental_implant/get_default_radial_image()
return image('icons/hud/implants.dmi', "reagents")
/datum/surgery_operation/limb/add_dental_implant/snowflake_check_availability(atom/movable/operating_on, mob/living/surgeon, tool, operated_zone)
return ..() && surgeon.canUnEquip(tool) && operated_zone == BODY_ZONE_PRECISE_MOUTH
/datum/surgery_operation/limb/add_dental_implant/state_check(obj/item/bodypart/head/limb)
var/obj/item/bodypart/head/teeth_receptangle = limb
if(!istype(teeth_receptangle))
return FALSE
if(teeth_receptangle.teeth_count <= 0)
return FALSE
var/count = 0
for(var/obj/item/reagent_containers/applicator/pill/dental in limb)
count++
if(count >= teeth_receptangle.teeth_count)
return FALSE
return TRUE
/datum/surgery_operation/limb/add_dental_implant/on_preop(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
display_results(
surgeon,
limb.owner,
span_notice("You begin to wedge [tool] in [FORMAT_LIMB_OWNER(limb)]..."),
span_notice("[surgeon] begins to wedge \the [tool] in [FORMAT_LIMB_OWNER(limb)]."),
span_notice("[surgeon] begins to wedge something in [FORMAT_LIMB_OWNER(limb)]."),
)
display_pain(limb.owner, "Something's being jammed into your [limb.plaintext_zone]!")
/datum/surgery_operation/limb/add_dental_implant/on_success(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
// Pills go into head
surgeon.transferItemToLoc(tool, limb, TRUE)
var/datum/action/item_action/activate_pill/pill_action = new(tool)
pill_action.name = "Activate [tool.name]"
pill_action.build_all_button_icons()
pill_action.Grant(limb.owner) //The pill never actually goes in an inventory slot, so the owner doesn't inherit actions from it
display_results(
surgeon,
limb.owner,
span_notice("You wedge [tool] into [FORMAT_LIMB_OWNER(limb)]."),
span_notice("[surgeon] wedges [tool] into [FORMAT_LIMB_OWNER(limb)]!"),
span_notice("[surgeon] wedges something into [FORMAT_LIMB_OWNER(limb)]!"),
)
/datum/surgery_operation/limb/remove_dental_implant
name = "remove dental implant"
desc = "Remove a dental implant from a patient's teeth."
operation_flags = OPERATION_NO_PATIENT_REQUIRED
implements = list(
TOOL_HEMOSTAT = 1,
IMPLEMENT_HAND = 1,
)
time = 3.2 SECONDS
all_surgery_states_required = SURGERY_BONE_DRILLED|SURGERY_SKIN_OPEN
any_surgery_states_blocked = SURGERY_VESSELS_UNCLAMPED
/datum/surgery_operation/limb/remove_dental_implant/get_default_radial_image()
return image(/obj/item/reagent_containers/applicator/pill)
/datum/surgery_operation/limb/remove_dental_implant/snowflake_check_availability(atom/movable/operating_on, mob/living/surgeon, tool, operated_zone)
return ..() && operated_zone == BODY_ZONE_PRECISE_MOUTH
/datum/surgery_operation/limb/remove_dental_implant/get_time_modifiers(atom/movable/operating_on, mob/living/surgeon, tool)
. = ..()
for(var/obj/item/flashlight/light in surgeon)
if(light.light_on) // Hey I can see a better!
. *= 0.8
/datum/surgery_operation/limb/remove_dental_implant/on_preop(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
display_results(
surgeon,
limb.owner,
span_notice("You begin looking in [limb.owner || limb]'s mouth for dental implants..."),
span_notice("[surgeon] begins to look in [limb.owner || limb]'s mouth."),
span_notice("[surgeon] begins to examine [limb.owner || limb]'s teeth."),
)
display_pain(limb.owner, "You feel fingers poke around at your teeth.")
/datum/surgery_operation/limb/remove_dental_implant/on_success(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
var/list/pills = list()
for(var/obj/item/reagent_containers/applicator/pill/dental in limb)
pills += dental
if(!length(pills))
display_results(
surgeon,
limb.owner,
span_notice("You don't find any dental implants in [FORMAT_LIMB_OWNER(limb)]."),
span_notice("[surgeon] doesn't find any dental implants in [FORMAT_LIMB_OWNER(limb)]."),
span_notice("[surgeon] finishes examining [FORMAT_LIMB_OWNER(limb)]."),
)
return
var/obj/item/reagent_containers/applicator/pill/yoinked = pick(pills)
for(var/datum/action/item_action/activate_pill/associated_action in limb.owner.actions)
if(associated_action.target == yoinked)
qdel(associated_action)
surgeon.put_in_hands(yoinked)
display_results(
surgeon,
limb.owner,
span_notice("You carefully remove [yoinked] from [FORMAT_LIMB_OWNER(limb)]."),
span_notice("[surgeon] carefully removes [yoinked] from [FORMAT_LIMB_OWNER(limb)]."),
span_notice("[surgeon] carefully removes something from [FORMAT_LIMB_OWNER(limb)]."),
)
// Teeth pill code
/datum/action/item_action/activate_pill
name = "Activate Pill"
check_flags = NONE
/datum/action/item_action/activate_pill/IsAvailable(feedback)
if(owner.stat > SOFT_CRIT)
return FALSE
return ..()
/datum/action/item_action/activate_pill/do_effect(trigger_flags)
owner.balloon_alert_to_viewers("[owner] grinds their teeth!", "you grit your teeth")
if(!do_after(owner, owner.stat * (2.5 SECONDS), owner, IGNORE_USER_LOC_CHANGE | IGNORE_INCAPACITATED))
return FALSE
var/obj/item/pill = target
to_chat(owner, span_notice("You grit your teeth and burst the implanted [pill.name]!"))
owner.log_message("swallowed an implanted pill, [pill]", LOG_ATTACK)
pill.reagents.trans_to(owner, pill.reagents.total_volume, transferred_by = owner, methods = INGEST)
qdel(pill)
return TRUE