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## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑
162 lines
6.2 KiB
Plaintext
162 lines
6.2 KiB
Plaintext
/datum/surgery/revival
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name = "Revival"
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desc = "An experimental surgical procedure which involves reconstruction and reactivation of the patient's brain even long after death. \
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The body must still be able to sustain life."
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possible_locs = list(BODY_ZONE_CHEST)
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target_mobtypes = list(/mob/living)
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_MORBID_CURIOSITY
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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/incise,
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/datum/surgery_step/revive,
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/datum/surgery_step/close,
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)
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/datum/surgery/revival/mechanic
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name = "Full System Reboot"
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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/prepare_electronics,
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/datum/surgery_step/revive,
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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/revival/can_start(mob/user, mob/living/target)
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if(!..())
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return FALSE
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if(target.stat != DEAD)
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return FALSE
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if(HAS_TRAIT(target, TRAIT_SUICIDED) || HAS_TRAIT(target, TRAIT_HUSK) || HAS_TRAIT(target, TRAIT_DEFIB_BLACKLISTED))
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return FALSE
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if(!is_valid_target(target))
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return FALSE
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return TRUE
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/// Extra checks which can be overridden
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/datum/surgery/revival/proc/is_valid_target(mob/living/patient)
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if (iscarbon(patient))
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return FALSE
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if (!(patient.mob_biotypes & (MOB_ORGANIC|MOB_HUMANOID)))
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return FALSE
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return TRUE
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/datum/surgery/revival/mechanic/is_valid_target(mob/living/patient)
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if (iscarbon(patient))
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return FALSE
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if (!(patient.mob_biotypes & (MOB_ROBOTIC|MOB_HUMANOID)))
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return FALSE
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return TRUE
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/datum/surgery_step/revive
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name = "shock brain (defibrillator)"
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implements = list(
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/obj/item/shockpaddles = 100,
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/obj/item/melee/touch_attack/shock = 100,
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/obj/item/melee/baton/security = 75,
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/obj/item/gun/energy = 60)
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repeatable = TRUE
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time = 5 SECONDS
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success_sound = 'sound/effects/magic/lightningbolt.ogg'
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failure_sound = 'sound/effects/magic/lightningbolt.ogg'
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/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
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. = TRUE
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if(istype(tool, /obj/item/shockpaddles))
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var/obj/item/shockpaddles/paddles = tool
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if((paddles.req_defib && !paddles.defib.powered) || !HAS_TRAIT(paddles, TRAIT_WIELDED) || paddles.cooldown || paddles.busy)
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to_chat(user, span_warning("You need to wield both paddles, and [paddles.defib] must be powered!"))
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return FALSE
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if(istype(tool, /obj/item/melee/baton/security))
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var/obj/item/melee/baton/security/baton = tool
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if(!baton.active)
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to_chat(user, span_warning("[baton] needs to be active!"))
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return FALSE
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if(istype(tool, /obj/item/gun/energy))
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var/obj/item/gun/energy/egun = tool
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if(egun.chambered && istype(egun.chambered, /obj/item/ammo_casing/energy/electrode))
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return TRUE
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else
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to_chat(user, span_warning("You need an electrode for this!"))
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return FALSE
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/datum/surgery_step/revive/preop(mob/user, mob/living/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 prepare to give [target]'s brain the spark of life with [tool]."),
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span_notice("[user] prepares to shock [target]'s brain with [tool]."),
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span_notice("[user] prepares to shock [target]'s brain with [tool]."),
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)
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target.notify_revival("Someone is trying to zap your brain.", source = target)
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/datum/surgery_step/revive/play_preop_sound(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(istype(tool, /obj/item/shockpaddles))
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playsound(tool, 'sound/machines/defib/defib_charge.ogg', 75, 0)
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else
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..()
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/datum/surgery_step/revive/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
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display_results(
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user,
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target,
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span_notice("You successfully shock [target]'s brain with [tool]..."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
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)
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target.grab_ghost()
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target.adjustOxyLoss(-50)
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if(iscarbon(target))
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var/mob/living/carbon/carbon_target = target
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carbon_target.set_heartattack(FALSE)
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if(target.revive())
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on_revived(user, target)
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return TRUE
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target.visible_message(span_warning("...[target.p_they()] convulse[target.p_s()], then lie[target.p_s()] still."))
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return FALSE
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/// Called when you have been successfully raised from the dead
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/datum/surgery_step/revive/proc/on_revived(mob/surgeon, mob/living/patient)
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patient.visible_message(span_notice("...[patient] wakes up, alive and aware!"))
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patient.emote("gasp")
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if(HAS_MIND_TRAIT(surgeon, TRAIT_MORBID) && ishuman(surgeon)) // Contrary to their typical hatred of resurrection, it wouldn't be very thematic if morbid people didn't love playing god
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var/mob/living/carbon/human/morbid_weirdo = surgeon
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morbid_weirdo.add_mood_event("morbid_revival_success", /datum/mood_event/morbid_revival_success)
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/datum/surgery_step/revive/failure(mob/user, mob/living/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 shock [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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)
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return FALSE
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/// Additional revival effects if the target has a brain
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/datum/surgery/revival/carbon
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possible_locs = list(BODY_ZONE_HEAD)
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target_mobtypes = list(/mob/living/carbon)
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surgery_flags = parent_type::surgery_flags | SURGERY_REQUIRE_LIMB
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/datum/surgery/revival/carbon/is_valid_target(mob/living/carbon/patient)
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var/obj/item/organ/brain/target_brain = patient.get_organ_slot(ORGAN_SLOT_BRAIN)
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return !isnull(target_brain)
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/datum/surgery_step/revive/carbon
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/datum/surgery_step/revive/carbon/on_revived(mob/surgeon, mob/living/patient)
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. = ..()
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patient.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) // MAD SCIENCE
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/datum/surgery_step/revive/carbon/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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. = ..()
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 180)
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