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* Changes guillotine tips to span_notices and fixes a bug about it. (#74161) ## About The Pull Request Current description of guillotine isn't quite comfortable to read so i changed it to span_notices.   Also fixed a bug, which occurs if you try to behead already beheaded body and then you just can't use the guillotine anyway. ## Why It's Good For The Game yee ## Changelog 🆑 qol: guillotine description tips are now span_notices (blue text) instead of just a bunch of grey text. fix: fixed a bug that if you try to behead body without a head with guillotine it just stops working. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Changes guillotine tips to span_notices and fixes a bug about it. --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com>
299 lines
9.9 KiB
Plaintext
299 lines
9.9 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."]"
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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)), 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)
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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, 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/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 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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