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Closes #83956 (which doesn't actually fix the issue that a few possible ways to fail surgery were missed.) Fixes #83932 🆑 ShizCalev fix: Fixed some surgery failure states not properly setting the correct mood event. refactor: Minor refactor to how surgery events work, there is now better support for per-surgery mood events! /🆑
136 lines
6.5 KiB
Plaintext
136 lines
6.5 KiB
Plaintext
/// Disk containing info for doing advanced plastic surgery. Spawns in maint and available as a role-restricted item in traitor uplinks.
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/obj/item/disk/surgery/advanced_plastic_surgery
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name = "Advanced Plastic Surgery Disk"
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desc = "The disk provides instructions on how to do an Advanced Plastic Surgery, this surgery allows one-self to completely remake someone's face with that of another. Provided they have a picture of them in their offhand when reshaping the face. With the surgery long becoming obsolete with the rise of genetics technology. This item became an antique to many collectors, With only the cheaper and easier basic form of plastic surgery remaining in use in most places."
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surgeries = list(/datum/surgery/plastic_surgery/advanced)
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/datum/surgery/plastic_surgery
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name = "Plastic surgery"
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB | SURGERY_MORBID_CURIOSITY
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possible_locs = list(BODY_ZONE_HEAD)
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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/reshape_face,
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/datum/surgery_step/close,
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)
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/datum/surgery/plastic_surgery/advanced
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name = "Advanced plastic surgery"
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desc = "Surgery allows one-self to completely remake someone's face with that of another. Provided they have a picture of them in their offhand when reshaping the face."
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requires_tech = TRUE
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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/insert_plastic,
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/datum/surgery_step/reshape_face,
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/datum/surgery_step/close,
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)
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//Insert plastic step, It ain't called plastic surgery for nothing! :)
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/datum/surgery_step/insert_plastic
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name = "insert plastic (plastic)"
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implements = list(
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/obj/item/stack/sheet/plastic = 100,
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/obj/item/stack/sheet/meat = 100)
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time = 3.2 SECONDS
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preop_sound = 'sound/effects/blobattack.ogg'
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success_sound = 'sound/effects/attackblob.ogg'
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failure_sound = 'sound/effects/blobattack.ogg'
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/datum/surgery_step/insert_plastic/preop(mob/user, mob/living/target, target_zone, obj/item/stack/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 insert [tool] into the incision in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to insert [tool] into the incision in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] begins to insert [tool] into the incision in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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)
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display_pain(target, "You feel something inserting just below the skin in your [target.parse_zone_with_bodypart(target_zone)].")
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/datum/surgery_step/insert_plastic/success(mob/user, mob/living/target, target_zone, obj/item/stack/tool, datum/surgery/surgery, default_display_results)
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. = ..()
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tool.use(1)
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//reshape_face
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/datum/surgery_step/reshape_face
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name = "reshape face (scalpel)"
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implements = list(
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TOOL_SCALPEL = 100,
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/obj/item/knife = 50,
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TOOL_WIRECUTTER = 35)
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time = 64
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surgery_effects_mood = TRUE
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/datum/surgery_step/reshape_face/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message(span_notice("[user] begins to alter [target]'s appearance."), span_notice("You begin to alter [target]'s appearance..."))
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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 alter [target]'s appearance..."),
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span_notice("[user] begins to alter [target]'s appearance."),
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span_notice("[user] begins to make an incision in [target]'s face."),
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)
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display_pain(target, "You feel slicing pain across your face!")
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/datum/surgery_step/reshape_face/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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if(HAS_TRAIT_FROM(target, TRAIT_DISFIGURED, TRAIT_GENERIC))
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REMOVE_TRAIT(target, TRAIT_DISFIGURED, TRAIT_GENERIC)
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display_results(
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user,
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target,
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span_notice("You successfully restore [target]'s appearance."),
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span_notice("[user] successfully restores [target]'s appearance!"),
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span_notice("[user] finishes the operation on [target]'s face."),
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)
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display_pain(target, "The pain fades, your face feels normal again!")
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else
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var/list/names = list()
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if(!isabductor(user))
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var/obj/item/offhand = user.get_inactive_held_item()
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if(istype(offhand, /obj/item/photo) && istype(surgery, /datum/surgery/plastic_surgery/advanced))
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var/obj/item/photo/disguises = offhand
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for(var/namelist as anything in disguises.picture?.names_seen)
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names += namelist
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else
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user.visible_message(span_warning("You have no picture to base the appearance on, reverting to random appearances."))
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for(var/i in 1 to 10)
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names += target.generate_random_mob_name(TRUE)
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else
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for(var/j in 1 to 9)
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names += "Subject [target.gender == MALE ? "i" : "o"]-[pick("a", "b", "c", "d", "e")]-[rand(10000, 99999)]"
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names += target.generate_random_mob_name(TRUE) //give one normal name in case they want to do regular plastic surgery
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var/chosen_name = tgui_input_list(user, "New name to assign", "Plastic Surgery", names)
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if(isnull(chosen_name))
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return
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var/oldname = target.real_name
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target.real_name = chosen_name
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var/newname = target.real_name //something about how the code handles names required that I use this instead of target.real_name
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display_results(
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user,
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target,
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span_notice("You alter [oldname]'s appearance completely, [target.p_they()] is now [newname]."),
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span_notice("[user] alters [oldname]'s appearance completely, [target.p_they()] is now [newname]!"),
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span_notice("[user] finishes the operation on [target]'s face."),
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)
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display_pain(target, "The pain fades, your face feels new and unfamiliar!")
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if(ishuman(target))
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var/mob/living/carbon/human/human_target = target
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human_target.sec_hud_set_ID()
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if(HAS_MIND_TRAIT(user, TRAIT_MORBID) && ishuman(user))
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var/mob/living/carbon/human/morbid_weirdo = user
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morbid_weirdo.add_mood_event("morbid_abominable_surgery_success", /datum/mood_event/morbid_abominable_surgery_success)
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return ..()
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/datum/surgery_step/reshape_face/failure(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_warning("You screw up, leaving [target]'s appearance disfigured!"),
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span_notice("[user] screws up, disfiguring [target]'s appearance!"),
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span_notice("[user] finishes the operation on [target]'s face."),
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)
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display_pain(target, "Your face feels horribly scarred and deformed!")
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ADD_TRAIT(target, TRAIT_DISFIGURED, TRAIT_GENERIC)
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return FALSE
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