Files
Bubberstation/code/game/objects/structures/guillotine.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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#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 = 0
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/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."]<br/>"
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."
. += msg
if (LAZYLEN(buckled_mobs))
. += "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/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 = 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 (has_buckled_mobs() && 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/guillotine.ogg', 100, TRUE)
if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
head.dismember()
log_combat(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)
log_combat(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(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 (!istype(M, /mob/living/carbon/human))
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 (!istype(M, /mob/living/carbon/human))
return
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "dying", /datum/mood_event/deaths_door)
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
SEND_SIGNAL(M, COMSIG_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)
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)
setDir(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