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## 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) /🆑
298 lines
10 KiB
Plaintext
298 lines
10 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/fluff/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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/// The sound the guillotine makes when it successfully cuts off a head
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var/drop_sound = 'sound/items/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."]"
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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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. += span_notice(msg)
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if (LAZYLEN(buckled_mobs))
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. += span_notice("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/victim = buckled_mobs[1]
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if (victim)
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victim.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), user), 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 harming 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/victim = buckled_mobs[1]
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if (!victim)
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return
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var/obj/item/bodypart/head/head = victim.get_bodypart("head")
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playsound(src, drop_sound, 100, TRUE)
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if(head)
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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, victim, "beheaded", src)
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victim.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 make large crowds have a longer lasting applause
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var/delay_offset = 0
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for(var/mob/living/carbon/human/spectator in viewers(src, 7))
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addtimer(CALLBACK(spectator, 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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victim.apply_damage(15 * blade_sharpness, BRUTE, head, attacking_item = src)
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log_combat(user, victim, "dropped the blade on", src, " non-fatally")
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victim.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, list/modifiers, list/attack_modifiers)
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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, 0.7 SECONDS, 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/victim = M
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if (victim.dna)
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if (victim.dna.species)
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var/datum/species/S = victim.dna.species
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if (istype(S))
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victim.cut_overlays()
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victim.update_body_parts_head_only()
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victim.remove_overlay(BODY_ADJ_LAYER)
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victim.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
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victim.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 ITEM_INTERACT_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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