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kiwistation/code/modules/surgery/coronary_bypass.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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/datum/surgery/coronary_bypass
name = "Coronary Bypass"
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise_heart, /datum/surgery_step/coronary_bypass, /datum/surgery_step/close)
possible_locs = list(BODY_ZONE_CHEST)
/datum/surgery/coronary_bypass/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/heart/H = target.getorganslot(ORGAN_SLOT_HEART)
if(H)
if(H.damage > 60 && !H.operated)
return TRUE
return FALSE
//an incision but with greater bleed, and a 90% base success chance
/datum/surgery_step/incise_heart
name = "incise heart"
implements = list(/obj/item/scalpel = 90, /obj/item/melee/transforming/energy/sword = 45, /obj/item/kitchen/knife = 45,
/obj/item/shard = 25)
time = 16
/datum/surgery_step/incise_heart/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(user, target, "<span class='notice'>You begin to make an incision in [target]'s heart...</span>",
"[user] begins to make an incision in [target]'s heart.",
"[user] begins to make an incision in [target]'s heart.")
/datum/surgery_step/incise_heart/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (!(NOBLOOD in H.dna.species.species_traits))
display_results(user, target, "<span class='notice'>Blood pools around the incision in [H]'s heart.</span>",
"Blood pools around the incision in [H]'s heart.",
"")
H.bleed_rate += 10
H.adjustBruteLoss(10)
return TRUE
/datum/surgery_step/incise_heart/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
display_results(user, target, "<span class='warning'>You screw up, cutting too deeply into the heart!</span>",
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest!</span>",
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest!</span>")
H.bleed_rate += 20
H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
H.adjustBruteLoss(10)
//grafts a coronary bypass onto the individual's heart, success chance is 90% base again
/datum/surgery_step/coronary_bypass
name = "graft coronary bypass"
implements = list(/obj/item/hemostat = 90, TOOL_WIRECUTTER = 35, /obj/item/stack/packageWrap = 15, /obj/item/stack/cable_coil = 5)
time = 90
/datum/surgery_step/coronary_bypass/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(user, target, "<span class='notice'>You begin to graft a bypass onto [target]'s heart...</span>",
"[user] begins to graft something onto [target]'s heart!",
"[user] begins to graft something onto [target]'s heart!")
/datum/surgery_step/coronary_bypass/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
target.setOrganLoss(ORGAN_SLOT_HEART, 60)
var/obj/item/organ/heart/heart = target.getorganslot(ORGAN_SLOT_HEART)
if(heart) //slightly worrying if we lost our heart mid-operation, but that's life
heart.operated = TRUE
display_results(user, target, "<span class='notice'>You successfully graft a bypass onto [target]'s heart.</span>",
"[user] finishes grafting something onto [target]'s heart.",
"[user] finishes grafting something onto [target]'s heart.")
return TRUE
/datum/surgery_step/coronary_bypass/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
display_results(user, target, "<span class='warning'>You screw up in attaching the graft, and it tears off, tearing part of the heart!</span>",
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest profusely!</span>",
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest profusely!</span>")
H.adjustOrganLoss(ORGAN_SLOT_HEART, 20)
H.bleed_rate += 30
return FALSE