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* b * helps to commit huh * math is hard * parenthesis are even harder * Update code/datums/skills/_skill.dm Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com> * removes efficiency... or efficacy 😏 * baby sha... i mean files
53 lines
2.9 KiB
Plaintext
53 lines
2.9 KiB
Plaintext
/datum/surgery/brain_surgery
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name = "Brain surgery"
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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/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/fix_brain,
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/datum/surgery_step/close)
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target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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possible_locs = list(BODY_ZONE_HEAD)
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requires_bodypart_type = 0
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/datum/surgery_step/fix_brain
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name = "fix brain"
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implements = list(TOOL_HEMOSTAT = 85, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
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time = 120 //long and complicated
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experience_given = 0 // per_trauma
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/datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(!B)
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return FALSE
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return TRUE
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/datum/surgery_step/fix_brain/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You begin to fix [target]'s brain...</span>",
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"<span class='notice'>[user] begins to fix [target]'s brain.</span>",
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"<span class='notice'>[user] begins to perform surgery on [target]'s brain.</span>")
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/datum/surgery_step/fix_brain/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
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display_results(user, target, "<span class='notice'>You succeed in fixing [target]'s brain.</span>",
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"<span class='notice'>[user] successfully fixes [target]'s brain!</span>",
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"<span class='notice'>[user] completes the surgery on [target]'s brain.</span>")
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if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
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target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
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target.setOrganLoss(ORGAN_SLOT_BRAIN, target.getOrganLoss(ORGAN_SLOT_BRAIN) - 60) //we set damage in this case in order to clear the "failing" flag
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var/cured_num = target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
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experience_given = 2*cured_num
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return ..(default_display_results = FALSE)
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/datum/surgery_step/fix_brain/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(target.getorganslot(ORGAN_SLOT_BRAIN))
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display_results(user, target, "<span class='warning'>You screw up, causing more damage!</span>",
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"<span class='warning'>[user] screws up, causing brain damage!</span>",
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"<span class='notice'>[user] completes the surgery on [target]'s brain.</span>")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
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else
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user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.</span>", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
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return FALSE
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