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Bubberstation/code/modules/surgery/lobectomy.dm
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## 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outdated).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):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## 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.
/🆑
2024-10-30 08:03:02 +01:00

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/datum/surgery/lobectomy
name = "Lobectomy" //not to be confused with lobotomy
organ_to_manipulate = ORGAN_SLOT_LUNGS
possible_locs = list(BODY_ZONE_CHEST)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/lobectomy,
/datum/surgery_step/close,
)
/datum/surgery/lobectomy/mechanic
name = "Air Filtration Diagnostic"
requires_bodypart_type = BODYTYPE_ROBOTIC
steps = list(
/datum/surgery_step/mechanic_open,
/datum/surgery_step/open_hatch,
/datum/surgery_step/mechanic_unwrench,
/datum/surgery_step/lobectomy/mechanic,
/datum/surgery_step/mechanic_wrench,
/datum/surgery_step/mechanic_close,
)
/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/lungs/target_lungs = target.get_organ_slot(ORGAN_SLOT_LUNGS)
if(isnull(target_lungs) || target_lungs.damage < 60 || target_lungs.operated)
return FALSE
return ..()
//lobectomy, removes the most damaged lung lobe with a 95% base success chance
/datum/surgery_step/lobectomy
name = "excise damaged lung node (scalpel)"
implements = list(
TOOL_SCALPEL = 95,
/obj/item/melee/energy/sword = 65,
/obj/item/knife = 45,
/obj/item/shard = 35)
time = 42
preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
success_sound = 'sound/items/handling/surgery/organ1.ogg'
failure_sound = 'sound/items/handling/surgery/organ2.ogg'
surgery_effects_mood = TRUE
/datum/surgery_step/lobectomy/mechanic
name = "Perform maintenance (scalpel or wrench)"
implements = list(
TOOL_SCALPEL = 95,
TOOL_WRENCH = 95,
/obj/item/melee/energy/sword = 65,
/obj/item/knife = 45,
/obj/item/shard = 35)
preop_sound = 'sound/items/tools/ratchet.ogg'
success_sound = 'sound/machines/airlock/doorclick.ogg'
/datum/surgery_step/lobectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to make an incision in [target]'s lungs..."),
span_notice("[user] begins to make an incision in [target]."),
span_notice("[user] begins to make an incision in [target]."),
)
display_pain(target, "You feel a stabbing pain in your chest!")
/datum/surgery_step/lobectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
var/obj/item/organ/lungs/target_lungs = human_target.get_organ_slot(ORGAN_SLOT_LUNGS)
human_target.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
if(target_lungs)
target_lungs.operated = TRUE
if(target_lungs.organ_flags & ORGAN_EMP) //If our organ is failing due to an EMP, fix that
target_lungs.organ_flags &= ~ORGAN_EMP
display_results(
user,
target,
span_notice("You successfully excise [human_target]'s most damaged lobe."),
span_notice("Successfully removes a piece of [human_target]'s lungs."),
"",
)
display_pain(target, "Your chest hurts like hell, but breathing becomes slightly easier.")
return ..()
/datum/surgery_step/lobectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
display_results(
user,
target,
span_warning("You screw up, failing to excise [human_target]'s damaged lobe!"),
span_warning("[user] screws up!"),
span_warning("[user] screws up!"),
)
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!")
human_target.losebreath += 4
human_target.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10)
return FALSE