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kiwistation/code/modules/surgery/advanced/brainwashing.dm
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RandolfTheMeh 48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* 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
2019-07-29 02:18:22 -07:00

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/obj/item/disk/surgery/brainwashing
name = "Brainwashing Surgery Disk"
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"
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."
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)
target_mobtypes = list(/mob/living/carbon/human)
possible_locs = list(BODY_ZONE_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, TOOL_WIRECUTTER = 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
display_results(user, target, "<span class='notice'>You begin to brainwash [target]...</span>",
"[user] begins to fix [target]'s brain.",
"[user] begins to perform surgery on [target]'s brain.")
/datum/surgery_step/brainwash/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!target.mind)
to_chat(user, "<span class='warning'>[target] doesn't respond to the brainwashing, as if [target.p_they()] lacked a mind...</span>")
return FALSE
if(HAS_TRAIT(target, TRAIT_MINDSHIELD))
to_chat(user, "<span class='warning'>You hear a faint buzzing from a device inside [target]'s brain, and the brainwashing is erased.</span>")
return FALSE
display_results(user, target, "<span class='notice'>You succeed in brainwashing [target].</span>",
"[user] successfully fixes [target]'s brain!",
"[user] completes the surgery on [target]'s brain.")
to_chat(target, "<span class='userdanger'>A new compulsion fills your mind... you feel forced to obey it!</span>")
brainwash(target, objective)
message_admins("[ADMIN_LOOKUPFLW(user)] surgically brainwashed [ADMIN_LOOKUPFLW(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))
display_results(user, target, "<span class='warning'>You screw up, bruising the brain tissue!</span>",
"<span class='warning'>[user] screws up, causing brain damage!</span>",
"[user] completes the surgery on [target]'s brain.")
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 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