mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-10 01:34:01 +00:00
167 lines
6.8 KiB
Plaintext
167 lines
6.8 KiB
Plaintext
/datum/surgery/coronary_bypass
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name = "Coronary Bypass"
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organ_to_manipulate = ORGAN_SLOT_HEART
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possible_locs = list(BODY_ZONE_CHEST)
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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/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/incise_heart,
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/datum/surgery_step/coronary_bypass,
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/datum/surgery_step/close,
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)
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/datum/surgery/coronary_bypass/mechanic
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name = "Engine Diagnostic (Heart Repair)" // SKYRAT EDIT: Original name = "Engine Diagnostic"
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requires_bodypart_type = BODYTYPE_ROBOTIC
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steps = list(
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/datum/surgery_step/mechanic_open,
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/datum/surgery_step/open_hatch,
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/datum/surgery_step/mechanic_unwrench,
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/datum/surgery_step/incise_heart/mechanic,
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/datum/surgery_step/coronary_bypass/mechanic,
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/datum/surgery_step/mechanic_wrench,
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/datum/surgery_step/mechanic_close,
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)
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/datum/surgery/coronary_bypass/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/heart/target_heart = target.get_organ_slot(ORGAN_SLOT_HEART)
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if(isnull(target_heart) || target_heart.damage < 60 || target_heart.operated)
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return FALSE
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return ..()
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//an incision but with greater bleed, and a 90% base success chance
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/datum/surgery_step/incise_heart
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name = "incise heart (scalpel)"
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implements = list(
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TOOL_SCALPEL = 90,
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/obj/item/melee/energy/sword = 45,
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/obj/item/knife = 45,
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/obj/item/shard = 25)
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time = 16
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preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
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success_sound = 'sound/items/handling/surgery/scalpel2.ogg'
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failure_sound = 'sound/items/handling/surgery/organ2.ogg'
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surgery_effects_mood = TRUE
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/datum/surgery_step/incise_heart/mechanic
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name = "access engine internals (scalpel or crowbar)"
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implements = list(
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TOOL_SCALPEL = 95,
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TOOL_CROWBAR = 95,
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/obj/item/melee/energy/sword = 65,
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/obj/item/knife = 45,
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/obj/item/shard = 35)
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preop_sound = 'sound/items/tools/ratchet.ogg'
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success_sound = 'sound/machines/airlock/doorclick.ogg'
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/datum/surgery_step/incise_heart/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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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 make an incision in [target]'s heart..."),
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span_notice("[user] begins to make an incision in [target]'s heart."),
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span_notice("[user] begins to make an incision in [target]'s heart."),
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)
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display_pain(target, "You feel a horrendous pain in your heart, it's almost enough to make you pass out!")
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/datum/surgery_step/incise_heart/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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if(ishuman(target))
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var/mob/living/carbon/human/target_human = target
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if (!HAS_TRAIT(target_human, TRAIT_NOBLOOD))
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display_results(
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user,
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target,
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span_notice("Blood pools around the incision in [target_human]'s heart."),
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span_notice("Blood pools around the incision in [target_human]'s heart."),
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span_notice("Blood pools around the incision in [target_human]'s heart."),
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)
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var/obj/item/bodypart/target_bodypart = target_human.get_bodypart(target_zone)
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target_bodypart.adjustBleedStacks(10)
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target_human.adjustBruteLoss(10)
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return ..()
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/datum/surgery_step/incise_heart/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(ishuman(target))
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var/mob/living/carbon/human/target_human = target
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display_results(
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user,
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target,
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span_warning("You screw up, cutting too deeply into the heart!"),
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span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest!"),
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span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest!"),
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)
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var/obj/item/bodypart/target_bodypart = target_human.get_bodypart(target_zone)
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target_bodypart.adjustBleedStacks(10)
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target_human.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
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target_human.adjustBruteLoss(10)
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//grafts a coronary bypass onto the individual's heart, success chance is 90% base again
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/datum/surgery_step/coronary_bypass
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name = "graft coronary bypass (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 90,
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TOOL_WIRECUTTER = 35,
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/obj/item/stack/package_wrap = 15,
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/obj/item/stack/cable_coil = 5)
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time = 90
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preop_sound = 'sound/items/handling/surgery/hemostat1.ogg'
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success_sound = 'sound/items/handling/surgery/hemostat1.ogg'
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failure_sound = 'sound/items/handling/surgery/organ2.ogg'
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/datum/surgery_step/coronary_bypass/mechanic
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name = "perform maintenance (hemostat or wrench)"
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implements = list(
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TOOL_HEMOSTAT = 90,
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TOOL_WRENCH = 90,
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TOOL_WIRECUTTER = 35,
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/obj/item/stack/package_wrap = 15,
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/obj/item/stack/cable_coil = 5)
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preop_sound = 'sound/items/tools/ratchet.ogg'
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success_sound = 'sound/machines/airlock/doorclick.ogg'
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/datum/surgery_step/coronary_bypass/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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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 graft a bypass onto [target]'s heart..."),
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span_notice("[user] begins to graft something onto [target]'s heart!"),
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span_notice("[user] begins to graft something onto [target]'s heart!"),
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)
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display_pain(target, "The pain in your chest is unbearable! You can barely take it anymore!")
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/datum/surgery_step/coronary_bypass/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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target.setOrganLoss(ORGAN_SLOT_HEART, 60)
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var/obj/item/organ/heart/target_heart = target.get_organ_slot(ORGAN_SLOT_HEART)
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if(target_heart) //slightly worrying if we lost our heart mid-operation, but that's life
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target_heart.operated = TRUE
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if(target_heart.organ_flags & ORGAN_EMP) //If our organ is failing due to an EMP, fix that
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target_heart.organ_flags &= ~ORGAN_EMP
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display_results(
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user,
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target,
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span_notice("You successfully graft a bypass onto [target]'s heart."),
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span_notice("[user] finishes grafting something onto [target]'s heart."),
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span_notice("[user] finishes grafting something onto [target]'s heart."),
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)
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display_pain(target, "The pain in your chest throbs, but your heart feels better than ever!")
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return ..()
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/datum/surgery_step/coronary_bypass/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(ishuman(target))
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var/mob/living/carbon/human/target_human = target
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display_results(
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user,
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target,
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span_warning("You screw up in attaching the graft, and it tears off, tearing part of the heart!"),
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span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest profusely!"),
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span_warning("[user] screws up, causing blood to spurt out of [target_human]'s chest profusely!"),
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)
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display_pain(target, "Your chest burns; you feel like you're going insane!")
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target_human.adjustOrganLoss(ORGAN_SLOT_HEART, 20)
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var/obj/item/bodypart/target_bodypart = target_human.get_bodypart(target_zone)
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target_bodypart.adjustBleedStacks(30)
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return FALSE
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