/datum/surgery/brain_surgery
name = "brain surgery"
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/fix_brain,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list("head")
requires_bodypart_type = 0
/datum/surgery_step/fix_brain
name = "fix brain"
implements = list(/obj/item/hemostat = 85, /obj/item/screwdriver = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
time = 120 //long and complicated
/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, "It's hard to do surgery on someone's brain when they don't have one.")
return FALSE
return TRUE
/datum/surgery_step/fix_brain/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] begins to fix [target]'s brain.", "You begin to fix [target]'s brain...")
/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!", "You succeed in fixing [target]'s brain.")
target.adjustBrainLoss(-60)
target.cure_all_traumas()
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("[user] screws up, causing more damage!", "You screw up, causing more damage!")
target.adjustBrainLoss(80)
else
user.visible_message("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "You suddenly notice that the brain you were working on is not there anymore.")
return FALSE