mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 19:11:51 +00:00
* Refactors Regenerate Organs, and a few organ helpers * MERGE CONFLICTS * GETORGANSLOT > GET_ORGAN_SLOT * GETORGAN > get_organ_by_type * lint repairs * more lint * Update tgstation.dme * Update surgery_step.dm --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
130 lines
5.4 KiB
Plaintext
130 lines
5.4 KiB
Plaintext
/datum/surgery/coronary_bypass
|
|
name = "Coronary Bypass"
|
|
organ_to_manipulate = ORGAN_SLOT_HEART
|
|
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/incise_heart,
|
|
/datum/surgery_step/coronary_bypass,
|
|
/datum/surgery_step/close,
|
|
)
|
|
|
|
/datum/surgery/coronary_bypass/can_start(mob/user, mob/living/carbon/target)
|
|
var/obj/item/organ/internal/heart/target_heart = target.get_organ_slot(ORGAN_SLOT_HEART)
|
|
if(target_heart)
|
|
if(target_heart.damage > 60 && !target_heart.operated)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
|
|
//an incision but with greater bleed, and a 90% base success chance
|
|
/datum/surgery_step/incise_heart
|
|
name = "incise heart (scalpel)"
|
|
implements = list(
|
|
TOOL_SCALPEL = 90,
|
|
/obj/item/melee/energy/sword = 45,
|
|
/obj/item/knife = 45,
|
|
/obj/item/shard = 25)
|
|
time = 16
|
|
preop_sound = 'sound/surgery/scalpel1.ogg'
|
|
success_sound = 'sound/surgery/scalpel2.ogg'
|
|
failure_sound = 'sound/surgery/organ2.ogg'
|
|
|
|
/datum/surgery_step/incise_heart/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 heart..."),
|
|
span_notice("[user] begins to make an incision in [target]'s heart."),
|
|
span_notice("[user] begins to make an incision in [target]'s heart."),
|
|
)
|
|
display_pain(target, "You feel a horrendous pain in your heart, it's almost enough to make you pass out!")
|
|
|
|
/datum/surgery_step/incise_heart/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/target_human = target
|
|
if (!HAS_TRAIT(target_human, TRAIT_NOBLOOD))
|
|
display_results(
|
|
user,
|
|
target,
|
|
span_notice("Blood pools around the incision in [target_human]'s heart."),
|
|
span_notice("Blood pools around the incision in [target_human]'s heart."),
|
|
span_notice("Blood pools around the incision in [target_human]'s heart."),
|
|
)
|
|
var/obj/item/bodypart/target_bodypart = target_human.get_bodypart(target_zone)
|
|
target_bodypart.adjustBleedStacks(10)
|
|
target_human.adjustBruteLoss(10)
|
|
return ..()
|
|
|
|
/datum/surgery_step/incise_heart/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
|
if(ishuman(target))
|
|
var/mob/living/carbon/human/target_human = target
|
|
display_results(
|
|
user,
|
|
target,
|
|
span_warning("You screw up, cutting too deeply into the heart!"),
|
|
span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest!"),
|
|
span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest!"),
|
|
)
|
|
var/obj/item/bodypart/target_bodypart = target_human.get_bodypart(target_zone)
|
|
target_bodypart.adjustBleedStacks(10)
|
|
target_human.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
|
|
target_human.adjustBruteLoss(10)
|
|
|
|
//grafts a coronary bypass onto the individual's heart, success chance is 90% base again
|
|
/datum/surgery_step/coronary_bypass
|
|
name = "graft coronary bypass (hemostat)"
|
|
implements = list(
|
|
TOOL_HEMOSTAT = 90,
|
|
TOOL_WIRECUTTER = 35,
|
|
/obj/item/stack/package_wrap = 15,
|
|
/obj/item/stack/cable_coil = 5)
|
|
time = 90
|
|
preop_sound = 'sound/surgery/hemostat1.ogg'
|
|
success_sound = 'sound/surgery/hemostat1.ogg'
|
|
failure_sound = 'sound/surgery/organ2.ogg'
|
|
|
|
/datum/surgery_step/coronary_bypass/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
|
display_results(
|
|
user,
|
|
target,
|
|
span_notice("You begin to graft a bypass onto [target]'s heart..."),
|
|
span_notice("[user] begins to graft something onto [target]'s heart!"),
|
|
span_notice("[user] begins to graft something onto [target]'s heart!"),
|
|
)
|
|
display_pain(target, "The pain in your chest is unbearable! You can barely take it anymore!")
|
|
|
|
/datum/surgery_step/coronary_bypass/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
|
|
target.setOrganLoss(ORGAN_SLOT_HEART, 60)
|
|
var/obj/item/organ/internal/heart/target_heart = target.get_organ_slot(ORGAN_SLOT_HEART)
|
|
if(target_heart) //slightly worrying if we lost our heart mid-operation, but that's life
|
|
target_heart.operated = TRUE
|
|
display_results(
|
|
user,
|
|
target,
|
|
span_notice("You successfully graft a bypass onto [target]'s heart."),
|
|
span_notice("[user] finishes grafting something onto [target]'s heart."),
|
|
span_notice("[user] finishes grafting something onto [target]'s heart."),
|
|
)
|
|
display_pain(target, "The pain in your chest throbs, but your heart feels better than ever!")
|
|
return ..()
|
|
|
|
/datum/surgery_step/coronary_bypass/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
|
if(ishuman(target))
|
|
var/mob/living/carbon/human/target_human = target
|
|
display_results(
|
|
user,
|
|
target,
|
|
span_warning("You screw up in attaching the graft, and it tears off, tearing part of the heart!"),
|
|
span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest profusely!"),
|
|
span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest profusely!"),
|
|
)
|
|
display_pain(target, "Your chest burns; you feel like you're going insane!")
|
|
target_human.adjustOrganLoss(ORGAN_SLOT_HEART, 20)
|
|
var/obj/item/bodypart/target_bodypart = target_human.get_bodypart(target_zone)
|
|
target_bodypart.adjustBleedStacks(30)
|
|
return FALSE
|