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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>
76 lines
3.1 KiB
Plaintext
76 lines
3.1 KiB
Plaintext
/datum/surgery/gastrectomy
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name = "Gastrectomy"
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
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organ_to_manipulate = ORGAN_SLOT_STOMACH
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possible_locs = list(BODY_ZONE_CHEST)
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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/gastrectomy,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/close,
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)
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/datum/surgery/gastrectomy/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/internal/stomach/target_stomach = target.get_organ_slot(ORGAN_SLOT_STOMACH)
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if(target_stomach)
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if(target_stomach.damage > 50 && !target_stomach.operated)
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return TRUE
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return FALSE
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////Gastrectomy, because we truly needed a way to repair stomachs.
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//95% chance of success to be consistent with most organ-repairing surgeries.
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/datum/surgery_step/gastrectomy
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name = "remove lower duodenum (scalpel)"
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implements = list(
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TOOL_SCALPEL = 95,
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/obj/item/melee/energy/sword = 65,
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/obj/item/knife = 45,
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/obj/item/shard = 35)
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time = 52
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preop_sound = 'sound/surgery/scalpel1.ogg'
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success_sound = 'sound/surgery/organ1.ogg'
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failure_sound = 'sound/surgery/organ2.ogg'
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/datum/surgery_step/gastrectomy/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 cut out a damaged piece of [target]'s stomach..."),
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span_notice("[user] begins to make an incision in [target]."),
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span_notice("[user] begins to make an incision in [target]."),
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)
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display_pain(target, "You feel a horrible stab in your gut!")
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/datum/surgery_step/gastrectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/mob/living/carbon/human/target_human = target
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var/obj/item/organ/internal/stomach/target_stomach = target.get_organ_slot(ORGAN_SLOT_STOMACH)
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target_human.setOrganLoss(ORGAN_SLOT_STOMACH, 20) // Stomachs have a threshold for being able to even digest food, so I might tweak this number
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if(target_stomach)
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target_stomach.operated = TRUE
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display_results(
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user,
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target,
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span_notice("You successfully remove the damaged part of [target]'s stomach."),
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span_notice("[user] successfully removes the damaged part of [target]'s stomach."),
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span_notice("[user] successfully removes the damaged part of [target]'s stomach."),
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)
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display_pain(target, "The pain in your gut ebbs and fades somewhat.")
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return ..()
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/datum/surgery_step/gastrectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery)
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var/mob/living/carbon/human/target_human = target
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target_human.adjustOrganLoss(ORGAN_SLOT_STOMACH, 15)
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display_results(
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user,
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target,
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span_warning("You cut the wrong part of [target]'s stomach!"),
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span_warning("[user] cuts the wrong part of [target]'s stomach!"),
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span_warning("[user] cuts the wrong part of [target]'s stomach!"),
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)
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display_pain(target, "Your stomach throbs with pain; it's not getting any better!")
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