#define GUILLOTINE_BLADE_MAX_SHARP 10 // This is maxiumum sharpness and will decapitate without failure #define GUILLOTINE_DECAP_MIN_SHARP 7 // Minimum amount of sharpness for decapitation. Any less and it will just do severe brute damage #define GUILLOTINE_ANIMATION_LENGTH 9 // How many deciseconds the animation is #define GUILLOTINE_BLADE_RAISED 1 #define GUILLOTINE_BLADE_MOVING 2 #define GUILLOTINE_BLADE_DROPPED 3 #define GUILLOTINE_BLADE_SHARPENING 4 #define GUILLOTINE_HEAD_OFFSET 16 // How much we need to move the player to center their head #define GUILLOTINE_LAYER_DIFF 1.2 // How much to increase/decrease a head when it's buckled/unbuckled #define GUILLOTINE_ACTIVATE_DELAY 30 // Delay for executing someone #define GUILLOTINE_WRENCH_DELAY 10 #define GUILLOTINE_ACTION_INUSE 5 #define GUILLOTINE_ACTION_WRENCH 6 /obj/structure/guillotine name = "guillotine" desc = "A large structure used to remove the heads of traitors and treasonists." icon = 'icons/obj/guillotine.dmi' icon_state = "guillotine_raised" can_buckle = TRUE anchored = TRUE density = TRUE max_buckled_mobs = 1 buckle_lying = FALSE buckle_prevents_pull = TRUE layer = ABOVE_MOB_LAYER var/blade_status = GUILLOTINE_BLADE_RAISED var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is var/kill_count = 0 var/current_action = 0 // What's currently happening to the guillotine /obj/structure/guillotine/Initialize() LAZYINITLIST(buckled_mobs) . = ..() /obj/structure/guillotine/examine(mob/user) ..() var/msg = "" msg += "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]
" if (blade_status == GUILLOTINE_BLADE_RAISED) msg += "The blade is raised, ready to fall, and" if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP) msg += " looks sharp enough to decapitate without any resistance." else msg += " doesn't look particularly sharp. Perhaps a whetstone can be used to sharpen it." else msg += "The blade is hidden inside the stocks." if (LAZYLEN(buckled_mobs)) msg += "
" msg += "Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine." to_chat(user, msg) return msg /obj/structure/guillotine/attack_hand(mob/user) add_fingerprint(user) // Currently being used by something if (current_action) return switch (blade_status) if (GUILLOTINE_BLADE_MOVING) return if (GUILLOTINE_BLADE_DROPPED) blade_status = GUILLOTINE_BLADE_MOVING icon_state = "guillotine_raise" addtimer(CALLBACK(src, .proc/raise_blade), GUILLOTINE_ANIMATION_LENGTH) return if (GUILLOTINE_BLADE_RAISED) if (LAZYLEN(buckled_mobs)) if (user.a_intent == INTENT_HARM) user.visible_message("[user] begins to pull the lever!", "You begin to the pull the lever.") current_action = GUILLOTINE_ACTION_INUSE if (do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED) current_action = 0 blade_status = GUILLOTINE_BLADE_MOVING icon_state = "guillotine_drop" addtimer(CALLBACK(src, .proc/drop_blade, user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster else current_action = 0 else var/mob/living/carbon/human/H = buckled_mobs[1] if (H) H.regenerate_icons() unbuckle_all_mobs() else blade_status = GUILLOTINE_BLADE_MOVING icon_state = "guillotine_drop" addtimer(CALLBACK(src, .proc/drop_blade), GUILLOTINE_ANIMATION_LENGTH) /obj/structure/guillotine/proc/raise_blade() blade_status = GUILLOTINE_BLADE_RAISED icon_state = "guillotine_raised" /obj/structure/guillotine/proc/drop_blade(mob/user) if (buckled_mobs.len && blade_sharpness) var/mob/living/carbon/human/H = buckled_mobs[1] if (!H) return var/obj/item/bodypart/head/head = H.get_bodypart("head") if (QDELETED(head)) return playsound(src, 'sound/weapons/bladeslice.ogg', 100, 1) if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100) head.dismember() add_logs(user, H, "beheaded", src) H.regenerate_icons() unbuckle_all_mobs() kill_count += 1 var/blood_overlay = "bloody" if (kill_count == 2) blood_overlay = "bloodier" else if (kill_count > 2) blood_overlay = "bloodiest" blood_overlay = "guillotine_" + blood_overlay + "_overlay" cut_overlays() add_overlay(mutable_appearance(icon, blood_overlay)) // The crowd is pleased // The delay is to making large crowds have a longer laster applause var/delay_offset = 0 for(var/mob/M in viewers(src, 7)) var/mob/living/carbon/human/C = M if (ishuman(M)) addtimer(CALLBACK(C, /mob/.proc/emote, "clap"), delay_offset * 0.3) delay_offset++ else H.apply_damage(15 * blade_sharpness, BRUTE, head) add_logs(user, H, "dropped the blade on", src, " non-fatally") H.emote("scream") if (blade_sharpness > 1) blade_sharpness -= 1 blade_status = GUILLOTINE_BLADE_DROPPED icon_state = "guillotine" /obj/structure/guillotine/attackby(obj/item/W, mob/user, params) if (istype(W, /obj/item/sharpener)) add_fingerprint(user) if (blade_status == GUILLOTINE_BLADE_SHARPENING) return if (blade_status == GUILLOTINE_BLADE_RAISED) if (blade_sharpness < GUILLOTINE_BLADE_MAX_SHARP) blade_status = GUILLOTINE_BLADE_SHARPENING if(do_after(user, 7, target = src)) blade_status = GUILLOTINE_BLADE_RAISED user.visible_message("[user] sharpens the large blade of the guillotine.", "You sharpen the large blade of the guillotine.") blade_sharpness += 1 playsound(src, 'sound/items/unsheath.ogg', 100, 1) return else blade_status = GUILLOTINE_BLADE_RAISED return else to_chat(user, "The blade is sharp enough!") return else to_chat(user, "You need to raise the blade in order to sharpen it!") return else return ..() /obj/structure/guillotine/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if (!anchored) to_chat(usr, "The [src] needs to be wrenched to the floor!") return FALSE if (!istype(M, /mob/living/carbon/human)) to_chat(usr, "It doesn't look like they can fit into this properly!") return FALSE // Can't decapitate non-humans if (blade_status != GUILLOTINE_BLADE_RAISED) to_chat(usr, "You need to raise the blade before buckling someone in!") return FALSE return ..(M, force, FALSE) /obj/structure/guillotine/post_buckle_mob(mob/living/M) if (!istype(M, /mob/living/carbon/human)) return var/mob/living/carbon/human/H = M if (H.dna) if (H.dna.species) var/datum/species/S = H.dna.species if (istype(S)) H.cut_overlays() H.update_body_parts_head_only() H.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine H.layer += GUILLOTINE_LAYER_DIFF else unbuckle_all_mobs() else unbuckle_all_mobs() else unbuckle_all_mobs() ..() /obj/structure/guillotine/post_unbuckle_mob(mob/living/M) M.regenerate_icons() M.pixel_y -= -GUILLOTINE_HEAD_OFFSET // Move their body back M.layer -= GUILLOTINE_LAYER_DIFF ..() /obj/structure/guillotine/can_be_unfasten_wrench(mob/user, silent) if (LAZYLEN(buckled_mobs)) if (!silent) to_chat(user, "Can't unfasten, someone's strapped in!") return FAILED_UNFASTEN if (current_action) return FAILED_UNFASTEN return ..() /obj/structure/guillotine/wrench_act(mob/living/user, obj/item/I) if (current_action) return current_action = GUILLOTINE_ACTION_WRENCH if (do_after(user, GUILLOTINE_WRENCH_DELAY, target = src)) current_action = 0 default_unfasten_wrench(user, I, 0) dir = SOUTH return TRUE else current_action = 0 #undef GUILLOTINE_BLADE_MAX_SHARP #undef GUILLOTINE_DECAP_MIN_SHARP #undef GUILLOTINE_ANIMATION_LENGTH #undef GUILLOTINE_BLADE_RAISED #undef GUILLOTINE_BLADE_MOVING #undef GUILLOTINE_BLADE_DROPPED #undef GUILLOTINE_BLADE_SHARPENING #undef GUILLOTINE_HEAD_OFFSET #undef GUILLOTINE_LAYER_DIFF #undef GUILLOTINE_ACTIVATE_DELAY #undef GUILLOTINE_WRENCH_DELAY #undef GUILLOTINE_ACTION_INUSE #undef GUILLOTINE_ACTION_WRENCH