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* Implanted foreign bodyparts will resist being removed on species change (#74701) ## About The Pull Request Title. Also, to make bodypart code slightly nicer, I retooled some variables to be part of a new bitfield called bodypart_flags. ## Why It's Good For The Game We've been trying to move away from the species datum for limb stuff precisely because of funny shenanigans like this, no? ## Changelog 🆑 refactor: Implanted foreign limbs will no longer be wiped by species change. /🆑 * Implanted foreign bodyparts will resist being removed on species change * fex --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
136 lines
5.5 KiB
Plaintext
136 lines
5.5 KiB
Plaintext
/datum/surgery/prosthetic_replacement
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name = "Prosthetic replacement"
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surgery_flags = NONE
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requires_bodypart_type = NONE
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possible_locs = list(
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BODY_ZONE_R_ARM,
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BODY_ZONE_L_ARM,
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BODY_ZONE_L_LEG,
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BODY_ZONE_R_LEG,
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BODY_ZONE_HEAD,
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)
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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/add_prosthetic,
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)
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/datum/surgery/prosthetic_replacement/can_start(mob/user, mob/living/carbon/target)
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if(!iscarbon(target))
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return FALSE
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var/mob/living/carbon/carbon_target = target
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if(!carbon_target.get_bodypart(user.zone_selected)) //can only start if limb is missing
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return TRUE
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return FALSE
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/datum/surgery_step/add_prosthetic
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name = "add prosthetic"
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implements = list(
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/obj/item/bodypart = 100,
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/obj/item/borg/apparatus/organ_storage = 100,
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/obj/item/chainsaw = 100,
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/obj/item/melee/synthetic_arm_blade = 100)
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time = 32
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var/organ_rejection_dam = 0
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/datum/surgery_step/add_prosthetic/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(istype(tool, /obj/item/borg/apparatus/organ_storage))
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if(!tool.contents.len)
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to_chat(user, span_warning("There is nothing inside [tool]!"))
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return SURGERY_STEP_FAIL
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var/obj/item/organ_storage_contents = tool.contents[1]
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if(!isbodypart(organ_storage_contents))
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to_chat(user, span_warning("[organ_storage_contents] cannot be attached!"))
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return SURGERY_STEP_FAIL
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tool = organ_storage_contents
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if(isbodypart(tool))
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var/obj/item/bodypart/bodypart_to_attach = tool
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if(IS_ORGANIC_LIMB(bodypart_to_attach))
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organ_rejection_dam = 10
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if(ishuman(target))
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var/mob/living/carbon/human/human_target = target
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var/obj/item/bodypart/chest/target_chest = human_target.get_bodypart(BODY_ZONE_CHEST)
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if(!(bodypart_to_attach.bodytype & target_chest.acceptable_bodytype))
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to_chat(user, span_warning("[bodypart_to_attach] doesn't match the patient's morphology."))
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return SURGERY_STEP_FAIL
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if(bodypart_to_attach.check_for_frankenstein(target))
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organ_rejection_dam = 30
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if(!bodypart_to_attach.can_attach_limb(target))
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target.balloon_alert(user, "that doesn't go on the [parse_zone(target_zone)]!")
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return SURGERY_STEP_FAIL
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if(target_zone == bodypart_to_attach.body_zone) //so we can't replace a leg with an arm, or a human arm with a monkey arm.
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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 replace [target]'s [parse_zone(target_zone)] with [tool]..."),
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span_notice("[user] begins to replace [target]'s [parse_zone(target_zone)] with [tool]."),
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span_notice("[user] begins to replace [target]'s [parse_zone(target_zone)]."),
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)
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else
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to_chat(user, span_warning("[tool] isn't the right type for [parse_zone(target_zone)]."))
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return SURGERY_STEP_FAIL
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else if(target_zone == BODY_ZONE_L_ARM || target_zone == BODY_ZONE_R_ARM)
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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 attach [tool] onto [target]..."),
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span_notice("[user] begins to attach [tool] onto [target]'s [parse_zone(target_zone)]."),
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span_notice("[user] begins to attach something onto [target]'s [parse_zone(target_zone)]."),
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)
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else
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to_chat(user, span_warning("[tool] must be installed onto an arm."))
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return SURGERY_STEP_FAIL
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/datum/surgery_step/add_prosthetic/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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. = ..()
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if(istype(tool, /obj/item/borg/apparatus/organ_storage))
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tool.icon_state = initial(tool.icon_state)
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tool.desc = initial(tool.desc)
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tool.cut_overlays()
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tool = tool.contents[1]
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if(isbodypart(tool) && user.temporarilyRemoveItemFromInventory(tool))
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var/obj/item/bodypart/bodypart_to_attach = tool
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bodypart_to_attach.try_attach_limb(target)
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if(bodypart_to_attach.check_for_frankenstein(target))
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bodypart_to_attach.bodypart_flags |= BODYPART_IMPLANTED
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if(organ_rejection_dam)
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target.adjustToxLoss(organ_rejection_dam)
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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 replacing [target]'s [parse_zone(target_zone)]."),
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span_notice("[user] successfully replaces [target]'s [parse_zone(target_zone)] with [tool]!"),
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span_notice("[user] successfully replaces [target]'s [parse_zone(target_zone)]!"),
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)
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display_pain(target, "You feel synthetic sensation wash from your [parse_zone(target_zone)], which you can feel again!", TRUE)
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return
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else
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var/obj/item/bodypart/bodypart_to_attach = target.newBodyPart(target_zone, FALSE, FALSE)
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bodypart_to_attach.try_attach_limb(target)
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bodypart_to_attach.bodypart_flags |= BODYPART_PSEUDOPART | BODYPART_IMPLANTED
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user.visible_message(span_notice("[user] finishes attaching [tool]!"), span_notice("You attach [tool]."))
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display_results(
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user,
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target,
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span_notice("You attach [tool]."),
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span_notice("[user] finishes attaching [tool]!"),
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span_notice("[user] finishes the attachment procedure!"),
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)
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display_pain(target, "You feel a strange sensation from your new [parse_zone(target_zone)].", TRUE)
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if(istype(tool, /obj/item/chainsaw))
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qdel(tool)
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var/obj/item/chainsaw/mounted_chainsaw/new_arm = new(target)
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target_zone == BODY_ZONE_R_ARM ? target.put_in_r_hand(new_arm) : target.put_in_l_hand(new_arm)
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return
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else if(istype(tool, /obj/item/melee/synthetic_arm_blade))
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qdel(tool)
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var/obj/item/melee/arm_blade/new_arm = new(target,TRUE,TRUE)
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target_zone == BODY_ZONE_R_ARM ? target.put_in_r_hand(new_arm) : target.put_in_l_hand(new_arm)
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return
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return ..() //if for some reason we fail everything we'll print out some text okay?
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