/datum/surgery/plastic_surgery name = "Plastic Surgery" steps = list( /datum/surgery_step/generic/cut_open, /datum/surgery_step/generic/clamp_bleeders, /datum/surgery_step/generic/retract_skin, /datum/surgery_step/reshape_face, /datum/surgery_step/generic/cauterize ) possible_locs = list(BODY_ZONE_HEAD) /datum/surgery_step/reshape_face name = "reshape face" allowed_tools = list(TOOL_SCALPEL = 100, /obj/item/kitchen/knife = 50, /obj/item/wirecutters = 35) time = 6.4 SECONDS preop_sound = 'sound/surgery/scalpel1.ogg' success_sound = 'sound/surgery/scalpel2.ogg' failure_sound = 'sound/surgery/organ2.ogg' /datum/surgery_step/reshape_face/begin_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery) user.visible_message( "[user] begins to alter [target]'s appearance.", SPAN_NOTICE("You begin to alter [target]'s appearance..."), chat_message_type = MESSAGE_TYPE_COMBAT ) return ..() /datum/surgery_step/reshape_face/end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery) var/obj/item/organ/external/head/head = target.get_organ(target_zone) var/species_names = target.dna.species.name if(head.status & ORGAN_DISFIGURED) head.status &= ~ORGAN_DISFIGURED user.visible_message( "[user] successfully restores [target]'s appearance!", SPAN_NOTICE("You successfully restore [target]'s appearance."), chat_message_type = MESSAGE_TYPE_COMBAT ) else var/list/names = list() var/list_size = 10 var/obj/item/card/id/ID //IDs in hand if(ishuman(user)) //Only 'humans' can hold ID cards var/mob/living/carbon/human/H = user ID = H.get_id_from_hands() if(ID) names += ID.registered_name list_size-- //To stop list bloat //IDs on body var/list/ID_list = list() for(var/obj/item/I in range(0, target)) //Get ID cards if(istype(I, /obj/item/card/id)) ID_list += I else if(istype(I, /obj/item/pda)) var/obj/item/pda/PDA = I if(PDA.id) ID_list += PDA.id else if(istype(I, /obj/item/storage/wallet)) var/obj/item/storage/wallet/W = I if(W.front_id) ID_list += W.front_id for(var/I in ID_list) //Add card names to 'names' var/obj/item/card/id/Card = I ID = Card.registered_name if(ID != target.real_name) names += ID list_size-- if(!isabductor(user)) for(var/i in 1 to list_size) names += random_name(target.gender, species_names) else //Abductors get to pick fancy names list_size-- //One less cause they get a normal name too for(var/i in 1 to list_size) names += "Subject [target.gender == MALE ? "I" : "O"]-[pick("A", "B", "C", "D", "E")]-[rand(10000, 99999)]" names += random_name(target.gender, species_names) //give one normal name in case they want to do regular plastic surgery var/chosen_name = tgui_input_list(user, "Choose a new name to assign", "Plastic Surgery", names) if(!chosen_name) return var/oldname = target.real_name target.real_name = chosen_name var/newname = target.real_name //something about how the code handles names required that I use this instead of target.real_name user.visible_message( "[user] alters [oldname]'s appearance completely, [target.p_they()] [target.p_are()] now [newname]!", SPAN_NOTICE("You alter [oldname]'s appearance completely, [target.p_they()] [target.p_are()] now [newname]."), chat_message_type = MESSAGE_TYPE_COMBAT ) target.sec_hud_set_ID() return SURGERY_STEP_CONTINUE /datum/surgery_step/reshape_face/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery) var/obj/item/organ/external/head/head = target.get_organ(target_zone) user.visible_message( SPAN_WARNING("[user]'s hand slips, tearing skin on [target]'s face with [tool]!"), SPAN_WARNING("Your hand slips, tearing skin on [target]'s face with [tool]!"), chat_message_type = MESSAGE_TYPE_COMBAT ) target.apply_damage(10, BRUTE, head, sharp = TRUE) return SURGERY_STEP_RETRY