Files
Bubberstation/code/modules/surgery/prosthetic_replacement.dm
SkyratBot fcfcc2f9d9 [MIRROR] Implanted foreign bodyparts will resist being removed on species change [MDB IGNORE] (#20555)
* 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>
2023-04-21 01:57:46 +01:00

136 lines
5.5 KiB
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/datum/surgery/prosthetic_replacement
name = "Prosthetic replacement"
surgery_flags = NONE
requires_bodypart_type = NONE
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_L_LEG,
BODY_ZONE_R_LEG,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/add_prosthetic,
)
/datum/surgery/prosthetic_replacement/can_start(mob/user, mob/living/carbon/target)
if(!iscarbon(target))
return FALSE
var/mob/living/carbon/carbon_target = target
if(!carbon_target.get_bodypart(user.zone_selected)) //can only start if limb is missing
return TRUE
return FALSE
/datum/surgery_step/add_prosthetic
name = "add prosthetic"
implements = list(
/obj/item/bodypart = 100,
/obj/item/borg/apparatus/organ_storage = 100,
/obj/item/chainsaw = 100,
/obj/item/melee/synthetic_arm_blade = 100)
time = 32
var/organ_rejection_dam = 0
/datum/surgery_step/add_prosthetic/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/borg/apparatus/organ_storage))
if(!tool.contents.len)
to_chat(user, span_warning("There is nothing inside [tool]!"))
return SURGERY_STEP_FAIL
var/obj/item/organ_storage_contents = tool.contents[1]
if(!isbodypart(organ_storage_contents))
to_chat(user, span_warning("[organ_storage_contents] cannot be attached!"))
return SURGERY_STEP_FAIL
tool = organ_storage_contents
if(isbodypart(tool))
var/obj/item/bodypart/bodypart_to_attach = tool
if(IS_ORGANIC_LIMB(bodypart_to_attach))
organ_rejection_dam = 10
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
var/obj/item/bodypart/chest/target_chest = human_target.get_bodypart(BODY_ZONE_CHEST)
if(!(bodypart_to_attach.bodytype & target_chest.acceptable_bodytype))
to_chat(user, span_warning("[bodypart_to_attach] doesn't match the patient's morphology."))
return SURGERY_STEP_FAIL
if(bodypart_to_attach.check_for_frankenstein(target))
organ_rejection_dam = 30
if(!bodypart_to_attach.can_attach_limb(target))
target.balloon_alert(user, "that doesn't go on the [parse_zone(target_zone)]!")
return SURGERY_STEP_FAIL
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.
display_results(
user,
target,
span_notice("You begin to replace [target]'s [parse_zone(target_zone)] with [tool]..."),
span_notice("[user] begins to replace [target]'s [parse_zone(target_zone)] with [tool]."),
span_notice("[user] begins to replace [target]'s [parse_zone(target_zone)]."),
)
else
to_chat(user, span_warning("[tool] isn't the right type for [parse_zone(target_zone)]."))
return SURGERY_STEP_FAIL
else if(target_zone == BODY_ZONE_L_ARM || target_zone == BODY_ZONE_R_ARM)
display_results(
user,
target,
span_notice("You begin to attach [tool] onto [target]..."),
span_notice("[user] begins to attach [tool] onto [target]'s [parse_zone(target_zone)]."),
span_notice("[user] begins to attach something onto [target]'s [parse_zone(target_zone)]."),
)
else
to_chat(user, span_warning("[tool] must be installed onto an arm."))
return SURGERY_STEP_FAIL
/datum/surgery_step/add_prosthetic/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
. = ..()
if(istype(tool, /obj/item/borg/apparatus/organ_storage))
tool.icon_state = initial(tool.icon_state)
tool.desc = initial(tool.desc)
tool.cut_overlays()
tool = tool.contents[1]
if(isbodypart(tool) && user.temporarilyRemoveItemFromInventory(tool))
var/obj/item/bodypart/bodypart_to_attach = tool
bodypart_to_attach.try_attach_limb(target)
if(bodypart_to_attach.check_for_frankenstein(target))
bodypart_to_attach.bodypart_flags |= BODYPART_IMPLANTED
if(organ_rejection_dam)
target.adjustToxLoss(organ_rejection_dam)
display_results(
user,
target,
span_notice("You succeed in replacing [target]'s [parse_zone(target_zone)]."),
span_notice("[user] successfully replaces [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully replaces [target]'s [parse_zone(target_zone)]!"),
)
display_pain(target, "You feel synthetic sensation wash from your [parse_zone(target_zone)], which you can feel again!", TRUE)
return
else
var/obj/item/bodypart/bodypart_to_attach = target.newBodyPart(target_zone, FALSE, FALSE)
bodypart_to_attach.try_attach_limb(target)
bodypart_to_attach.bodypart_flags |= BODYPART_PSEUDOPART | BODYPART_IMPLANTED
user.visible_message(span_notice("[user] finishes attaching [tool]!"), span_notice("You attach [tool]."))
display_results(
user,
target,
span_notice("You attach [tool]."),
span_notice("[user] finishes attaching [tool]!"),
span_notice("[user] finishes the attachment procedure!"),
)
display_pain(target, "You feel a strange sensation from your new [parse_zone(target_zone)].", TRUE)
if(istype(tool, /obj/item/chainsaw))
qdel(tool)
var/obj/item/chainsaw/mounted_chainsaw/new_arm = new(target)
target_zone == BODY_ZONE_R_ARM ? target.put_in_r_hand(new_arm) : target.put_in_l_hand(new_arm)
return
else if(istype(tool, /obj/item/melee/synthetic_arm_blade))
qdel(tool)
var/obj/item/melee/arm_blade/new_arm = new(target,TRUE,TRUE)
target_zone == BODY_ZONE_R_ARM ? target.put_in_r_hand(new_arm) : target.put_in_l_hand(new_arm)
return
return ..() //if for some reason we fail everything we'll print out some text okay?