48fbc073e5
* Brain damage works on organ damage procs, some defib reworks * Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again * Cleans up reused global * Organ damage procs on living and living/carbon * Changes brain damage procs again * SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects. * Damage and failure effects for the appendix, ears, and some touchups on the stomach * Committing changes so I don't lose them * Organs now cease decaying in the proper containers * Organ Fridges * Reverts map changes * Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime * Actually fixes merge conflict * Smartfridge tweaks * Think I figured out map merger * Evidently not * Still runtiming with glass shards even after I remove the map changes? * Fixes runtime error with brain_item * Runtime fix on living/carbon/life * Cleaning up old PR code * Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were * Wrong math operation used * Brains in MMIs no longer decay * Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts * Removes misleading comment * init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss * Removes random spaces, scanners check brain damage severity now * Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it * List change * Runs off of an index instead of using cut * Brains can be put into organ fridges * Fixes minor type, hotfix for cloning problem * Removes pointless check * Demon hearts no longer decay * Nightmare hearts no longer decay * Removes istype() check on process, sets can_decompose instead * Condenses organ damage report * Removes organ failure messages * Less organ damage spam, implements organ threshold messages instead * Brain damage messages go to owner, not source * Self-examine shows damaged organs * Minor code cleanup, adds autodoc comments to the new procs * Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments. * Merged the booleans into a set of flags * Healthy living improves organ healing rates * dunno why this didn't update * my actions have consequences * Sets ORGAN_SYNTHETIC for overlooked robotics organs * Doubles heart decay time * 3 minute heart decay * Lobectomy/Coronary_Bypass heal more * removes hivemind spells from the changes
66 lines
3.4 KiB
Plaintext
66 lines
3.4 KiB
Plaintext
/obj/item/disk/surgery/brainwashing
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name = "Brainwashing Surgery Disk"
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desc = "The disk provides instructions on how to impress an order on a brain, making it the primary objective of the patient."
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surgeries = list(/datum/surgery/advanced/brainwashing)
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/datum/surgery/advanced/brainwashing
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name = "Brainwashing"
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desc = "A surgical procedure which directly implants a directive into the patient's brain, making it their absolute priority. It can be cleared using a mindshield implant."
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/brainwash,
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/datum/surgery_step/close)
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target_mobtypes = list(/mob/living/carbon/human)
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possible_locs = list(BODY_ZONE_HEAD)
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/datum/surgery/advanced/brainwashing/can_start(mob/user, mob/living/carbon/target)
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if(!..())
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return FALSE
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var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(!B)
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return FALSE
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return TRUE
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/datum/surgery_step/brainwash
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name = "brainwash"
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implements = list(/obj/item/hemostat = 85, TOOL_WIRECUTTER = 50, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
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time = 200
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var/objective
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/datum/surgery_step/brainwash/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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objective = stripped_input(user, "Choose the objective to imprint on your victim's brain.", "Brainwashing", null, MAX_MESSAGE_LEN)
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if(!objective)
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return -1
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display_results(user, target, "<span class='notice'>You begin to brainwash [target]...</span>",
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"[user] begins to fix [target]'s brain.",
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"[user] begins to perform surgery on [target]'s brain.")
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/datum/surgery_step/brainwash/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!target.mind)
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to_chat(user, "<span class='warning'>[target] doesn't respond to the brainwashing, as if [target.p_they()] lacked a mind...</span>")
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return FALSE
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if(HAS_TRAIT(target, TRAIT_MINDSHIELD))
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to_chat(user, "<span class='warning'>You hear a faint buzzing from a device inside [target]'s brain, and the brainwashing is erased.</span>")
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return FALSE
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display_results(user, target, "<span class='notice'>You succeed in brainwashing [target].</span>",
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"[user] successfully fixes [target]'s brain!",
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"[user] completes the surgery on [target]'s brain.")
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to_chat(target, "<span class='userdanger'>A new compulsion fills your mind... you feel forced to obey it!</span>")
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brainwash(target, objective)
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message_admins("[ADMIN_LOOKUPFLW(user)] surgically brainwashed [ADMIN_LOOKUPFLW(target)] with the objective '[objective]'.")
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log_game("[key_name(user)] surgically brainwashed [key_name(target)] with the objective '[objective]'.")
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return TRUE
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/datum/surgery_step/brainwash/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(target.getorganslot(ORGAN_SLOT_BRAIN))
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display_results(user, target, "<span class='warning'>You screw up, bruising the brain tissue!</span>",
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"<span class='warning'>[user] screws up, causing brain damage!</span>",
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"[user] completes the surgery on [target]'s brain.")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 40)
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else
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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>")
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return FALSE |