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## About The Pull Request IN SO FAR; - 20 max health species that displays as a hologram - all clothing and items they wear display as holographic, the same as their body - hair and body alpha values can be customized - other slots can be equipped like backpacks/belts/etc however they appear holographic (for now, might change this!) - your loadout/job clothing copies onto your body, priotizing job clothing first - if you use the enable-hologram verb or die as a hologram you will be turned back into your sphere, dying means you are stunned for 10 seconds and then you turn back into a hologram - dying loses you nutrition and you also passively regenerate hologram health over time using nutrition, this can be regained using a recharging station - being a hologram they are unable to be healed by normal things, they don't have a mouth, can't get diseases, etc, this is counteracted by having incredibly low health and their 'death' being quite punishing (loss of nutrition that requires a recharger, hardstun that leaves their shell vulnerable) - cable coil heals burns on the sphere, welding tool heals brute on the sphere - you can pick the sphere up by clicking on it - you can revive the sphere using a multitool, this takes 10 seconds and requires the sphere to be full hp - eye colour on the sphere is the character's eye colour - if hologram is gibbed/dusted then the shell is also deleted - action buttons for the verbs - new clothing flag NO_UNEQUIP stops you unequipping the item - attempting to strip the holosphere shell will strip the hologram (you can't avoid getting your items taken off you) PLANNED: testmerge this for a round or two and just get a better feel for their balance ## Why It's Good For The Game ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: holospheres /🆑
172 lines
7.8 KiB
Plaintext
172 lines
7.8 KiB
Plaintext
//Procedures in this file: Facial reconstruction surgery
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//////////////////////////////////////////////////////////////////
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// FACE SURGERY //
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//////////////////////////////////////////////////////////////////
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/datum/surgery_step/face
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priority = 2
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req_open = 0
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can_infect = 0
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/datum/surgery_step/face/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..()) return FALSE
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if (!hasorgans(target))
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return 0
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if (!affected || (affected.robotic >= ORGAN_ROBOT))
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return 0
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return target_zone == O_MOUTH
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///////////////////////////////////////////////////////////////
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// Face Opening Surgery
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///////////////////////////////////////////////////////////////
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/datum/surgery_step/generic/cut_face
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step_name = "Cut face"
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allowed_tools = list(
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/obj/item/surgical/scalpel = 100, \
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/obj/item/surgical/scalpel_primitive = 80, \
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/obj/item/surgical/scalpel_bronze = 90, \
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/obj/item/material/knife = 75, \
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/obj/item/material/shard = 50, \
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)
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min_duration = 90
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max_duration = 110
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/datum/surgery_step/generic/cut_face/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target_zone == O_MOUTH && target.op_stage.face == 0
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/datum/surgery_step/generic/cut_face/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts to cut open [target]'s face and neck with \the [tool].", \
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"You start to cut open [target]'s face and neck with \the [tool].")
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..()
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/datum/surgery_step/generic/cut_face/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color=#4F49AF>[user] has cut open [target]'s face and neck with \the [tool].</font>" , \
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"<font color=#4F49AF> You have cut open[target]'s face and neck with \the [tool].</font>",)
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target.op_stage.face = 1
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/datum/surgery_step/generic/cut_face/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, slicing [target]'s throat wth \the [tool]!</font>" , \
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"<font color='red'>Your hand slips, slicing [target]'s throat wth \the [tool]!</font>" )
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affected.create_wound(WOUND_TYPE_CUT, 60)
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target.AdjustLosebreath(10)
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///////////////////////////////////////////////////////////////
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// Vocal Cord/Face Repair Surgery
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///////////////////////////////////////////////////////////////
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/datum/surgery_step/face/mend_vocal
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step_name = "Fix vocal cords"
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allowed_tools = list(
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/obj/item/surgical/hemostat = 100, \
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/obj/item/stack/cable_coil = 75, \
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/obj/item/surgical/hemostat_primitive = 50, \
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/obj/item/assembly/mousetrap = 10 //I don't know. Don't ask me. But I'm leaving it because hilarity.
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)
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min_duration = 70
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max_duration = 90
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/datum/surgery_step/face/mend_vocal/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target.op_stage.face == 1
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/datum/surgery_step/face/mend_vocal/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts mending [target]'s vocal cords with \the [tool].", \
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"You start mending [target]'s vocal cords with \the [tool].")
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..()
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/datum/surgery_step/face/mend_vocal/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color=#4F49AF>[user] mends [target]'s vocal cords with \the [tool].</font>", \
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"<font color=#4F49AF>You mend [target]'s vocal cords with \the [tool].</font>")
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target.op_stage.face = 2
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/datum/surgery_step/face/mend_vocal/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color='red'>[user]'s hand slips, clamping [target]'s trachea shut for a moment with \the [tool]!</font>", \
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"<font color='red'>Your hand slips, clamping [user]'s trachea shut for a moment with \the [tool]!</font>")
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target.AdjustLosebreath(10)
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///////////////////////////////////////////////////////////////
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// Face Fixing Surgery
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///////////////////////////////////////////////////////////////
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/datum/surgery_step/face/fix_face
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step_name = "Fix face"
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allowed_tools = list(
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/obj/item/surgical/retractor = 100, \
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/obj/item/surgical/retractor_primitive = 75, \
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/obj/item/material/kitchen/utensil/fork = 75
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)
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allowed_procs = list(IS_CROWBAR = 55)
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min_duration = 80
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max_duration = 100
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/datum/surgery_step/face/fix_face/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target.op_stage.face == 2
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/datum/surgery_step/face/fix_face/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts pulling the skin on [target]'s face back in place with \the [tool].", \
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"You start pulling the skin on [target]'s face back in place with \the [tool].")
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..()
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/datum/surgery_step/face/fix_face/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color=#4F49AF>[user] pulls the skin on [target]'s face back in place with \the [tool].</font>", \
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"<font color=#4F49AF>You pull the skin on [target]'s face back in place with \the [tool].</font>")
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target.op_stage.face = 3
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/datum/surgery_step/face/fix_face/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, tearing skin on [target]'s face with \the [tool]!</font>", \
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"<font color='red'>Your hand slips, tearing skin on [target]'s face with \the [tool]!</font>")
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target.apply_damage(10, DAMAGE_TYPE_BRUTE, affected, sharp=1, sharp=1)
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///////////////////////////////////////////////////////////////
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// Face Cauterizing Surgery
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///////////////////////////////////////////////////////////////
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/datum/surgery_step/face/cauterize
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step_name = "Cauterize"
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allowed_tools = list(
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/obj/item/surgical/cautery = 100, \
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/obj/item/clothing/mask/smokable/cigarette = 75, \
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/obj/item/surgical/cautery_primitive = 70, \
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/obj/item/flame/lighter = 50, \
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/obj/item/weldingtool = 25
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)
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min_duration = 70
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max_duration = 100
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/datum/surgery_step/face/cauterize/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return ..() && target.op_stage.face > 0
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/datum/surgery_step/face/cauterize/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("<font color=#4F49AF>[user] is beginning to cauterize the incision on [target]'s face and neck with \the [tool].</font>" , \
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"<font color=#4F49AF>You are beginning to cauterize the incision on [target]'s face and neck with \the [tool].</font>")
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..()
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/datum/surgery_step/face/cauterize/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color=#4F49AF>[user] cauterizes the incision on [target]'s face and neck with \the [tool].</font>", \
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"<font color=#4F49AF>You cauterize the incision on [target]'s face and neck with \the [tool].</font>")
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affected.open = 0
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affected.status &= ~ORGAN_BLEEDING
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if (target.op_stage.face == 3)
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var/obj/item/organ/external/head/h = affected
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h.disfigured = 0
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target.op_stage.face = 0
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/datum/surgery_step/face/cauterize/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<font color='red'>[user]'s hand slips, leaving a small burn on [target]'s face with \the [tool]!</font>", \
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"<font color='red'>Your hand slips, leaving a small burn on [target]'s face with \the [tool]!</font>")
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target.apply_damage(4, DAMAGE_TYPE_BURN, affected)
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