/// 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 #define GUILLOTINE_BLADE_MAX_SHARP 10 /// Minimum amount of sharpness for decapitation. Any less and it will just do severe brute damage #define GUILLOTINE_DECAP_MIN_SHARP 7 /// How long the guillotine animation lasts #define GUILLOTINE_ANIMATION_LENGTH (0.9 SECONDS) /// How much we need to move the player to center their head #define GUILLOTINE_HEAD_OFFSET 16 /// How much to increase/decrease a head when it's buckled/unbuckled #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 name = "guillotine" desc = "A large structure used to remove the heads of traitors and treasonists." icon = 'icons/obj/guillotine.dmi' icon_state = "guillotine_raised" icon_preview = 'icons/obj/previews.dmi' icon_state_preview = "guilliotine" can_buckle = TRUE anchored = TRUE density = TRUE max_buckled_mobs = 1 buckle_lying = 0 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 /// How sharp the blade is var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP /// The number of mobs the blade has killed var/kill_count = 0 /// What's currently happening to the guillotine var/current_action = GUILLOTINE_ACTION_IDLE /obj/structure/guillotine/Initialize(mapload) LAZYINITLIST(buckled_mobs) . = ..() /obj/structure/guillotine/attackby(obj/item/I, mob/user) if(istype(I, /obj/item/stack/sheet/plasteel)) to_chat(user, span_notice("You start repairing the guillotine with the plasteel...")) if(blade_sharpness<10) if(do_after(user,100,target=user)) blade_sharpness = min(10,blade_sharpness+3) I.use(1) to_chat(user, span_notice("You repair the guillotine with the plasteel.")) else to_chat(user, span_notice("You stop repairing the guillotine with the plasteel.")) else to_chat(user, span_warning("The guillotine is already fully repaired!")) /obj/structure/guillotine/examine(mob/user) . = ..() var/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." . += span_notice(msg) if (LAZYLEN(buckled_mobs)) . += span_notice("Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine.") /obj/structure/guillotine/attack_hand(mob/living/user, list/modifiers) 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_REF(raise_blade)), GUILLOTINE_ANIMATION_LENGTH) return if (GUILLOTINE_BLADE_RAISED) if (LAZYLEN(buckled_mobs)) if (user.combat_mode) user.visible_message(span_warning("[user] begins to pull the lever!"), span_warning("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 = 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_ACTION_IDLE else var/mob/living/carbon/human/victim = buckled_mobs[1] if (victim) victim.regenerate_icons() unbuckle_all_mobs() else blade_status = GUILLOTINE_BLADE_MOVING 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 harming the buckled mob /obj/structure/guillotine/proc/drop_blade(mob/user) if (has_buckled_mobs() && blade_sharpness) var/mob/living/carbon/human/victim = buckled_mobs[1] if (!victim) return var/obj/item/bodypart/head/head = victim.get_bodypart("head") playsound(src, drop_sound, 100, TRUE) if(head) if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100) head.dismember() log_combat(user, victim, "beheaded", src) victim.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 make large crowds have a longer lasting applause var/delay_offset = 0 for(var/mob/living/carbon/human/spectator in viewers(src, 7)) addtimer(CALLBACK(spectator, TYPE_PROC_REF(/mob/, emote), "clap"), delay_offset * 0.3) delay_offset++ else victim.apply_damage(15 * blade_sharpness, BRUTE, head, attacking_item = src) log_combat(user, victim, "dropped the blade on", src, " non-fatally") victim.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(span_notice("[user] sharpens the large blade of the guillotine."), span_notice("You sharpen the large blade of the guillotine.")) blade_sharpness += 1 playsound(src, 'sound/items/unsheath.ogg', 100, TRUE) return else blade_status = GUILLOTINE_BLADE_RAISED return else to_chat(user, span_warning("The blade is sharp enough!")) return else to_chat(user, span_warning("You need to raise the blade in order to sharpen it!")) return else return ..() /obj/structure/guillotine/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE) if (!anchored) to_chat(usr, span_warning("[src] needs to be wrenched to the floor!")) return FALSE if (!ishuman(M)) to_chat(usr, span_warning("It doesn't look like [M.p_they()] can fit into this properly!")) return FALSE // Can't decapitate non-humans if (blade_status != GUILLOTINE_BLADE_RAISED) to_chat(usr, span_warning("You need to raise the blade before buckling someone in!")) return FALSE return ..(M, user, check_loc = FALSE) //check_loc = FALSE to allow moving people in from adjacent turfs /obj/structure/guillotine/post_buckle_mob(mob/living/M) if (!ishuman(M)) return M.add_mood_event("dying", /datum/mood_event/deaths_door) var/mob/living/carbon/human/victim = M if (victim.dna) if (victim.dna.species) var/datum/species/S = victim.dna.species if (istype(S)) victim.cut_overlays() victim.update_body_parts_head_only() victim.remove_overlay(BODY_ADJ_LAYER) victim.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine victim.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 M.clear_mood_event("dying") ..() /obj/structure/guillotine/can_be_unfasten_wrench(mob/user, silent) if (LAZYLEN(buckled_mobs)) if (!silent) to_chat(user, span_warning("Can't unfasten, someone's strapped in!")) return FAILED_UNFASTEN if (current_action && current_action != GUILLOTINE_ACTION_WRENCH) return FAILED_UNFASTEN current_action = GUILLOTINE_ACTION_WRENCH return ..() /obj/structure/guillotine/wrench_act(mob/living/user, obj/item/tool) . = ..() if(default_unfasten_wrench(user, tool, time = GUILLOTINE_WRENCH_DELAY)) setDir(SOUTH) current_action = GUILLOTINE_ACTION_IDLE return TOOL_ACT_TOOLTYPE_SUCCESS current_action = GUILLOTINE_ACTION_IDLE return FALSE #undef GUILLOTINE_BLADE_MAX_SHARP #undef GUILLOTINE_DECAP_MIN_SHARP #undef GUILLOTINE_ANIMATION_LENGTH #undef GUILLOTINE_HEAD_OFFSET #undef GUILLOTINE_LAYER_DIFF #undef GUILLOTINE_ACTIVATE_DELAY #undef GUILLOTINE_WRENCH_DELAY #undef GUILLOTINE_ACTION_IDLE #undef GUILLOTINE_BLADE_RAISED #undef GUILLOTINE_BLADE_MOVING #undef GUILLOTINE_BLADE_DROPPED #undef GUILLOTINE_BLADE_SHARPENING #undef GUILLOTINE_ACTION_INUSE #undef GUILLOTINE_ACTION_WRENCH