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Bubberstation/code/modules/surgery/lobectomy.dm
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Kapu1178andGitHub 6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00

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/datum/surgery/lobectomy
name = "Lobectomy" //not to be confused with lobotomy
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)
possible_locs = list(BODY_ZONE_CHEST)
organ_to_manipulate = ORGAN_SLOT_LUNGS
/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/internal/lungs/target_lungs = target.getorganslot(ORGAN_SLOT_LUNGS)
if(target_lungs)
if(target_lungs.damage > 60 && !target_lungs.operated)
return TRUE
return FALSE
//lobectomy, removes the most damaged lung lobe with a 95% base success chance
/datum/surgery_step/lobectomy
name = "excise damaged lung node"
implements = list(
TOOL_SCALPEL = 95,
/obj/item/melee/energy/sword = 65,
/obj/item/knife = 45,
/obj/item/shard = 35)
time = 42
preop_sound = 'sound/surgery/scalpel1.ogg'
success_sound = 'sound/surgery/organ1.ogg'
failure_sound = 'sound/surgery/organ2.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.getorganslot(ORGAN_SLOT_LUNGS)
target_lungs.operated = TRUE
human_target.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
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 breathng 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