Files
Bubberstation/code/modules/surgery/advanced/lobotomy.dm
Thunder12345 260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00

130 lines
5.1 KiB
Plaintext

/datum/surgery/advanced/lobotomy
name = "Lobotomy"
desc = "An invasive surgical procedure which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
surgery_flags = SURGERY_MORBID_CURIOSITY
possible_locs = list(BODY_ZONE_HEAD)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/lobotomize,
/datum/surgery_step/close,
)
/datum/surgery/advanced/lobotomy/mechanic
name = "Wetware OS Destructive Defragmentation"
desc = "A destructive robotic defragmentation method which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
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/lobotomize/mechanic,
/datum/surgery_step/mechanic_wrench,
/datum/surgery_step/mechanic_close,
)
/datum/surgery/advanced/lobotomy/can_start(mob/user, mob/living/carbon/target)
. = ..()
if(!.)
return FALSE
var/obj/item/organ/brain/target_brain = target.get_organ_slot(ORGAN_SLOT_BRAIN)
if(!target_brain)
return FALSE
return TRUE
/datum/surgery_step/lobotomize
name = "perform lobotomy (scalpel)"
implements = list(
TOOL_SCALPEL = 85,
/obj/item/melee/energy/sword = 55,
/obj/item/knife = 35,
/obj/item/shard = 25,
/obj/item = 20,
)
time = 10 SECONDS
preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
success_sound = 'sound/items/handling/surgery/scalpel2.ogg'
failure_sound = 'sound/items/handling/surgery/organ2.ogg'
surgery_effects_mood = TRUE
/datum/surgery_step/lobotomize/mechanic
name = "execute neural defragging (multitool)"
implements = list(
TOOL_MULTITOOL = 85,
/obj/item/melee/energy/sword = 55,
/obj/item/knife = 35,
/obj/item/shard = 25,
/obj/item = 20,
)
preop_sound = 'sound/items/taperecorder/tape_flip.ogg'
success_sound = 'sound/items/taperecorder/taperecorder_close.ogg'
/datum/surgery_step/lobotomize/tool_check(mob/user, obj/item/tool)
if(implement_type == /obj/item && !tool.get_sharpness())
return FALSE
return TRUE
/datum/surgery_step/lobotomize/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to perform a lobotomy on [target]'s brain..."),
span_notice("[user] begins to perform a lobotomy on [target]'s brain."),
span_notice("[user] begins to perform surgery on [target]'s brain."),
)
display_pain(target, "Your head pounds with unimaginable pain!")
/datum/surgery_step/lobotomize/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
display_results(
user,
target,
span_notice("You succeed in lobotomizing [target]."),
span_notice("[user] successfully lobotomizes [target]!"),
span_notice("[user] completes the surgery on [target]'s brain."),
)
display_pain(target, "Your head goes totally numb for a moment, the pain is overwhelming!")
target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
if(prob(75)) // 75% chance to get a trauma from this
switch(rand(1, 3))//Now let's see what hopefully-not-important part of the brain we cut off
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
if(2)
if(HAS_TRAIT(target, TRAIT_SPECIAL_TRAUMA_BOOST) && prob(50))
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
else
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
return ..()
/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/brain/target_brain = target.get_organ_slot(ORGAN_SLOT_BRAIN)
if(target_brain)
display_results(
user,
target,
span_warning("You remove the wrong part, causing more damage!"),
span_notice("[user] successfully lobotomizes [target]!"),
span_notice("[user] completes the surgery on [target]'s brain."),
)
display_pain(target, "The pain in your head only seems to get worse!")
target_brain.apply_organ_damage(80)
switch(rand(1,3))
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
if(2)
if(HAS_TRAIT(target, TRAIT_SPECIAL_TRAUMA_BOOST) && prob(50))
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
else
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
else
user.visible_message(span_warning("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore."), span_warning("You suddenly notice that the brain you were working on is not there anymore."))
return FALSE