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## About The Pull Request Fixes #79318 - See the issue for more information. I fixed the runtimes as expected, and then removed `SURGERY_REQUIRE_LIMB` from some surgeries which don't actually require a limb, such as implant removal, dissection, and living revival. I could've easily missed some, and as a result some surgeries are lost to the void and unselectable, but from what I could tell in testing it seems... fine. - Adds `SHOULD_CALL_PARENT` to surgery `can_start`. Cleans up some surgery `can_start` overrides. - Adds missing sounds to puncture repair surgery. ## Changelog 🆑 Melbert fix: Fixed Puncture Repair surgery not having surgical sounds fix: Fixed Surgery Initiator potentially showing invalid surgeries /🆑
141 lines
5.6 KiB
Plaintext
141 lines
5.6 KiB
Plaintext
/datum/surgery/revival
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name = "Revival"
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desc = "An experimental surgical procedure which involves reconstruction and reactivation of the patient's brain even long after death. \
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The body must still be able to sustain life."
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requires_bodypart_type = NONE
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possible_locs = list(BODY_ZONE_CHEST)
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target_mobtypes = list(/mob/living)
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_MORBID_CURIOSITY
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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/incise,
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/datum/surgery_step/revive,
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/datum/surgery_step/close,
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)
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/datum/surgery/revival/can_start(mob/user, mob/living/target)
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if(!..())
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return FALSE
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if(target.stat != DEAD)
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return FALSE
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if(HAS_TRAIT(target, TRAIT_SUICIDED) || HAS_TRAIT(target, TRAIT_HUSK) || HAS_TRAIT(target, TRAIT_DEFIB_BLACKLISTED))
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return FALSE
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if(!is_valid_target(target))
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return FALSE
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return TRUE
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/// Extra checks which can be overridden
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/datum/surgery/revival/proc/is_valid_target(mob/living/patient)
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if (iscarbon(patient))
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return FALSE
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if (!(patient.mob_biotypes & (MOB_ORGANIC|MOB_HUMANOID)))
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return FALSE
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return TRUE
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/datum/surgery_step/revive
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name = "shock brain (defibrillator)"
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implements = list(
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/obj/item/shockpaddles = 100,
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/obj/item/melee/touch_attack/shock = 100,
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/obj/item/melee/baton/security = 75,
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/obj/item/gun/energy = 60)
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repeatable = TRUE
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time = 5 SECONDS
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success_sound = 'sound/magic/lightningbolt.ogg'
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failure_sound = 'sound/magic/lightningbolt.ogg'
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/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
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. = TRUE
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if(istype(tool, /obj/item/shockpaddles))
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var/obj/item/shockpaddles/paddles = tool
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if((paddles.req_defib && !paddles.defib.powered) || !HAS_TRAIT(paddles, TRAIT_WIELDED) || paddles.cooldown || paddles.busy)
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to_chat(user, span_warning("You need to wield both paddles, and [paddles.defib] must be powered!"))
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return FALSE
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if(istype(tool, /obj/item/melee/baton/security))
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var/obj/item/melee/baton/security/baton = tool
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if(!baton.active)
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to_chat(user, span_warning("[baton] needs to be active!"))
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return FALSE
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if(istype(tool, /obj/item/gun/energy))
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var/obj/item/gun/energy/egun = tool
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if(egun.chambered && istype(egun.chambered, /obj/item/ammo_casing/energy/electrode))
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return TRUE
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else
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to_chat(user, span_warning("You need an electrode for this!"))
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return FALSE
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/datum/surgery_step/revive/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You prepare to give [target]'s brain the spark of life with [tool]."),
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span_notice("[user] prepares to shock [target]'s brain with [tool]."),
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span_notice("[user] prepares to shock [target]'s brain with [tool]."),
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)
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target.notify_revival("Someone is trying to zap your brain.", source = target)
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/datum/surgery_step/revive/play_preop_sound(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(istype(tool, /obj/item/shockpaddles))
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playsound(tool, 'sound/machines/defib_charge.ogg', 75, 0)
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else
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..()
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/datum/surgery_step/revive/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
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display_results(
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user,
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target,
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span_notice("You successfully shock [target]'s brain with [tool]..."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
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)
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target.grab_ghost()
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target.adjustOxyLoss(-50, 0)
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target.updatehealth()
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if(target.revive())
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on_revived(user, target)
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return TRUE
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target.visible_message(span_warning("...[target.p_they()] convulse[target.p_s()], then lie[target.p_s()] still."))
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return FALSE
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/// Called when you have been successfully raised from the dead
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/datum/surgery_step/revive/proc/on_revived(mob/surgeon, mob/living/patient)
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patient.visible_message(span_notice("...[patient] wakes up, alive and aware!"))
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patient.emote("gasp")
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if(HAS_MIND_TRAIT(surgeon, TRAIT_MORBID) && ishuman(surgeon)) // Contrary to their typical hatred of resurrection, it wouldn't be very thematic if morbid people didn't love playing god
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var/mob/living/carbon/human/morbid_weirdo = surgeon
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morbid_weirdo.add_mood_event("morbid_revival_success", /datum/mood_event/morbid_revival_success)
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/datum/surgery_step/revive/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You shock [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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)
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return FALSE
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/// Additional revival effects if the target has a brain
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/datum/surgery/revival/carbon
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possible_locs = list(BODY_ZONE_HEAD)
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target_mobtypes = list(/mob/living/carbon)
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surgery_flags = parent_type::surgery_flags | SURGERY_REQUIRE_LIMB
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/datum/surgery/revival/carbon/is_valid_target(mob/living/carbon/patient)
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var/obj/item/organ/internal/brain/target_brain = patient.get_organ_slot(ORGAN_SLOT_BRAIN)
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return !isnull(target_brain)
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/datum/surgery_step/revive/carbon
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/datum/surgery_step/revive/carbon/on_revived(mob/surgeon, mob/living/patient)
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. = ..()
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patient.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) // MAD SCIENCE
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/datum/surgery_step/revive/carbon/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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. = ..()
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 180)
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