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## About The Pull Request Refactors regenerate organs to be slightly more intelligent in handling organ changes and replacements. Noteably: - We don't remove organs that were modified by the owner; such as changing out your heart for a cybernetic - We early break out of the for loop if they aren't supposed to have an organ there and remove it - We check for the organ already being correct, and just healing it and continuing if it is Also changes the names of some of the organ helpers into snake_case ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game ## Changelog --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
77 lines
3.2 KiB
Plaintext
77 lines
3.2 KiB
Plaintext
/datum/surgery/eye_surgery
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name = "Eye surgery"
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requires_bodypart_type = NONE
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organ_to_manipulate = ORGAN_SLOT_EYES
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possible_locs = list(BODY_ZONE_PRECISE_EYES)
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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/clamp_bleeders,
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/datum/surgery_step/fix_eyes,
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/datum/surgery_step/close,
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)
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//fix eyes
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/datum/surgery_step/fix_eyes
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name = "fix eyes (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 100,
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TOOL_SCREWDRIVER = 45,
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/obj/item/pen = 25)
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time = 64
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/datum/surgery/eye_surgery/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/internal/eyes/target_eyes = target.get_organ_slot(ORGAN_SLOT_EYES)
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if(!target_eyes)
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to_chat(user, span_warning("It's hard to do surgery on someone's eyes when [target.p_they()] [target.p_do()]n't have any."))
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return FALSE
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return TRUE
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/datum/surgery_step/fix_eyes/preop(mob/user, mob/living/carbon/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 begin to fix [target]'s eyes..."),
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span_notice("[user] begins to fix [target]'s eyes."),
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span_notice("[user] begins to perform surgery on [target]'s eyes."),
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)
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display_pain(target, "You feel a stabbing pain in your eyes!")
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/datum/surgery_step/fix_eyes/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/obj/item/organ/internal/eyes/target_eyes = target.get_organ_slot(ORGAN_SLOT_EYES)
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user.visible_message(span_notice("[user] successfully fixes [target]'s eyes!"), span_notice("You succeed in fixing [target]'s eyes."))
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display_results(
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user,
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target,
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span_notice("You succeed in fixing [target]'s eyes."),
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span_notice("[user] successfully fixes [target]'s eyes!"),
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span_notice("[user] completes the surgery on [target]'s eyes."),
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)
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display_pain(target, "Your vision blurs, but it seems like you can see a little better now!")
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target.remove_status_effect(/datum/status_effect/temporary_blindness)
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target.set_eye_blur_if_lower(70 SECONDS) //this will fix itself slowly.
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target_eyes.set_organ_damage(0) // heals nearsightedness and blindness from eye damage
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return ..()
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/datum/surgery_step/fix_eyes/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(target.get_organ_by_type(/obj/item/organ/internal/brain))
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display_results(
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user,
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target,
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span_warning("You accidentally stab [target] right in the brain!"),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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)
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display_pain(target, "You feel a visceral stabbing pain right through your head, into your brain!")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
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else
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display_results(
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user,
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target,
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span_warning("You accidentally stab [target] right in the brain! Or would have, if [target] had a brain."),
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span_warning("[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain."),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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)
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display_pain(target, "You feel a visceral stabbing pain right through your head!") // dunno who can feel pain w/o a brain but may as well be consistent.
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return FALSE
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