[MIRROR] Extensive surgery additions (#5590)

* Extensive surgery additions

* Update role_preferences.dm

* Update surgery_step.dm
This commit is contained in:
CitadelStationBot
2018-02-19 10:48:11 -06:00
committed by Poojawa
parent d8faf15832
commit 1e65c813f0
46 changed files with 1098 additions and 251 deletions
@@ -0,0 +1,30 @@
//Bioware
//Body modifications applied through surgery. They generally affect physiology.
/datum/bioware
var/name = "Generic Bioware"
var/mob/living/carbon/human/owner
var/desc = "If you see this something's wrong, warn a coder."
var/active = FALSE
var/mod_type = BIOWARE_GENERIC
/datum/bioware/New(mob/living/carbon/human/_owner)
owner = _owner
for(var/X in owner.bioware)
var/datum/bioware/B = X
if(B.mod_type == mod_type)
qdel(src)
return
on_gain()
/datum/bioware/Destroy()
owner = null
if(active)
on_lose()
return ..()
/datum/bioware/proc/on_gain()
active = TRUE
/datum/bioware/proc/on_lose()
return
@@ -0,0 +1,12 @@
/datum/surgery/advanced/bioware
name = "enhancement surgery"
var/bioware_target = BIOWARE_GENERIC
/datum/surgery/advanced/bioware/can_start(mob/user, mob/living/carbon/human/target)
if(!..())
return FALSE
for(var/X in target.bioware)
var/datum/bioware/B = X
if(B.mod_type == bioware_target)
return FALSE
return TRUE
@@ -0,0 +1,43 @@
/obj/item/disk/surgery/nerve_grounding
desc = "The disk provides instructions on how to reroute the nervous system to ground electric shocks."
surgeries = list(/datum/surgery/advanced/bioware/nerve_grounding)
/datum/surgery/advanced/bioware/nerve_grounding
name = "nerve grounding"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/incise,
/datum/surgery_step/ground_nerves,
/datum/surgery_step/close)
possible_locs = list("chest")
bioware_target = BIOWARE_NERVES
/datum/surgery_step/ground_nerves
name = "ground nerves"
accept_hand = TRUE
time = 155
/datum/surgery_step/ground_nerves/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] starts splicing together [target]'s nerves.", "<span class='notice'>You start splicing together [target]'s nerves.</span>")
/datum/surgery_step/ground_nerves/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] successfully splices [target]'s nervous system!", "<span class='notice'>You successfully splice [target]'s nervous system!</span>")
new /datum/bioware/grounded_nerves(target)
return TRUE
/datum/bioware/grounded_nerves
name = "Grounded Nerves"
desc = "Nerves form a safe path for electricity to traverse, protecting the body from electric shocks."
mod_type = "nerves"
var/prev_coeff
/datum/bioware/grounded_nerves/on_gain()
..()
prev_coeff = owner.physiology.siemens_coeff
owner.physiology.siemens_coeff = 0
/datum/bioware/grounded_nerves/on_lose()
..()
owner.physiology.siemens_coeff = prev_coeff
@@ -0,0 +1,41 @@
/obj/item/disk/surgery/nerve_splicing
desc = "The disk provides instructions on how to splice the circulatory system to counter stuns and paralysis."
surgeries = list(/datum/surgery/advanced/bioware/nerve_splicing)
/datum/surgery/advanced/bioware/nerve_splicing
name = "nerve splicing"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/incise,
/datum/surgery_step/splice_nerves,
/datum/surgery_step/close)
possible_locs = list("chest")
bioware_target = BIOWARE_NERVES
/datum/surgery_step/splice_nerves
name = "splice nerves"
accept_hand = TRUE
time = 155
/datum/surgery_step/splice_nerves/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] starts splicing together [target]'s nerves.", "<span class='notice'>You start splicing together [target]'s nerves.</span>")
/datum/surgery_step/splice_nerves/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] successfully splices [target]'s nervous system!", "<span class='notice'>You successfully splice [target]'s nervous system!</span>")
new /datum/bioware/spliced_nerves(target)
return TRUE
/datum/bioware/spliced_nerves
name = "Spliced Nerves"
desc = "Nerves are connected to each other multiple times, greatly reducing the impact of stunning effects."
mod_type = "nerves"
/datum/bioware/spliced_nerves/on_gain()
..()
owner.physiology.stun_mod *= 0.5
/datum/bioware/spliced_nerves/on_lose()
..()
owner.physiology.stun_mod *= 2
@@ -0,0 +1,41 @@
/obj/item/disk/surgery/vein_threading
desc = "The disk provides instructions on how to modify the circulatory system to greatly slow down bleeding."
surgeries = list(/datum/surgery/advanced/bioware/vein_threading)
/datum/surgery/advanced/bioware/vein_threading
name = "vein threading"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/incise,
/datum/surgery_step/thread_veins,
/datum/surgery_step/close)
possible_locs = list("chest")
bioware_target = BIOWARE_CIRCULATION
/datum/surgery_step/thread_veins
name = "thread veins"
accept_hand = TRUE
time = 125
/datum/surgery_step/thread_veins/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] starts weaving [target]'s circulatory system.", "<span class='notice'>You start weaving [target]'s circulatory system.</span>")
/datum/surgery_step/thread_veins/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] weaves [target]'s circulatory system into a resistant mesh!", "<span class='notice'>You weave [target]'s circulatory system into a resistant mesh!</span>")
new /datum/bioware/threaded_veins(target)
return TRUE
/datum/bioware/threaded_veins
name = "Threaded Veins"
desc = "The circulatory system is woven into a mesh, severely reducing the amount of blood lost from wounds."
mod_type = "circulation"
/datum/bioware/threaded_veins/on_gain()
..()
owner.physiology.bleed_mod *= 0.25
/datum/bioware/threaded_veins/on_lose()
..()
owner.physiology.bleed_mod *= 4
@@ -0,0 +1,58 @@
/obj/item/disk/surgery/brainwashing
desc = "The disk provides instructions on how to impress an order on a brain, making it the primary objective of the patient."
surgeries = list(/datum/surgery/advanced/brainwashing)
/datum/surgery/advanced/brainwashing
name = "brainwashing"
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/brainwash,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human)
possible_locs = list("head")
/datum/surgery/advanced/brainwashing/can_start(mob/user, mob/living/carbon/target)
if(!..())
return FALSE
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
return FALSE
return TRUE
/datum/surgery_step/brainwash
name = "brainwash"
implements = list(/obj/item/hemostat = 85, /obj/item/wirecutters = 50, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
time = 200
var/objective
/datum/surgery_step/brainwash/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
objective = stripped_input(user, "Choose the objective to imprint on your victim's brain.", "Brainwashing", null, MAX_MESSAGE_LEN)
if(!objective)
return -1
user.visible_message("[user] begins to tinker with [target]'s brain.", "<span class='notice'>You begin to brainwash [target]...</span>")
/datum/surgery_step/brainwash/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!target.mind)
user.visible_message("[target] doesn't respond to the brainwashing, as if [target.p_they()] lacked a mind...")
return FALSE
if(target.isloyal())
user.visible_message("You hear a faint buzzing from a device inside [target]'s brain, and the brainwashing is erased.")
return FALSE
user.visible_message("[user] successfully brainwashes [target]!", "<span class='notice'>You succeed in brainwashing [target].</span>")
to_chat(target, "<span class='userdanger'>A new compulsion fills your mind... you feel forced to obey it!</span>")
brainwash(target, objective)
message_admins("[key_name_admin(user)] surgically brainwashed [key_name_admin(target)] with the objective '[objective]'.")
log_game("[key_name(user)] surgically brainwashed [key_name(target)] with the objective '[objective]'.")
return TRUE
/datum/surgery_step/brainwash/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(target.getorganslot(ORGAN_SLOT_BRAIN))
user.visible_message("<span class='warning'>[user] damages some brain tissue!</span>", "<span class='warning'>You bruise some brain tissue!</span>")
target.adjustBrainLoss(40)
else
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
return FALSE
+68
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@@ -0,0 +1,68 @@
/obj/item/disk/surgery/lobotomy
desc = "The disk provides instructions on how to perform a lobotomy, to cure the most resilient brain ailments."
surgeries = list(/datum/surgery/advanced/lobotomy)
/datum/surgery/advanced/lobotomy
name = "lobotomy"
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/lobotomize,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list("head")
requires_bodypart_type = 0
/datum/surgery/advanced/lobotomy/can_start(mob/user, mob/living/carbon/target)
if(!..())
return FALSE
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
return FALSE
return TRUE
/datum/surgery_step/lobotomize
name = "perform lobotomy"
implements = list(/obj/item/scalpel = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
/obj/item/shard = 25, /obj/item = 20)
time = 100
/datum/surgery_step/lobotomize/tool_check(mob/user, obj/item/tool)
if(implement_type == /obj/item && !tool.is_sharp())
return FALSE
return TRUE
/datum/surgery_step/lobotomize/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] begins to cut a piece of [target]'s brain.", "<span class='notice'>You begin to cut a piece of [target]'s brain...</span>")
/datum/surgery_step/lobotomize/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] successfully lobotomizes [target]!", "<span class='notice'>You succeed in lobotomizing [target].</span>")
target.cure_all_traumas(TRAUMA_RESILIENCE_LOBOTOMY)
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
switch(rand(1,4))//Now let's see what hopefully-not-important part of the brain we cut off
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
if(2)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
return TRUE
/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(target.getorganslot(ORGAN_SLOT_BRAIN))
user.visible_message("<span class='warning'>[user] removes the wrong part, causing more damage!</span>", "<span class='warning'>You remove the wrong part, causing more damage!</span>")
target.adjustBrainLoss(80)
switch(rand(1,3))
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
if(2)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
else
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
return FALSE
@@ -0,0 +1,38 @@
/obj/item/disk/surgery/necrotic_revival
desc = "The disk provides instructions on how to make bodies keep working past death."
surgeries = list(/datum/surgery/advanced/necrotic_revival)
/datum/surgery/advanced/necrotic_revival
name = "necrotic revival"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/bionecrosis,
/datum/surgery_step/close)
possible_locs = list("head")
/datum/surgery/advanced/necrotic_revival/can_start(mob/user, mob/living/carbon/target)
. = ..()
var/obj/item/organ/zombie_infection/ZI = target.getorganslot(ORGAN_SLOT_ZOMBIE)
if(ZI)
return FALSE
/datum/surgery_step/bionecrosis
name = "start bionecrosis"
implements = list(/obj/item/hemostat = 100, /obj/item/screwdriver = 35, /obj/item/pen = 15)
time = 50
/datum/surgery_step/bionecrosis/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] begins to stimulate [target]'s brain.", "<span class='notice'>You begin to stimulate [target]'s brain...</span>")
/datum/surgery_step/bionecrosis/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!target.reagents.has_reagent("zombiepowder", 5) && !target.reagents.has_reagent("rezadone", 5))
user.visible_message("[target]'s brain seems unaffected.", "<span class='notice'>[target]'s body must be dosed with zombie powder or rezadone to complete the surgery!</span>")
return FALSE
user.visible_message("[user] successfully grows a necrotic tumor on [target]'s brain!", "<span class='notice'>You succeed in growing a necrotic tumor on [target]'s brain.</span>")
if(!target.getorganslot(ORGAN_SLOT_ZOMBIE))
var/obj/item/organ/zombie_infection/ZI = new()
ZI.Insert(target)
return TRUE
@@ -0,0 +1,40 @@
/obj/item/disk/surgery/pacification
desc = "The disk provides instructions on how to suppress violence by manipulating the patient's brain."
surgeries = list(/datum/surgery/advanced/pacify)
/datum/surgery/advanced/pacify
name = "violence neutralization"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/pacify,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list("head")
requires_bodypart_type = 0
/datum/surgery/advanced/pacify/can_start(mob/user, mob/living/carbon/target)
. = ..()
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
return FALSE
/datum/surgery_step/pacify
name = "rewire brain"
implements = list(/obj/item/hemostat = 100, /obj/item/screwdriver = 35, /obj/item/pen = 15)
time = 40
/datum/surgery_step/pacify/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] begins to reshape [target]'s brain.", "<span class='notice'>You begin to reshape [target]'s brain...</span>")
/datum/surgery_step/pacify/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] reshapes [target]'s brain!", "<span class='notice'>You succeed in reshaping [target]'s brain.</span>")
target.gain_trauma(/datum/brain_trauma/severe/pacifism, TRAUMA_RESILIENCE_LOBOTOMY)
return TRUE
/datum/surgery_step/pacify/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] reshapes [target]'s brain!", "<span class='notice'>You screwed up, and rewired [target]'s brain the wrong way around...</span>")
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
return FALSE
@@ -0,0 +1,38 @@
/obj/item/disk/surgery/reconstruction
desc = "The disk provides instructions on how to repair a body without the use of chemicals."
surgeries = list(/datum/surgery/advanced/reconstruction)
/datum/surgery/advanced/reconstruction
name = "body reconstruction"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/incise,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/reconstruct,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list("chest")
requires_bodypart_type = 0
/datum/surgery_step/reconstruct
name = "repair body"
implements = list(/obj/item/hemostat = 100, /obj/item/screwdriver = 35, /obj/item/pen = 15)
repeatable = TRUE
time = 25
/datum/surgery_step/reconstruct/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] starts knitting some of [target]'s flesh back together.", "<span class='notice'>You start knitting some of [target]'s flesh back together.</span>")
/datum/surgery_step/reconstruct/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] fixes some of [target]'s wounds.", "<span class='notice'>You succeed in fixing some of [target]'s wounds.</span>")
target.heal_bodypart_damage(10,10)
return TRUE
/datum/surgery_step/reconstruct/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] screws up!", "<span class='warning'>You screwed up!</span>")
target.take_bodypart_damage(5,0)
return FALSE
+78
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@@ -0,0 +1,78 @@
/obj/item/disk/surgery/revival
desc = "The disk provides instructions on how to bring a corpse back to life."
surgeries = list(/datum/surgery/advanced/revival)
/datum/surgery/advanced/revival
name = "revival"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/revive,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list("head")
requires_bodypart_type = 0
/datum/surgery/advanced/revival/can_start(mob/user, mob/living/carbon/target)
if(!..())
return FALSE
if(target.stat != DEAD)
return FALSE
if(target.suiciding || target.has_trait(TRAIT_NOCLONE) || target.hellbound)
return FALSE
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
return FALSE
return TRUE
/datum/surgery_step/revive
name = "repair body"
implements = list(/obj/item/twohanded/shockpaddles = 100, /obj/item/melee/baton = 75, /obj/item/gun/energy = 60)
time = 120
/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
. = TRUE
if(istype(tool, /obj/item/twohanded/shockpaddles))
var/obj/item/twohanded/shockpaddles/S = tool
if((S.req_defib && !S.defib.powered) || !S.wielded || S.cooldown || S.busy)
to_chat(user, "<span class='warning'>You need to wield both paddles, and [S.defib] must be powered!</span>")
return FALSE
if(istype(tool, /obj/item/melee/baton))
var/obj/item/melee/baton/B = tool
if(!B.status)
to_chat(user, "<span class='warning'>[B] needs to be active!</span>")
return FALSE
if(istype(tool, /obj/item/gun/energy))
var/obj/item/gun/energy/E = tool
if(E.chambered && istype(E.chambered, /obj/item/ammo_casing/energy/electrode))
return TRUE
else
to_chat(user, "<span class='warning'>You need an electrode for this!</span>")
return FALSE
/datum/surgery_step/revive/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] prepares to shock [target]'s brain with [tool].", "<span class='notice'>You prepare to give [target]'s brain the spark of life with [tool].</span>")
target.notify_ghost_cloning("Someone is trying to zap your brain. Re-enter your corpse if you want to be revived!", source = target)
/datum/surgery_step/revive/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] send a powerful shock to [target]'s brain with [tool]...", "<span class='notice'>You successfully shock [target]'s brain with [tool]...</span>")
playsound(get_turf(target), 'sound/magic/lightningbolt.ogg', 50, 1)
target.adjustOxyLoss(-50, 0)
target.updatehealth()
if(target.revive())
user.visible_message("...[target] wakes up, alive and aware!", "<span class='notice'><b>IT'S ALIVE!</b></span>")
target.emote("gasp")
target.adjustBrainLoss(50, 199) //MAD SCIENCE
return TRUE
else
user.visible_message("...[target.p_they()] convulses, then lies still.")
return FALSE
/datum/surgery_step/revive/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react.", "<span class='notice'>You shock [target]'s brain with [tool], but [target.p_they()] doesn't react.</span>")
playsound(get_turf(target), 'sound/magic/lightningbolt.ogg', 50, 1)
target.adjustBrainLoss(15, 199)
return FALSE
@@ -0,0 +1,61 @@
/obj/item/disk/surgery/viral_bonding
desc = "The disk provides instructions on how to force symbiosis between a virus and its host."
surgeries = list(/datum/surgery/advanced/viral_bonding)
/datum/surgery/advanced/viral_bonding
name = "viral bonding"
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/viral_bond,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list("chest")
/datum/surgery/advanced/viral_bonding/can_start(mob/user, mob/living/carbon/target)
if(!..())
return FALSE
if(!LAZYLEN(target.viruses))
return FALSE
return TRUE
/datum/surgery_step/viral_bond
name = "viral bond"
implements = list(/obj/item/cautery = 100, /obj/item/weldingtool = 50,
/obj/item/lighter = 35, /obj/item/match = 30)
time = 100
/datum/surgery_step/viral_bond/tool_check(mob/user, obj/item/tool)
if(istype(tool, /obj/item/cautery))
return TRUE
if(istype(tool, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = tool
if(WT.isOn())
return TRUE
else if(istype(tool, /obj/item/lighter))
var/obj/item/lighter/L = tool
if(L.lit)
return TRUE
else if(istype(tool, /obj/item/match))
var/obj/item/match/M = tool
if(M.lit)
return TRUE
return FALSE
/datum/surgery_step/viral_bond/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] starts heating [target]'s bone marrow with [tool]...", "<span class='notice'>You start heating [target]'s bone marrow with [tool]...</span>")
/datum/surgery_step/viral_bond/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!target.reagents.has_reagent("spaceacillin", 5) || !target.reagents.has_reagent("virusfood", 5) || !target.reagents.has_reagent("formaldehyde", 5))
user.visible_message("[target]'s seems unaffected.", "<span class='notice'>[target]'s body must be dosed with spaceacillin, virus food and formaldehyde to complete the surgery!</span>")
return FALSE
user.visible_message("[target]'s bone marrow begins pulsing slowly.", "<span class='notice'>[target]'s bone marrow begins pulsing slowly. The viral bonding is complete.</span>")
for(var/X in target.viruses)
var/datum/disease/D = X
D.carrier = TRUE
return TRUE
+5 -3
View File
@@ -20,7 +20,6 @@
/datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
to_chat(user, "<span class='warning'>It's hard to do surgery on someone's brain when they don't have one.</span>")
return FALSE
return TRUE
@@ -29,14 +28,17 @@
/datum/surgery_step/fix_brain/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] successfully fixes [target]'s brain!", "<span class='notice'>You succeed in fixing [target]'s brain.</span>")
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
target.adjustBrainLoss(-60)
target.cure_all_traumas()
target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
return TRUE
/datum/surgery_step/fix_brain/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(target.getorganslot(ORGAN_SLOT_BRAIN))
user.visible_message("<span class='warning'>[user] screws up, causing more damage!</span>", "<span class='warning'>You screw up, causing more damage!</span>")
target.adjustBrainLoss(80)
target.adjustBrainLoss(60)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
else
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
return FALSE
+42 -3
View File
@@ -38,14 +38,17 @@
// put special restrictions here
return 1
/datum/surgery/proc/next_step(mob/user)
/datum/surgery/proc/next_step(mob/user, intent)
if(step_in_progress)
return 1
var/try_to_fail = FALSE
if(intent == INTENT_DISARM)
try_to_fail = TRUE
var/datum/surgery_step/S = get_surgery_step()
if(S)
if(S.try_op(user, target, user.zone_selected, user.get_active_held_item(), src))
if(S.try_op(user, target, user.zone_selected, user.get_active_held_item(), src, try_to_fail))
return 1
return 0
@@ -78,8 +81,44 @@
return propability + success_multiplier
/datum/surgery/advanced
name = "advanced surgery"
/datum/surgery/advanced/can_start(mob/user, mob/living/carbon/target)
if(!..())
return FALSE
//Abductor scientists need no instructions
if(isabductor(user))
var/mob/living/carbon/human/H = user
var/datum/species/abductor/S = H.dna.species
if(S.scientist)
return TRUE
var/turf/T = get_turf(target)
var/obj/structure/table/optable/table = locate(/obj/structure/table/optable, T)
if(!table || !table.computer)
return FALSE
if(table.computer.stat & (NOPOWER|BROKEN))
return FALSE
if(type in table.computer.advanced_surgeries)
return TRUE
/obj/item/disk/surgery
name = "Surgery Procedure Disk"
desc = "A disk that contains advanced surgery procedures, must be loaded into an Operating Console."
icon_state = "datadisk1"
materials = list(MAT_METAL=300, MAT_GLASS=100)
var/list/surgeries
/obj/item/disk/surgery/debug
name = "Debug Surgery Disk"
desc = "A disk that contains all existing surgery procedures."
icon_state = "datadisk1"
materials = list(MAT_METAL=300, MAT_GLASS=100)
/obj/item/disk/surgery/debug/Initialize()
. = ..()
surgeries = subtypesof(/datum/surgery/advanced)
//INFO
//Check /mob/living/carbon/attackby for how surgery progresses, and also /mob/living/carbon/attack_hand.
+108 -108
View File
@@ -1,108 +1,108 @@
/datum/surgery_step
var/name
var/list/implements = list() //format is path = probability of success. alternatively
var/implement_type = null //the current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
var/accept_hand = 0 //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
var/accept_any_item = 0 //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
var/time = 10 //how long does the step take?
var/repeatable = 0 //does this step may be repeated? Make shure it isn't last step, or it used in surgery with `can_cancel = 1`. Or surgion will be stuck in the loop
/datum/surgery_step/proc/try_op(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/success = FALSE
if(accept_hand)
if(!tool)
success = TRUE
if(accept_any_item)
if(tool && tool_check(user, tool))
success = TRUE
else if(tool)
for(var/key in implements)
var/match = FALSE
if(ispath(key) && istype(tool, key))
match = TRUE
else if(tool.tool_behaviour == key)
match = TRUE
if(match)
implement_type = key
if(tool_check(user, tool))
success = TRUE
break
if(success)
if(target_zone == surgery.location)
if(get_location_accessible(target, target_zone) || surgery.ignore_clothes)
initiate(user, target, target_zone, tool, surgery)
return 1
else
to_chat(user, "<span class='warning'>You need to expose [target]'s [parse_zone(target_zone)] to perform surgery on it!</span>")
return 1 //returns 1 so we don't stab the guy in the dick or wherever.
if(repeatable)
var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
if(next_step)
surgery.status++
if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
return 1
else
surgery.status--
if(iscyborg(user) && user.a_intent != INTENT_HARM) //to save asimov borgs a LOT of heartache
return 1
return 0
/datum/surgery_step/proc/initiate(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
surgery.step_in_progress = 1
var/speed_mod = 1
if(preop(user, target, target_zone, tool, surgery) == -1)
surgery.step_in_progress = 0
return
if(tool)
speed_mod = tool.toolspeed
if(do_after(user, time * speed_mod, target = target))
var/advance = 0
var/prob_chance = 100
if(implement_type) //this means it isn't a require hand or any item step.
prob_chance = implements[implement_type]
prob_chance *= surgery.get_propability_multiplier()
if(prob(prob_chance) || iscyborg(user))
if(success(user, target, target_zone, tool, surgery))
advance = 1
else
if(failure(user, target, target_zone, tool, surgery))
advance = 1
if(advance && !repeatable)
surgery.status++
if(surgery.status > surgery.steps.len)
surgery.complete()
surgery.step_in_progress = 0
/datum/surgery_step/proc/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] begins to perform surgery on [target].", "<span class='notice'>You begin to perform surgery on [target]...</span>")
/datum/surgery_step/proc/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] succeeds!", "<span class='notice'>You succeed.</span>")
return 1
/datum/surgery_step/proc/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("<span class='warning'>[user] screws up!</span>", "<span class='warning'>You screw up!</span>")
return 0
/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
return 1
/datum/surgery_step
var/name
var/list/implements = list() //format is path = probability of success. alternatively
var/implement_type = null //the current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
var/accept_hand = 0 //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
var/accept_any_item = 0 //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
var/time = 10 //how long does the step take?
var/repeatable = 0 //does this step may be repeated? Make shure it isn't last step, or it used in surgery with `can_cancel = 1`. Or surgion will be stuck in the loop
/datum/surgery_step/proc/try_op(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
var/success = FALSE
if(accept_hand)
if(!tool)
success = TRUE
if(accept_any_item)
if(tool && tool_check(user, tool))
success = TRUE
else if(tool)
for(var/key in implements)
var/match = FALSE
if(ispath(key) && istype(tool, key))
match = TRUE
else if(tool.tool_behaviour == key)
match = TRUE
if(match)
implement_type = key
if(tool_check(user, tool))
success = TRUE
break
if(success)
if(target_zone == surgery.location)
if(get_location_accessible(target, target_zone) || surgery.ignore_clothes)
initiate(user, target, target_zone, tool, surgery, try_to_fail)
return 1
else
to_chat(user, "<span class='warning'>You need to expose [target]'s [parse_zone(target_zone)] to perform surgery on it!</span>")
return 1 //returns 1 so we don't stab the guy in the dick or wherever.
if(repeatable)
var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
if(next_step)
surgery.status++
if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
return 1
else
surgery.status--
if(iscyborg(user) && user.a_intent != INTENT_HARM) //to save asimov borgs a LOT of heartache
return 1
return 0
/datum/surgery_step/proc/initiate(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
surgery.step_in_progress = 1
var/speed_mod = 1
if(preop(user, target, target_zone, tool, surgery) == -1)
surgery.step_in_progress = 0
return
if(tool)
speed_mod = tool.toolspeed
if(do_after(user, time * speed_mod, target = target))
var/advance = 0
var/prob_chance = 100
if(implement_type) //this means it isn't a require hand or any item step.
prob_chance = implements[implement_type]
prob_chance *= surgery.get_propability_multiplier()
if((prob(prob_chance) || iscyborg(user)) && !try_to_fail)
if(success(user, target, target_zone, tool, surgery))
advance = 1
else
if(failure(user, target, target_zone, tool, surgery))
advance = 1
if(advance && !repeatable)
surgery.status++
if(surgery.status > surgery.steps.len)
surgery.complete()
surgery.step_in_progress = 0
/datum/surgery_step/proc/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] begins to perform surgery on [target].", "<span class='notice'>You begin to perform surgery on [target]...</span>")
/datum/surgery_step/proc/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] succeeds!", "<span class='notice'>You succeed.</span>")
return 1
/datum/surgery_step/proc/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("<span class='warning'>[user] screws up!</span>", "<span class='warning'>You screw up!</span>")
return 0
/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
return 1