Files
Bubberstation/code/game/objects/structures/guillotine.dm
SkyratBot 12248f3363 [MIRROR] Changes guillotine tips to span_notices and fixes a bug about it. [MDB IGNORE] (#20082)
* 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.

![image](https://user-images.githubusercontent.com/93882977/226696195-79877a24-5598-4114-b527-157470119ec0.png)

![image](https://user-images.githubusercontent.com/93882977/226696207-fabece9e-db73-4db0-acf0-e862cbe6f5cb.png)
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>
2023-03-26 02:00:21 -07:00

299 lines
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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/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
plane = GAME_PLANE_UPPER
/// The sound the guillotine makes when it successfully cuts off a head
var/drop_sound = 'sound/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)), 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)
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, 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 (!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 TOOL_ACT_TOOLTYPE_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