Files
Bubberstation/code/modules/surgery/revival.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

111 lines
4.6 KiB
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/datum/surgery/revival
name = "Revival"
desc = "An experimental surgical procedure which involves reconstruction and reactivation of the patient's brain even long after death. \
The body must still be able to sustain life."
requires_bodypart_type = NONE
possible_locs = list(BODY_ZONE_HEAD)
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_MORBID_CURIOSITY
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/revive,
/datum/surgery_step/close,
)
/datum/surgery/revival/can_start(mob/user, mob/living/carbon/target)
if(!..())
return FALSE
if(target.stat != DEAD)
return FALSE
if(HAS_TRAIT(target, TRAIT_SUICIDED) || HAS_TRAIT(target, TRAIT_HUSK) || HAS_TRAIT(target, TRAIT_DEFIB_BLACKLISTED))
return FALSE
var/obj/item/organ/internal/brain/target_brain = target.get_organ_slot(ORGAN_SLOT_BRAIN)
if(!target_brain)
return FALSE
return TRUE
/datum/surgery_step/revive
name = "shock brain (defibrillator)"
implements = list(
/obj/item/shockpaddles = 100,
/obj/item/melee/touch_attack/shock = 100,
/obj/item/melee/baton/security = 75,
/obj/item/gun/energy = 60)
repeatable = TRUE
time = 5 SECONDS
success_sound = 'sound/magic/lightningbolt.ogg'
failure_sound = 'sound/magic/lightningbolt.ogg'
/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
. = TRUE
if(istype(tool, /obj/item/shockpaddles))
var/obj/item/shockpaddles/paddles = tool
if((paddles.req_defib && !paddles.defib.powered) || !HAS_TRAIT(paddles, TRAIT_WIELDED) || paddles.cooldown || paddles.busy)
to_chat(user, span_warning("You need to wield both paddles, and [paddles.defib] must be powered!"))
return FALSE
if(istype(tool, /obj/item/melee/baton/security))
var/obj/item/melee/baton/security/baton = tool
if(!baton.active)
to_chat(user, span_warning("[baton] needs to be active!"))
return FALSE
if(istype(tool, /obj/item/gun/energy))
var/obj/item/gun/energy/egun = tool
if(egun.chambered && istype(egun.chambered, /obj/item/ammo_casing/energy/electrode))
return TRUE
else
to_chat(user, span_warning("You need an electrode for this!"))
return FALSE
/datum/surgery_step/revive/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You prepare to give [target]'s brain the spark of life with [tool]."),
span_notice("[user] prepares to shock [target]'s brain with [tool]."),
span_notice("[user] prepares to shock [target]'s brain with [tool]."),
)
target.notify_ghost_cloning("Someone is trying to zap your brain.", source = target)
/datum/surgery_step/revive/play_preop_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/shockpaddles))
playsound(tool, 'sound/machines/defib_charge.ogg', 75, 0)
else
..()
/datum/surgery_step/revive/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
display_results(
user,
target,
span_notice("You successfully shock [target]'s brain with [tool]..."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
)
target.grab_ghost()
target.adjustOxyLoss(-50, 0)
target.updatehealth()
if(target.revive())
target.visible_message(span_notice("...[target] wakes up, alive and aware!"))
target.emote("gasp")
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
if(HAS_MIND_TRAIT(user, TRAIT_MORBID) && ishuman(user)) //Contrary to their typical hatred of resurrection, it wouldn't be very thematic if morbid people didn't love playing god
var/mob/living/carbon/human/morbid_weirdo = user
morbid_weirdo.add_mood_event("morbid_revival_success", /datum/mood_event/morbid_revival_success)
return TRUE
else
target.visible_message(span_warning("...[target.p_they()] convulses, then lies still."))
return FALSE
/datum/surgery_step/revive/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You shock [target]'s brain with [tool], but [target.p_they()] doesn't react."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
)
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 180)
return FALSE