Files
Bubberstation/code/modules/surgery/bone_mending.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

269 lines
11 KiB
Plaintext

/////BONE FIXING SURGERIES//////
///// Repair Hairline Fracture (Severe)
/datum/surgery/repair_bone_hairline
name = "Repair bone fracture (hairline)"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/blunt/bone/severe
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_R_LEG,
BODY_ZONE_L_LEG,
BODY_ZONE_CHEST,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/repair_bone_hairline,
/datum/surgery_step/close,
)
///// Repair Compound Fracture (Critical)
/datum/surgery/repair_bone_compound
name = "Repair Compound Fracture"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/blunt/bone/critical
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_R_LEG,
BODY_ZONE_L_LEG,
BODY_ZONE_CHEST,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/reset_compound_fracture,
/datum/surgery_step/repair_bone_compound,
/datum/surgery_step/close,
)
//SURGERY STEPS
///// Repair Hairline Fracture (Severe)
/datum/surgery_step/repair_bone_hairline
name = "repair hairline fracture (bonesetter/bone gel/tape)"
implements = list(
TOOL_BONESET = 100,
/obj/item/stack/medical/bone_gel = 100,
/obj/item/stack/sticky_tape/surgical = 100,
/obj/item/stack/sticky_tape/super = 50,
/obj/item/stack/sticky_tape = 30)
time = 40
/datum/surgery_step/repair_bone_hairline/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
display_results(
user,
target,
span_notice("You begin to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."),
span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."),
span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."),
)
display_pain(target, "Your [target.parse_zone_with_bodypart(user.zone_selected)] aches with pain!")
else
user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."))
/datum/surgery_step/repair_bone_hairline/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(surgery.operated_wound)
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully repair the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"),
span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
)
log_combat(user, target, "repaired a hairline fracture in", addition="COMBAT_MODE: [uppertext(user.combat_mode)]")
qdel(surgery.operated_wound)
else
to_chat(user, span_warning("[target] has no hairline fracture there!"))
return ..()
/datum/surgery_step/repair_bone_hairline/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
..()
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
///// Reset Compound Fracture (Crticial)
/datum/surgery_step/reset_compound_fracture
name = "reset bone (bonesetter)"
implements = list(
TOOL_BONESET = 100,
/obj/item/stack/sticky_tape/surgical = 60,
/obj/item/stack/sticky_tape/super = 40,
/obj/item/stack/sticky_tape = 20)
time = 40
/datum/surgery_step/reset_compound_fracture/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
display_results(
user,
target,
span_notice("You begin to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."),
span_notice("[user] begins to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."),
span_notice("[user] begins to reset the bone in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."),
)
display_pain(target, "The aching pain in your [target.parse_zone_with_bodypart(user.zone_selected)] is overwhelming!")
else
user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."))
/datum/surgery_step/reset_compound_fracture/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(surgery.operated_wound)
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully reset the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
span_notice("[user] successfully resets the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"),
span_notice("[user] successfully resets the bone in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
)
log_combat(user, target, "reset a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
else
to_chat(user, span_warning("[target] has no compound fracture there!"))
return ..()
/datum/surgery_step/reset_compound_fracture/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
..()
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
#define IMPLEMENTS_THAT_FIX_BONES list( \
/obj/item/stack/medical/bone_gel = 100, \
/obj/item/stack/sticky_tape/surgical = 100, \
/obj/item/stack/sticky_tape/super = 50, \
/obj/item/stack/sticky_tape = 30, \
)
///// Repair Compound Fracture (Crticial)
/datum/surgery_step/repair_bone_compound
name = "repair compound fracture (bone gel/tape)"
implements = IMPLEMENTS_THAT_FIX_BONES
time = 40
/datum/surgery_step/repair_bone_compound/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
display_results(
user,
target,
span_notice("You begin to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."),
span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)] with [tool]."),
span_notice("[user] begins to repair the fracture in [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."),
)
display_pain(target, "The aching pain in your [target.parse_zone_with_bodypart(user.zone_selected)] is overwhelming!")
else
user.visible_message(span_notice("[user] looks for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]."), span_notice("You look for [target]'s [target.parse_zone_with_bodypart(user.zone_selected)]..."))
/datum/surgery_step/repair_bone_compound/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(surgery.operated_wound)
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully repair the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)] with [tool]!"),
span_notice("[user] successfully repairs the fracture in [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
)
log_combat(user, target, "repaired a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
qdel(surgery.operated_wound)
else
to_chat(user, span_warning("[target] has no compound fracture there!"))
return ..()
/datum/surgery_step/repair_bone_compound/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
..()
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
/// Surgery to repair cranial fissures
/datum/surgery/cranial_reconstruction
name = "Cranial reconstruction"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/cranial_fissure
possible_locs = list(
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/clamp_bleeders/discard_skull_debris,
/datum/surgery_step/repair_skull
)
/datum/surgery_step/clamp_bleeders/discard_skull_debris
name = "discard skull debris (hemostat)"
implements = list(
TOOL_HEMOSTAT = 100,
TOOL_WIRECUTTER = 40,
TOOL_SCREWDRIVER = 40,
)
time = 2.4 SECONDS
preop_sound = 'sound/items/handling/surgery/hemostat1.ogg'
/datum/surgery_step/clamp_bleeders/discard_skull_debris/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to discard the smaller skull debris in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
span_notice("[user] begins to discard the smaller skull debris in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
span_notice("[user] begins to poke around in [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
)
display_pain(target, "Your brain feels like it's getting stabbed by little shards of glass!")
/datum/surgery_step/repair_skull
name = "repair skull (bone gel/tape)"
implements = IMPLEMENTS_THAT_FIX_BONES
time = 4 SECONDS
/datum/surgery_step/repair_skull/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
ASSERT(surgery.operated_wound, "Repairing skull without a wound")
display_results(
user,
target,
span_notice("You begin to repair [target]'s skull as best you can..."),
span_notice("[user] begins to repair [target]'s skull with [tool]."),
span_notice("[user] begins to repair [target]'s skull."),
)
display_pain(target, "You can feel pieces of your skull rubbing against your brain!")
/datum/surgery_step/repair_skull/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
if (isnull(surgery.operated_wound))
to_chat(user, span_warning("[target]'s skull is fine!"))
return ..()
if (isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully repair [target]'s skull."),
span_notice("[user] successfully repairs [target]'s skull with [tool]."),
span_notice("[user] successfully repairs [target]'s skull.")
)
qdel(surgery.operated_wound)
return ..()
#undef IMPLEMENTS_THAT_FIX_BONES