Guillotine can be unanchored again (#73423)

## About The Pull Request

Guillotines could not be unanchored, because the unfasten check checked
if any action is being applied to the guillotine, including being
wrenched at the moment. This PR fixes that.

This PR also autodocs everything, adds a missing UNDEF, and renames
GUILLOTINE_BLADE_IDLE to GUILLOTINE_ACTION_IDLE to make it clearer that
this is intended for the current_action var, and not the blade_status
var.

## Why It's Good For The Game

Fixes a bug that prevents something from being moved around.

## Changelog

🆑
fix: Guillotines can be unanchored again
/🆑
This commit is contained in:
Profakos
2023-02-15 18:40:38 -07:00
committed by GitHub
parent a2295b2b04
commit d3538e334e
+26 -10
View File
@@ -1,9 +1,16 @@
#define GUILLOTINE_BLADE_IDLE 0
/// The guillotine is not being interacted with at the moment
#define GUILLOTINE_ACTION_IDLE 0
/// The blade is ready to be dropped
#define GUILLOTINE_BLADE_RAISED 1
/// The blade is moving
#define GUILLOTINE_BLADE_MOVING 2
/// The blade has landed in the stocks
#define GUILLOTINE_BLADE_DROPPED 3
/// The blade is being sharpened
#define GUILLOTINE_BLADE_SHARPENING 4
/// The guillotine blade is being interacted with by the executor
#define GUILLOTINE_ACTION_INUSE 5
/// The guillotine is being unfastened
#define GUILLOTINE_ACTION_WRENCH 6
/// This is maxiumum sharpness and will decapitate without failure
@@ -18,6 +25,7 @@
#define GUILLOTINE_LAYER_DIFF 1.2
/// Delay for executing someone
#define GUILLOTINE_ACTIVATE_DELAY (3 SECONDS)
/// Delay for wrenching the guillotine
#define GUILLOTINE_WRENCH_DELAY (1 SECONDS)
/obj/structure/guillotine
@@ -35,11 +43,16 @@
buckle_prevents_pull = TRUE
layer = ABOVE_MOB_LAYER
plane = GAME_PLANE_UPPER
/// The sound the guillotine makes when it successfully cuts off a head
var/drop_sound = 'sound/weapons/guillotine.ogg'
/// The current state of the blade
var/blade_status = GUILLOTINE_BLADE_RAISED
var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is
/// How sharp the blade is
var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP
/// The number of mobs the blade has killed
var/kill_count = 0
var/current_action = GUILLOTINE_BLADE_IDLE // What's currently happening to the guillotine
/// What's currently happening to the guillotine
var/current_action = GUILLOTINE_ACTION_IDLE
/obj/structure/guillotine/Initialize(mapload)
LAZYINITLIST(buckled_mobs)
@@ -101,12 +114,12 @@
current_action = GUILLOTINE_ACTION_INUSE
if (do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED)
current_action = GUILLOTINE_BLADE_IDLE
current_action = GUILLOTINE_ACTION_IDLE
blade_status = GUILLOTINE_BLADE_MOVING
icon_state = "guillotine_drop"
addtimer(CALLBACK(src, PROC_REF(drop_blade), user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
else
current_action = GUILLOTINE_BLADE_IDLE
current_action = GUILLOTINE_ACTION_IDLE
else
var/mob/living/carbon/human/H = buckled_mobs[1]
@@ -119,10 +132,12 @@
icon_state = "guillotine_drop"
addtimer(CALLBACK(src, PROC_REF(drop_blade)), GUILLOTINE_ANIMATION_LENGTH)
/// Sets the guillotine blade in a raised position
/obj/structure/guillotine/proc/raise_blade()
blade_status = GUILLOTINE_BLADE_RAISED
icon_state = "guillotine_raised"
/// Drops the guillotine blade, potentially beheading or harbing the buckled mob
/obj/structure/guillotine/proc/drop_blade(mob/user)
if (has_buckled_mobs() && blade_sharpness)
var/mob/living/carbon/human/H = buckled_mobs[1]
@@ -255,7 +270,7 @@
to_chat(user, span_warning("Can't unfasten, someone's strapped in!"))
return FAILED_UNFASTEN
if (current_action)
if (current_action && current_action != GUILLOTINE_ACTION_WRENCH)
return FAILED_UNFASTEN
current_action = GUILLOTINE_ACTION_WRENCH
@@ -265,9 +280,9 @@
. = ..()
if(default_unfasten_wrench(user, tool, time = GUILLOTINE_WRENCH_DELAY))
setDir(SOUTH)
current_action = GUILLOTINE_BLADE_IDLE
current_action = GUILLOTINE_ACTION_IDLE
return TOOL_ACT_TOOLTYPE_SUCCESS
current_action = GUILLOTINE_BLADE_IDLE
current_action = GUILLOTINE_ACTION_IDLE
return FALSE
#undef GUILLOTINE_BLADE_MAX_SHARP
@@ -276,11 +291,12 @@
#undef GUILLOTINE_HEAD_OFFSET
#undef GUILLOTINE_LAYER_DIFF
#undef GUILLOTINE_ACTIVATE_DELAY
#undef GUILLOTINE_WRENCH_DELAY
#undef GUILLOTINE_BLADE_IDLE
#undef GUILLOTINE_ACTION_IDLE
#undef GUILLOTINE_BLADE_RAISED
#undef GUILLOTINE_BLADE_MOVING
#undef GUILLOTINE_BLADE_DROPPED
#undef GUILLOTINE_BLADE_SHARPENING
#undef GUILLOTINE_WRENCH_DELAY
#undef GUILLOTINE_ACTION_INUSE
#undef GUILLOTINE_ACTION_WRENCH