Files
Bubberstation/code/modules/surgery/eye_surgery.dm
Zephyr ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## 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>
2023-03-26 17:54:36 +01:00

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/datum/surgery/eye_surgery
name = "Eye surgery"
requires_bodypart_type = NONE
organ_to_manipulate = ORGAN_SLOT_EYES
possible_locs = list(BODY_ZONE_PRECISE_EYES)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/fix_eyes,
/datum/surgery_step/close,
)
//fix eyes
/datum/surgery_step/fix_eyes
name = "fix eyes (hemostat)"
implements = list(
TOOL_HEMOSTAT = 100,
TOOL_SCREWDRIVER = 45,
/obj/item/pen = 25)
time = 64
/datum/surgery/eye_surgery/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/internal/eyes/target_eyes = target.get_organ_slot(ORGAN_SLOT_EYES)
if(!target_eyes)
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."))
return FALSE
return TRUE
/datum/surgery_step/fix_eyes/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to fix [target]'s eyes..."),
span_notice("[user] begins to fix [target]'s eyes."),
span_notice("[user] begins to perform surgery on [target]'s eyes."),
)
display_pain(target, "You feel a stabbing pain in your eyes!")
/datum/surgery_step/fix_eyes/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
var/obj/item/organ/internal/eyes/target_eyes = target.get_organ_slot(ORGAN_SLOT_EYES)
user.visible_message(span_notice("[user] successfully fixes [target]'s eyes!"), span_notice("You succeed in fixing [target]'s eyes."))
display_results(
user,
target,
span_notice("You succeed in fixing [target]'s eyes."),
span_notice("[user] successfully fixes [target]'s eyes!"),
span_notice("[user] completes the surgery on [target]'s eyes."),
)
display_pain(target, "Your vision blurs, but it seems like you can see a little better now!")
target.remove_status_effect(/datum/status_effect/temporary_blindness)
target.set_eye_blur_if_lower(70 SECONDS) //this will fix itself slowly.
target_eyes.set_organ_damage(0) // heals nearsightedness and blindness from eye damage
return ..()
/datum/surgery_step/fix_eyes/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(target.get_organ_by_type(/obj/item/organ/internal/brain))
display_results(
user,
target,
span_warning("You accidentally stab [target] right in the brain!"),
span_warning("[user] accidentally stabs [target] right in the brain!"),
span_warning("[user] accidentally stabs [target] right in the brain!"),
)
display_pain(target, "You feel a visceral stabbing pain right through your head, into your brain!")
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
else
display_results(
user,
target,
span_warning("You accidentally stab [target] right in the brain! Or would have, if [target] had a brain."),
span_warning("[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain."),
span_warning("[user] accidentally stabs [target] right in the brain!"),
)
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.
return FALSE