Files
Bubberstation/code/modules/surgery/lobectomy.dm
T
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

100 lines
3.7 KiB
Plaintext

/datum/surgery/lobectomy
name = "Lobectomy" //not to be confused with lobotomy
organ_to_manipulate = ORGAN_SLOT_LUNGS
possible_locs = list(BODY_ZONE_CHEST)
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,
)
/datum/surgery/lobectomy/mechanic
name = "Air Filtration Diagnostic"
requires_bodypart_type = BODYTYPE_ROBOTIC
steps = list(
/datum/surgery_step/mechanic_open,
/datum/surgery_step/open_hatch,
/datum/surgery_step/mechanic_unwrench,
/datum/surgery_step/lobectomy/mechanic,
/datum/surgery_step/mechanic_wrench,
/datum/surgery_step/mechanic_close,
)
/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/internal/lungs/target_lungs = target.get_organ_slot(ORGAN_SLOT_LUNGS)
if(isnull(target_lungs) || target_lungs.damage < 60 || target_lungs.operated)
return FALSE
return ..()
//lobectomy, removes the most damaged lung lobe with a 95% base success chance
/datum/surgery_step/lobectomy
name = "excise damaged lung node (scalpel)"
implements = list(
TOOL_SCALPEL = 95,
/obj/item/melee/energy/sword = 65,
/obj/item/knife = 45,
/obj/item/shard = 35)
time = 42
preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
success_sound = 'sound/items/handling/surgery/organ1.ogg'
failure_sound = 'sound/items/handling/surgery/organ2.ogg'
surgery_effects_mood = TRUE
/datum/surgery_step/lobectomy/mechanic
name = "Perform maintenance (scalpel or wrench)"
implements = list(
TOOL_SCALPEL = 95,
TOOL_WRENCH = 95,
/obj/item/melee/energy/sword = 65,
/obj/item/knife = 45,
/obj/item/shard = 35)
preop_sound = 'sound/items/tools/ratchet.ogg'
success_sound = 'sound/machines/airlock/doorclick.ogg'
/datum/surgery_step/lobectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to make an incision in [target]'s lungs..."),
span_notice("[user] begins to make an incision in [target]."),
span_notice("[user] begins to make an incision in [target]."),
)
display_pain(target, "You feel a stabbing pain in your chest!")
/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/human_target = target
var/obj/item/organ/internal/lungs/target_lungs = human_target.get_organ_slot(ORGAN_SLOT_LUNGS)
human_target.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
if(target_lungs)
target_lungs.operated = TRUE
if(target_lungs.organ_flags & ORGAN_EMP) //If our organ is failing due to an EMP, fix that
target_lungs.organ_flags &= ~ORGAN_EMP
display_results(
user,
target,
span_notice("You successfully excise [human_target]'s most damaged lobe."),
span_notice("Successfully removes a piece of [human_target]'s lungs."),
"",
)
display_pain(target, "Your chest hurts like hell, but breathing becomes slightly easier.")
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/human_target = target
display_results(
user,
target,
span_warning("You screw up, failing to excise [human_target]'s damaged lobe!"),
span_warning("[user] screws up!"),
span_warning("[user] screws up!"),
)
display_pain(target, "You feel a sharp stab in your chest; the wind is knocked out of you and it hurts to catch your breath!")
human_target.losebreath += 4
human_target.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10)
return FALSE