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Bubberstation/code/modules/surgery/lobectomy.dm
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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/internal/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/internal/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