Files
Bubberstation/code/modules/surgery/lobectomy.dm
SkyratBot 0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00

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/datum/surgery/lobectomy
name = "Lobectomy" //not to be confused with lobotomy
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)
possible_locs = list(BODY_ZONE_CHEST)
organ_to_manipulate = ORGAN_SLOT_LUNGS
/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/internal/lungs/target_lungs = target.getorganslot(ORGAN_SLOT_LUNGS)
if(target_lungs)
if(target_lungs.damage > 60 && !target_lungs.operated)
return TRUE
return FALSE
//lobectomy, removes the most damaged lung lobe with a 95% base success chance
/datum/surgery_step/lobectomy
name = "excise damaged lung node"
implements = list(
TOOL_SCALPEL = 95,
/obj/item/melee/energy/sword = 65,
/obj/item/knife = 45,
/obj/item/shard = 35)
time = 42
preop_sound = 'sound/surgery/scalpel1.ogg'
success_sound = 'sound/surgery/organ1.ogg'
failure_sound = 'sound/surgery/organ2.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/internal/lungs/target_lungs = human_target.getorganslot(ORGAN_SLOT_LUNGS)
target_lungs.operated = TRUE
human_target.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
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 breathng 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