Files
Bubberstation/code/modules/surgery/amputation.dm
Redbert a3b217e749 Peg limbs can now be removed via surgery (#85270)
## About The Pull Request

Adds amputation surgery for peg limbs

## Why It's Good For The Game

Peg limbs are a funny ghetto solution to replacing a limb in emergency
situations. Unfortunately they can only be removed by burning or sawing
the limb off.

It's good to have a proper medical solution to getting pegged

## Changelog
🆑
fix: peg limbs can now be amputated
/🆑
2024-07-27 21:37:22 +02:00

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/datum/surgery/amputation
name = "Amputation"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_MORBID_CURIOSITY
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_L_LEG,
BODY_ZONE_R_LEG,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/sever_limb,
)
/datum/surgery/amputation/mechanic
name = "Disassemble"
requires_bodypart_type = BODYTYPE_ROBOTIC
steps = list(
/datum/surgery_step/mechanic_open,
/datum/surgery_step/open_hatch,
/datum/surgery_step/sever_limb/mechanic, //The benefit of being robotic; people can pull you apart in an instant! Wait, that's not a benefit...
)
/datum/surgery/amputation/peg
name = "Detach"
requires_bodypart_type = BODYTYPE_PEG
steps = list(
/datum/surgery_step/sever_limb/peg, //Easy come, easy go
)
/datum/surgery/amputation/can_start(mob/user, mob/living/patient)
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
return FALSE
return ..()
/datum/surgery_step/sever_limb
name = "sever limb (circular saw)"
implements = list(
/obj/item/shears = 300,
TOOL_SCALPEL = 100,
TOOL_SAW = 100,
/obj/item/shovel/serrated = 75,
/obj/item/melee/arm_blade = 80,
/obj/item/fireaxe = 50,
/obj/item/hatchet = 40,
/obj/item/knife/butcher = 25,
)
time = 64
preop_sound = 'sound/surgery/scalpel1.ogg'
success_sound = 'sound/surgery/organ2.ogg'
surgery_effects_mood = TRUE
/datum/surgery_step/sever_limb/mechanic
name = "detach limb (wrench or crowbar)"
implements = list(
/obj/item/shovel/giant_wrench = 300,
TOOL_WRENCH = 100,
TOOL_CROWBAR = 100,
TOOL_SCALPEL = 50,
TOOL_SAW = 50,
)
time = 20 //WAIT I NEED THAT!!
preop_sound = 'sound/items/ratchet.ogg'
preop_sound = 'sound/machines/doorclick.ogg'
/datum/surgery_step/sever_limb/peg
name = "detach limb (circular saw)"
implements = list(
TOOL_SAW = 100,
/obj/item/shovel/serrated = 100,
/obj/item/fireaxe = 90,
/obj/item/hatchet = 75,
TOOL_SCALPEL = 25,
)
time = 30
preop_sound = 'sound/surgery/saw.ogg'
success_sound = 'sound/items/wood_drop.ogg'
/datum/surgery_step/sever_limb/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
)
display_pain(target, "You feel a gruesome pain in your [parse_zone(target_zone)]'s joint!")
/datum/surgery_step/sever_limb/success(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
display_results(
user,
target,
span_notice("You sever [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
)
display_pain(target, "You can no longer feel your severed [target.parse_zone_with_bodypart(target_zone)]!")
if(HAS_MIND_TRAIT(user, TRAIT_MORBID) && ishuman(user))
var/mob/living/carbon/human/morbid_weirdo = user
morbid_weirdo.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
if(surgery.operated_bodypart)
var/obj/item/bodypart/target_limb = surgery.operated_bodypart
target_limb.drop_limb()
return ..()