mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-23 13:10:02 +01:00
## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
305 lines
10 KiB
Plaintext
305 lines
10 KiB
Plaintext
/// 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/fluff/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
|
|
custom_materials = list(
|
|
/datum/material/wood = SHEET_MATERIAL_AMOUNT * 20,
|
|
/datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 3,
|
|
/datum/material/iron = SMALL_MATERIAL_AMOUNT,
|
|
/datum/material/glass = SMALL_MATERIAL_AMOUNT,
|
|
)
|
|
/// The sound the guillotine makes when it successfully cuts off a head
|
|
var/drop_sound = 'sound/items/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/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
|
|
if(istype(tool, /obj/item/stack/sheet/plasteel))
|
|
if(blade_sharpness == GUILLOTINE_BLADE_MAX_SHARP)
|
|
to_chat(user, span_warning("The guillotine is already fully repaired!"))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
to_chat(user, span_notice("You start repairing the guillotine with the plasteel..."))
|
|
if(!do_after(user, 100, target = user))
|
|
to_chat(user, span_notice("You stop repairing the guillotine with the plasteel."))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
blade_sharpness = min(GUILLOTINE_BLADE_MAX_SHARP, blade_sharpness+3)
|
|
tool.use(1)
|
|
to_chat(user, span_notice("You repair the guillotine with the plasteel."))
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
if(istype(tool, /obj/item/sharpener))
|
|
add_fingerprint(user)
|
|
if (blade_status == GUILLOTINE_BLADE_SHARPENING)
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
if (blade_status != GUILLOTINE_BLADE_RAISED)
|
|
to_chat(user, span_warning("You need to raise the blade in order to sharpen it!"))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
if (blade_sharpness == GUILLOTINE_BLADE_MAX_SHARP)
|
|
to_chat(user, span_warning("The blade is sharp enough!"))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
blade_status = GUILLOTINE_BLADE_SHARPENING
|
|
if(!do_after(user, 0.7 SECONDS, target = src))
|
|
blade_status = GUILLOTINE_BLADE_RAISED
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
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 ITEM_INTERACT_SUCCESS
|
|
|
|
return NONE
|
|
|
|
/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), user), 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(7, src))
|
|
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/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.render_only_head()
|
|
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 ITEM_INTERACT_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
|