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## About The Pull Request Refactors regenerate organs to be slightly more intelligent in handling organ changes and replacements. Noteably: - We don't remove organs that were modified by the owner; such as changing out your heart for a cybernetic - We early break out of the for loop if they aren't supposed to have an organ there and remove it - We check for the organ already being correct, and just healing it and continuing if it is Also changes the names of some of the organ helpers into snake_case ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game ## Changelog --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
65 lines
2.5 KiB
Plaintext
65 lines
2.5 KiB
Plaintext
/datum/surgery/advanced/pacify
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name = "Pacification"
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desc = "A surgical procedure which permanently inhibits the aggression center of the brain, making the patient unwilling to cause direct harm."
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possible_locs = list(BODY_ZONE_HEAD)
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requires_bodypart_type = NONE
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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/pacify,
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/datum/surgery_step/close,
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)
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/datum/surgery/advanced/pacify/can_start(mob/user, mob/living/carbon/target)
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. = ..()
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var/obj/item/organ/internal/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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/datum/surgery_step/pacify
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name = "rewire brain (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 100,
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TOOL_SCREWDRIVER = 35,
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/obj/item/pen = 15)
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time = 40
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preop_sound = 'sound/surgery/hemostat1.ogg'
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success_sound = 'sound/surgery/hemostat1.ogg'
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failure_sound = 'sound/surgery/organ2.ogg'
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/datum/surgery_step/pacify/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 pacify [target]..."),
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span_notice("[user] begins to fix [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/pacify/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 neurologically pacifying [target]."),
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span_notice("[user] successfully fixes [target]'s brain!"),
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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 pounds... the concept of violence flashes in your head, and nearly makes you hurl!")
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target.gain_trauma(/datum/brain_trauma/severe/pacifism, TRAUMA_RESILIENCE_LOBOTOMY)
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return ..()
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/datum/surgery_step/pacify/failure(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 screw up, rewiring [target]'s brain the wrong way around..."),
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span_warning("[user] screws up, causing brain damage!"),
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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 pounds, and it feels like it's getting worse!")
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
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return FALSE
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