Files
Bubberstation/code/modules/surgery/plastic_surgery.dm
ChungusGamer666 4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

## Why It's Good For The Game

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

## Changelog

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:45:46 -06:00

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/datum/surgery/plastic_surgery
name = "Plastic surgery"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB | SURGERY_MORBID_CURIOSITY
possible_locs = list(BODY_ZONE_HEAD)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/reshape_face,
/datum/surgery_step/close,
)
//reshape_face
/datum/surgery_step/reshape_face
name = "reshape face (scalpel)"
implements = list(
TOOL_SCALPEL = 100,
/obj/item/knife = 50,
TOOL_WIRECUTTER = 35)
time = 64
/datum/surgery_step/reshape_face/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message(span_notice("[user] begins to alter [target]'s appearance."), span_notice("You begin to alter [target]'s appearance..."))
display_results(
user,
target,
span_notice("You begin to alter [target]'s appearance..."),
span_notice("[user] begins to alter [target]'s appearance."),
span_notice("[user] begins to make an incision in [target]'s face."),
)
display_pain(target, "You feel slicing pain across your face!")
/datum/surgery_step/reshape_face/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(HAS_TRAIT_FROM(target, TRAIT_DISFIGURED, TRAIT_GENERIC))
REMOVE_TRAIT(target, TRAIT_DISFIGURED, TRAIT_GENERIC)
display_results(
user,
target,
span_notice("You successfully restore [target]'s appearance."),
span_notice("[user] successfully restores [target]'s appearance!"),
span_notice("[user] finishes the operation on [target]'s face."),
)
display_pain(target, "The pain fades, your face feels normal again!")
else
var/list/names = list()
if(!isabductor(user))
for(var/i in 1 to 10)
names += target.dna.species.random_name(target.gender, TRUE)
else
for(var/_i in 1 to 9)
names += "Subject [target.gender == MALE ? "i" : "o"]-[pick("a", "b", "c", "d", "e")]-[rand(10000, 99999)]"
names += target.dna.species.random_name(target.gender, TRUE) //give one normal name in case they want to do regular plastic surgery
var/chosen_name = tgui_input_list(user, "New name to assign", "Plastic Surgery", names)
if(isnull(chosen_name))
return
var/oldname = target.real_name
target.real_name = chosen_name
var/newname = target.real_name //something about how the code handles names required that I use this instead of target.real_name
display_results(
user,
target,
span_notice("You alter [oldname]'s appearance completely, [target.p_they()] is now [newname]."),
span_notice("[user] alters [oldname]'s appearance completely, [target.p_they()] is now [newname]!"),
span_notice("[user] finishes the operation on [target]'s face."),
)
display_pain(target, "The pain fades, your face feels new and unfamiliar!")
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
human_target.sec_hud_set_ID()
if(HAS_MIND_TRAIT(user, TRAIT_MORBID) && ishuman(user))
var/mob/living/carbon/human/morbid_weirdo = user
morbid_weirdo.add_mood_event("morbid_abominable_surgery_success", /datum/mood_event/morbid_abominable_surgery_success)
return ..()
/datum/surgery_step/reshape_face/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_warning("You screw up, leaving [target]'s appearance disfigured!"),
span_notice("[user] screws up, disfiguring [target]'s appearance!"),
span_notice("[user] finishes the operation on [target]'s face."),
)
display_pain(target, "Your face feels horribly scarred and deformed!")
ADD_TRAIT(target, TRAIT_DISFIGURED, TRAIT_GENERIC)
return FALSE