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