Files
Bubberstation/code/game/objects/structures/guillotine.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

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/// 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
/// 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/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), 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(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, list/modifiers, list/attack_modifiers)
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, 0.7 SECONDS, 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 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