Files
Bubberstation/code/modules/surgery/brain_surgery.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

93 lines
3.8 KiB
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/datum/surgery/brain_surgery
name = "Brain surgery"
possible_locs = list(BODY_ZONE_HEAD)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/fix_brain,
/datum/surgery_step/close,
)
/datum/surgery/brain_surgery/mechanic
name = "Wetware OS Diagnostics"
requires_bodypart_type = BODYTYPE_ROBOTIC
possible_locs = list(BODY_ZONE_HEAD)
steps = list(
/datum/surgery_step/mechanic_open,
/datum/surgery_step/open_hatch,
/datum/surgery_step/mechanic_unwrench,
/datum/surgery_step/fix_brain/mechanic,
/datum/surgery_step/mechanic_wrench,
/datum/surgery_step/mechanic_close,
)
/datum/surgery_step/fix_brain
name = "fix brain (hemostat)"
implements = list(
TOOL_HEMOSTAT = 85,
TOOL_SCREWDRIVER = 35,
/obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
repeatable = TRUE
time = 100 //long and complicated
preop_sound = 'sound/items/handling/surgery/hemostat1.ogg'
success_sound = 'sound/items/handling/surgery/hemostat1.ogg'
failure_sound = 'sound/items/handling/surgery/organ2.ogg'
/datum/surgery_step/fix_brain/mechanic
name = "perform neural debugging (hemostat or multitool)"
implements = list(
TOOL_HEMOSTAT = 85,
TOOL_MULTITOOL = 85,
TOOL_SCREWDRIVER = 35,
/obj/item/pen = 15)
preop_sound = 'sound/items/taperecorder/tape_flip.ogg'
success_sound = 'sound/items/taperecorder/taperecorder_close.ogg'
/datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target)
return target.get_organ_slot(ORGAN_SLOT_BRAIN) && ..()
/datum/surgery_step/fix_brain/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to fix [target]'s brain..."),
span_notice("[user] begins to fix [target]'s brain."),
span_notice("[user] begins to perform surgery on [target]'s brain."),
)
display_pain(target, "Your head pounds with unimaginable pain!")
/datum/surgery_step/fix_brain/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
display_results(
user,
target,
span_notice("You succeed in fixing [target]'s brain."),
span_notice("[user] successfully fixes [target]'s brain!"),
span_notice("[user] completes the surgery on [target]'s brain."),
)
display_pain(target, "The pain in your head receeds, thinking becomes a bit easier!")
if(target.mind?.has_antag_datum(/datum/antagonist/brainwashed))
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
target.setOrganLoss(ORGAN_SLOT_BRAIN, target.get_organ_loss(ORGAN_SLOT_BRAIN) - 50) //we set damage in this case in order to clear the "failing" flag
target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
if(target.get_organ_loss(ORGAN_SLOT_BRAIN) > 0)
to_chat(user, "[target]'s brain looks like it could be fixed further.")
return ..()
/datum/surgery_step/fix_brain/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(target.get_organ_slot(ORGAN_SLOT_BRAIN))
display_results(
user,
target,
span_warning("You screw up, causing more damage!"),
span_warning("[user] screws up, causing brain damage!"),
span_notice("[user] completes the surgery on [target]'s brain."),
)
display_pain(target, "Your head throbs with horrible pain; thinking hurts!")
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
else
user.visible_message(span_warning("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore."), span_warning("You suddenly notice that the brain you were working on is not there anymore."))
return FALSE