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* 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 /🆑 * Guillotine can be unanchored again --------- Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
303 lines
9.8 KiB
Plaintext
303 lines
9.8 KiB
Plaintext
/// The guillotine is not being interacted with at the moment
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#define GUILLOTINE_ACTION_IDLE 0
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/// The blade is ready to be dropped
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#define GUILLOTINE_BLADE_RAISED 1
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/// The blade is moving
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#define GUILLOTINE_BLADE_MOVING 2
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/// The blade has landed in the stocks
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#define GUILLOTINE_BLADE_DROPPED 3
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/// The blade is being sharpened
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#define GUILLOTINE_BLADE_SHARPENING 4
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/// The guillotine blade is being interacted with by the executor
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#define GUILLOTINE_ACTION_INUSE 5
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/// The guillotine is being unfastened
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#define GUILLOTINE_ACTION_WRENCH 6
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/// This is maxiumum sharpness and will decapitate without failure
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#define GUILLOTINE_BLADE_MAX_SHARP 10
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/// Minimum amount of sharpness for decapitation. Any less and it will just do severe brute damage
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#define GUILLOTINE_DECAP_MIN_SHARP 7
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/// How long the guillotine animation lasts
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#define GUILLOTINE_ANIMATION_LENGTH (0.9 SECONDS)
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/// How much we need to move the player to center their head
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#define GUILLOTINE_HEAD_OFFSET 16
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/// How much to increase/decrease a head when it's buckled/unbuckled
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#define GUILLOTINE_LAYER_DIFF 1.2
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/// Delay for executing someone
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#define GUILLOTINE_ACTIVATE_DELAY (3 SECONDS)
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/// Delay for wrenching the guillotine
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#define GUILLOTINE_WRENCH_DELAY (1 SECONDS)
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/obj/structure/guillotine
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name = "guillotine"
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desc = "A large structure used to remove the heads of traitors and treasonists."
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icon = 'icons/obj/guillotine.dmi'
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icon_state = "guillotine_raised"
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icon_preview = 'icons/obj/previews.dmi'
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icon_state_preview = "guilliotine"
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can_buckle = TRUE
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anchored = TRUE
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density = TRUE
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max_buckled_mobs = 1
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buckle_lying = 0
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buckle_prevents_pull = TRUE
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE_UPPER
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/// The sound the guillotine makes when it successfully cuts off a head
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var/drop_sound = 'sound/weapons/guillotine.ogg'
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/// The current state of the blade
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var/blade_status = GUILLOTINE_BLADE_RAISED
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/// How sharp the blade is
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var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP
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/// The number of mobs the blade has killed
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var/kill_count = 0
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/// What's currently happening to the guillotine
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var/current_action = GUILLOTINE_ACTION_IDLE
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/obj/structure/guillotine/Initialize(mapload)
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LAZYINITLIST(buckled_mobs)
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. = ..()
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/obj/structure/guillotine/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/stack/sheet/plasteel))
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to_chat(user, span_notice("You start repairing the guillotine with the plasteel..."))
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if(blade_sharpness<10)
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if(do_after(user,100,target=user))
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blade_sharpness = min(10,blade_sharpness+3)
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I.use(1)
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to_chat(user, span_notice("You repair the guillotine with the plasteel."))
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else
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to_chat(user, span_notice("You stop repairing the guillotine with the plasteel."))
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else
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to_chat(user, span_warning("The guillotine is already fully repaired!"))
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/obj/structure/guillotine/examine(mob/user)
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. = ..()
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var/msg = "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]<br/>"
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if (blade_status == GUILLOTINE_BLADE_RAISED)
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msg += "The blade is raised, ready to fall, and"
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if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP)
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msg += " looks sharp enough to decapitate without any resistance."
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else
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msg += " doesn't look particularly sharp. Perhaps a whetstone can be used to sharpen it."
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else
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msg += "The blade is hidden inside the stocks."
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. += msg
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if (LAZYLEN(buckled_mobs))
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. += "Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine."
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/obj/structure/guillotine/attack_hand(mob/living/user, list/modifiers)
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add_fingerprint(user)
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// Currently being used by something
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if (current_action)
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return
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switch (blade_status)
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if (GUILLOTINE_BLADE_MOVING)
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return
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if (GUILLOTINE_BLADE_DROPPED)
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_raise"
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addtimer(CALLBACK(src, PROC_REF(raise_blade)), GUILLOTINE_ANIMATION_LENGTH)
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return
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if (GUILLOTINE_BLADE_RAISED)
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if (LAZYLEN(buckled_mobs))
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if (user.combat_mode)
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user.visible_message(span_warning("[user] begins to pull the lever!"),
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span_warning("You begin to the pull the lever."))
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current_action = GUILLOTINE_ACTION_INUSE
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if (do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED)
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current_action = GUILLOTINE_ACTION_IDLE
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, PROC_REF(drop_blade), user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
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else
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current_action = GUILLOTINE_ACTION_IDLE
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else
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var/mob/living/carbon/human/H = buckled_mobs[1]
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if (H)
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H.regenerate_icons()
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unbuckle_all_mobs()
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else
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, PROC_REF(drop_blade)), GUILLOTINE_ANIMATION_LENGTH)
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/// Sets the guillotine blade in a raised position
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/obj/structure/guillotine/proc/raise_blade()
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blade_status = GUILLOTINE_BLADE_RAISED
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icon_state = "guillotine_raised"
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/// Drops the guillotine blade, potentially beheading or harbing the buckled mob
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/obj/structure/guillotine/proc/drop_blade(mob/user)
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if (has_buckled_mobs() && blade_sharpness)
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var/mob/living/carbon/human/H = buckled_mobs[1]
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if (!H)
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return
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var/obj/item/bodypart/head/head = H.get_bodypart("head")
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if (QDELETED(head))
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return
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playsound(src, drop_sound, 100, TRUE)
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if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
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head.dismember()
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log_combat(user, H, "beheaded", src)
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H.regenerate_icons()
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unbuckle_all_mobs()
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kill_count += 1
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var/blood_overlay = "bloody"
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if (kill_count == 2)
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blood_overlay = "bloodier"
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else if (kill_count > 2)
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blood_overlay = "bloodiest"
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blood_overlay = "guillotine_" + blood_overlay + "_overlay"
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cut_overlays()
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add_overlay(mutable_appearance(icon, blood_overlay))
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// The crowd is pleased
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// The delay is to making large crowds have a longer laster applause
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var/delay_offset = 0
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for(var/mob/M in viewers(src, 7))
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var/mob/living/carbon/human/C = M
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if (ishuman(M))
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addtimer(CALLBACK(C, TYPE_PROC_REF(/mob/, emote), "clap"), delay_offset * 0.3)
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delay_offset++
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else
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H.apply_damage(15 * blade_sharpness, BRUTE, head)
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log_combat(user, H, "dropped the blade on", src, " non-fatally")
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H.emote("scream")
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if (blade_sharpness > 1)
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blade_sharpness -= 1
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blade_status = GUILLOTINE_BLADE_DROPPED
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icon_state = "guillotine"
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/obj/structure/guillotine/attackby(obj/item/W, mob/user, params)
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if (istype(W, /obj/item/sharpener))
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add_fingerprint(user)
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if (blade_status == GUILLOTINE_BLADE_SHARPENING)
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return
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if (blade_status == GUILLOTINE_BLADE_RAISED)
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if (blade_sharpness < GUILLOTINE_BLADE_MAX_SHARP)
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blade_status = GUILLOTINE_BLADE_SHARPENING
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if(do_after(user, 7, target = src))
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blade_status = GUILLOTINE_BLADE_RAISED
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user.visible_message(span_notice("[user] sharpens the large blade of the guillotine."),
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span_notice("You sharpen the large blade of the guillotine."))
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blade_sharpness += 1
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playsound(src, 'sound/items/unsheath.ogg', 100, TRUE)
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return
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else
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blade_status = GUILLOTINE_BLADE_RAISED
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return
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else
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to_chat(user, span_warning("The blade is sharp enough!"))
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return
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else
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to_chat(user, span_warning("You need to raise the blade in order to sharpen it!"))
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return
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else
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return ..()
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/obj/structure/guillotine/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if (!anchored)
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to_chat(usr, span_warning("[src] needs to be wrenched to the floor!"))
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return FALSE
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if (!ishuman(M))
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to_chat(usr, span_warning("It doesn't look like [M.p_they()] can fit into this properly!"))
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return FALSE // Can't decapitate non-humans
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if (blade_status != GUILLOTINE_BLADE_RAISED)
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to_chat(usr, span_warning("You need to raise the blade before buckling someone in!"))
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return FALSE
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return ..(M, user, check_loc = FALSE) //check_loc = FALSE to allow moving people in from adjacent turfs
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/obj/structure/guillotine/post_buckle_mob(mob/living/M)
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if (!ishuman(M))
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return
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M.add_mood_event("dying", /datum/mood_event/deaths_door)
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var/mob/living/carbon/human/H = M
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if (H.dna)
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if (H.dna.species)
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var/datum/species/S = H.dna.species
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if (istype(S))
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H.cut_overlays()
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H.update_body_parts_head_only()
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H.remove_overlay(BODY_ADJ_LAYER)
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H.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
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H.layer += GUILLOTINE_LAYER_DIFF
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else
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unbuckle_all_mobs()
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else
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unbuckle_all_mobs()
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else
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unbuckle_all_mobs()
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..()
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/obj/structure/guillotine/post_unbuckle_mob(mob/living/M)
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M.regenerate_icons()
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M.pixel_y -= -GUILLOTINE_HEAD_OFFSET // Move their body back
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M.layer -= GUILLOTINE_LAYER_DIFF
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M.clear_mood_event("dying")
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..()
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/obj/structure/guillotine/can_be_unfasten_wrench(mob/user, silent)
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if (LAZYLEN(buckled_mobs))
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if (!silent)
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to_chat(user, span_warning("Can't unfasten, someone's strapped in!"))
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return FAILED_UNFASTEN
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if (current_action && current_action != GUILLOTINE_ACTION_WRENCH)
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return FAILED_UNFASTEN
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current_action = GUILLOTINE_ACTION_WRENCH
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return ..()
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/obj/structure/guillotine/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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if(default_unfasten_wrench(user, tool, time = GUILLOTINE_WRENCH_DELAY))
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setDir(SOUTH)
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current_action = GUILLOTINE_ACTION_IDLE
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return TOOL_ACT_TOOLTYPE_SUCCESS
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current_action = GUILLOTINE_ACTION_IDLE
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return FALSE
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#undef GUILLOTINE_BLADE_MAX_SHARP
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#undef GUILLOTINE_DECAP_MIN_SHARP
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#undef GUILLOTINE_ANIMATION_LENGTH
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#undef GUILLOTINE_HEAD_OFFSET
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#undef GUILLOTINE_LAYER_DIFF
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#undef GUILLOTINE_ACTIVATE_DELAY
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#undef GUILLOTINE_WRENCH_DELAY
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#undef GUILLOTINE_ACTION_IDLE
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#undef GUILLOTINE_BLADE_RAISED
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#undef GUILLOTINE_BLADE_MOVING
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#undef GUILLOTINE_BLADE_DROPPED
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#undef GUILLOTINE_BLADE_SHARPENING
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#undef GUILLOTINE_ACTION_INUSE
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#undef GUILLOTINE_ACTION_WRENCH
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