Files
Bubberstation/code/modules/surgery/revival.dm
T
MrMelbertandGitHub a40986353d Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds (#81307)
## 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 
/🆑
2024-02-08 13:37:02 +01:00

141 lines
5.6 KiB
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/datum/surgery/revival
name = "Revival"
desc = "An experimental surgical procedure which involves reconstruction and reactivation of the patient's brain even long after death. \
The body must still be able to sustain life."
requires_bodypart_type = NONE
possible_locs = list(BODY_ZONE_CHEST)
target_mobtypes = list(/mob/living)
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_MORBID_CURIOSITY
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/revive,
/datum/surgery_step/close,
)
/datum/surgery/revival/can_start(mob/user, mob/living/target)
if(!..())
return FALSE
if(target.stat != DEAD)
return FALSE
if(HAS_TRAIT(target, TRAIT_SUICIDED) || HAS_TRAIT(target, TRAIT_HUSK) || HAS_TRAIT(target, TRAIT_DEFIB_BLACKLISTED))
return FALSE
if(!is_valid_target(target))
return FALSE
return TRUE
/// Extra checks which can be overridden
/datum/surgery/revival/proc/is_valid_target(mob/living/patient)
if (iscarbon(patient))
return FALSE
if (!(patient.mob_biotypes & (MOB_ORGANIC|MOB_HUMANOID)))
return FALSE
return TRUE
/datum/surgery_step/revive
name = "shock brain (defibrillator)"
implements = list(
/obj/item/shockpaddles = 100,
/obj/item/melee/touch_attack/shock = 100,
/obj/item/melee/baton/security = 75,
/obj/item/gun/energy = 60)
repeatable = TRUE
time = 5 SECONDS
success_sound = 'sound/magic/lightningbolt.ogg'
failure_sound = 'sound/magic/lightningbolt.ogg'
/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
. = TRUE
if(istype(tool, /obj/item/shockpaddles))
var/obj/item/shockpaddles/paddles = tool
if((paddles.req_defib && !paddles.defib.powered) || !HAS_TRAIT(paddles, TRAIT_WIELDED) || paddles.cooldown || paddles.busy)
to_chat(user, span_warning("You need to wield both paddles, and [paddles.defib] must be powered!"))
return FALSE
if(istype(tool, /obj/item/melee/baton/security))
var/obj/item/melee/baton/security/baton = tool
if(!baton.active)
to_chat(user, span_warning("[baton] needs to be active!"))
return FALSE
if(istype(tool, /obj/item/gun/energy))
var/obj/item/gun/energy/egun = tool
if(egun.chambered && istype(egun.chambered, /obj/item/ammo_casing/energy/electrode))
return TRUE
else
to_chat(user, span_warning("You need an electrode for this!"))
return FALSE
/datum/surgery_step/revive/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You prepare to give [target]'s brain the spark of life with [tool]."),
span_notice("[user] prepares to shock [target]'s brain with [tool]."),
span_notice("[user] prepares to shock [target]'s brain with [tool]."),
)
target.notify_revival("Someone is trying to zap your brain.", source = target)
/datum/surgery_step/revive/play_preop_sound(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/shockpaddles))
playsound(tool, 'sound/machines/defib_charge.ogg', 75, 0)
else
..()
/datum/surgery_step/revive/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
display_results(
user,
target,
span_notice("You successfully shock [target]'s brain with [tool]..."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
)
target.grab_ghost()
target.adjustOxyLoss(-50, 0)
target.updatehealth()
if(target.revive())
on_revived(user, target)
return TRUE
target.visible_message(span_warning("...[target.p_they()] convulse[target.p_s()], then lie[target.p_s()] still."))
return FALSE
/// Called when you have been successfully raised from the dead
/datum/surgery_step/revive/proc/on_revived(mob/surgeon, mob/living/patient)
patient.visible_message(span_notice("...[patient] wakes up, alive and aware!"))
patient.emote("gasp")
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
var/mob/living/carbon/human/morbid_weirdo = surgeon
morbid_weirdo.add_mood_event("morbid_revival_success", /datum/mood_event/morbid_revival_success)
/datum/surgery_step/revive/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You shock [target]'s brain with [tool], but [target.p_they()] doesn't react."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
)
return FALSE
/// Additional revival effects if the target has a brain
/datum/surgery/revival/carbon
possible_locs = list(BODY_ZONE_HEAD)
target_mobtypes = list(/mob/living/carbon)
surgery_flags = parent_type::surgery_flags | SURGERY_REQUIRE_LIMB
/datum/surgery/revival/carbon/is_valid_target(mob/living/carbon/patient)
var/obj/item/organ/internal/brain/target_brain = patient.get_organ_slot(ORGAN_SLOT_BRAIN)
return !isnull(target_brain)
/datum/surgery_step/revive/carbon
/datum/surgery_step/revive/carbon/on_revived(mob/surgeon, mob/living/patient)
. = ..()
patient.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) // MAD SCIENCE
/datum/surgery_step/revive/carbon/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
. = ..()
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 180)