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* Brain damage works on organ damage procs, some defib reworks * Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again * Cleans up reused global * Organ damage procs on living and living/carbon * Changes brain damage procs again * SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects. * Damage and failure effects for the appendix, ears, and some touchups on the stomach * Committing changes so I don't lose them * Organs now cease decaying in the proper containers * Organ Fridges * Reverts map changes * Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime * Actually fixes merge conflict * Smartfridge tweaks * Think I figured out map merger * Evidently not * Still runtiming with glass shards even after I remove the map changes? * Fixes runtime error with brain_item * Runtime fix on living/carbon/life * Cleaning up old PR code * Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were * Wrong math operation used * Brains in MMIs no longer decay * Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts * Removes misleading comment * init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss * Removes random spaces, scanners check brain damage severity now * Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it * List change * Runs off of an index instead of using cut * Brains can be put into organ fridges * Fixes minor type, hotfix for cloning problem * Removes pointless check * Demon hearts no longer decay * Nightmare hearts no longer decay * Removes istype() check on process, sets can_decompose instead * Condenses organ damage report * Removes organ failure messages * Less organ damage spam, implements organ threshold messages instead * Brain damage messages go to owner, not source * Self-examine shows damaged organs * Minor code cleanup, adds autodoc comments to the new procs * Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments. * Merged the booleans into a set of flags * Healthy living improves organ healing rates * dunno why this didn't update * my actions have consequences * Sets ORGAN_SYNTHETIC for overlooked robotics organs * Doubles heart decay time * 3 minute heart decay * Lobectomy/Coronary_Bypass heal more * removes hivemind spells from the changes
72 lines
3.3 KiB
Plaintext
72 lines
3.3 KiB
Plaintext
/datum/surgery/advanced/lobotomy
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name = "Lobotomy"
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desc = "An invasive surgical procedure which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/lobotomize,
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/datum/surgery_step/close)
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target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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possible_locs = list(BODY_ZONE_HEAD)
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requires_bodypart_type = 0
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/datum/surgery/advanced/lobotomy/can_start(mob/user, mob/living/carbon/target)
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if(!..())
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return FALSE
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var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(!B)
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return FALSE
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return TRUE
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/datum/surgery_step/lobotomize
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name = "perform lobotomy"
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implements = list(/obj/item/scalpel = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
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/obj/item/shard = 25, /obj/item = 20)
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time = 100
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/datum/surgery_step/lobotomize/tool_check(mob/user, obj/item/tool)
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if(implement_type == /obj/item && !tool.is_sharp())
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return FALSE
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return TRUE
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/datum/surgery_step/lobotomize/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You begin to perform a lobotomy on [target]'s brain...</span>",
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"[user] begins to perform a lobotomy on [target]'s brain.",
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"[user] begins to perform surgery on [target]'s brain.")
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/datum/surgery_step/lobotomize/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You succeed in lobotomizing [target].</span>",
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"[user] successfully lobotomizes [target]!",
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"[user] completes the surgery on [target]'s brain.")
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target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
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if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
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target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
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switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off
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if(1)
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
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if(2)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
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if(3)
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target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
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return TRUE
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/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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display_results(user, target, "<span class='warning'>You remove the wrong part, causing more damage!</span>",
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"[user] successfully lobotomizes [target]!",
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"[user] completes the surgery on [target]'s brain.")
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B.applyOrganDamage(80)
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switch(rand(1,3))
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if(1)
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target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
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if(2)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
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if(3)
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target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
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else
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user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
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return FALSE |