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## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑
100 lines
3.7 KiB
Plaintext
100 lines
3.7 KiB
Plaintext
/datum/surgery/lobectomy
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name = "Lobectomy" //not to be confused with lobotomy
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organ_to_manipulate = ORGAN_SLOT_LUNGS
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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/lobectomy,
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/datum/surgery_step/close,
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)
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/datum/surgery/lobectomy/mechanic
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name = "Air Filtration 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/lobectomy/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/lobectomy/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/lungs/target_lungs = target.get_organ_slot(ORGAN_SLOT_LUNGS)
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if(isnull(target_lungs) || target_lungs.damage < 60 || target_lungs.operated)
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return FALSE
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return ..()
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//lobectomy, removes the most damaged lung lobe with a 95% base success chance
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/datum/surgery_step/lobectomy
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name = "excise damaged lung node (scalpel)"
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implements = list(
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TOOL_SCALPEL = 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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time = 42
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preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
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success_sound = 'sound/items/handling/surgery/organ1.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/lobectomy/mechanic
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name = "Perform maintenance (scalpel or wrench)"
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implements = list(
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TOOL_SCALPEL = 95,
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TOOL_WRENCH = 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/lobectomy/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 lungs..."),
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span_notice("[user] begins to make an incision in [target]."),
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span_notice("[user] begins to make an incision in [target]."),
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)
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display_pain(target, "You feel a stabbing pain in your chest!")
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/datum/surgery_step/lobectomy/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/human_target = target
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var/obj/item/organ/lungs/target_lungs = human_target.get_organ_slot(ORGAN_SLOT_LUNGS)
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human_target.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
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if(target_lungs)
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target_lungs.operated = TRUE
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if(target_lungs.organ_flags & ORGAN_EMP) //If our organ is failing due to an EMP, fix that
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target_lungs.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 excise [human_target]'s most damaged lobe."),
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span_notice("Successfully removes a piece of [human_target]'s lungs."),
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"",
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)
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display_pain(target, "Your chest hurts like hell, but breathing becomes slightly easier.")
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return ..()
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/datum/surgery_step/lobectomy/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/human_target = 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, failing to excise [human_target]'s damaged lobe!"),
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span_warning("[user] screws up!"),
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span_warning("[user] screws up!"),
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)
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display_pain(target, "You feel a sharp stab in your chest; the wind is knocked out of you and it hurts to catch your breath!")
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human_target.losebreath += 4
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human_target.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10)
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return FALSE
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