/datum/surgery/plastic_surgery name = "Plastic Surgery" steps = list(/datum/surgery_step/generic/cut_open, /datum/surgery_step/generic/retract_skin, /datum/surgery_step/reshape_face, /datum/surgery_step/generic/cauterize) possible_locs = list("head") /datum/surgery/plastic_surgery/can_start(mob/user, mob/living/carbon/target) if(ishuman(target)) var/mob/living/carbon/human/H = target var/obj/item/organ/external/head/head = H.get_organ(user.zone_selected) if(!head) return FALSE if(head.is_robotic()) return FALSE return TRUE /datum/surgery_step/reshape_face name = "reshape face" allowed_tools = list(/obj/item/scalpel = 100, /obj/item/kitchen/knife = 50, /obj/item/wirecutters = 35) time = 64 /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.", "You begin to alter [target]'s appearance...") /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!", "You successfully restore [target]'s appearance.") else var/list/names = list() var/list_size = 10 var/obj/item/card/id/ID //IDs in hand if(istype(user, /mob/living/carbon/human)) //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 = input(user, "Choose a new name to assign.", "Plastic Surgery") as null|anything in 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]!", "You alter [oldname]'s appearance completely, [target.p_they()] [target.p_are()] now [newname].") target.sec_hud_set_ID() return TRUE /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(" [user]'s hand slips, tearing skin on [target]'s face with [tool]!", \ " Your hand slips, tearing skin on [target]'s face with [tool]!") target.apply_damage(10, BRUTE, head, sharp = TRUE) return FALSE