mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 17:13:46 +01:00
Merge remote-tracking branch 'upstream/master' into more_ss_ports
# Conflicts: # paradise.dme
This commit is contained in:
@@ -105,7 +105,7 @@
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to_chat(user, "<span class='warning'>Nothing interesting happens!</span>")
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return
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to_chat(user, "<span class='notice'>You emag the barsign. Takeover in progress...</span>")
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addtimer(src, "post_emag", 100)
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addtimer(CALLBACK(src, .proc/post_emag), 100)
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/obj/structure/sign/barsign/proc/post_emag()
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if(broken || emagged)
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@@ -146,6 +146,7 @@
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return ..()
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/obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user)
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var/dir_to_set = NORTH
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if(!istype(S) || !user)
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return
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if(broken)
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@@ -160,59 +161,40 @@
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if(!getRelativeDirection(src, user) && (user.loc != loc)) //essentially a cardinal direction adjacent or sharing same loc check
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to_chat(user, "<span class='warning'>You can't reach.</span>")
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return
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if(/obj/structure/window/full in loc) //check for a full window already present (blocks the whole tile)
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to_chat(user, "<span class='warning'>There is already a full window there.</span>")
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return
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var/selection = alert(user, "What type of window would you like to place?", "Window Construction", "One Direction", "Full", "Cancel")
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if(selection == "Cancel")
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return
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if(selection == "Full")
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
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if(loc == user.loc)
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dir_to_set = user.dir
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else
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if(x == user.x)
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if(y > user.y)
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dir_to_set = SOUTH
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else
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dir_to_set = NORTH
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else if(y == user.y)
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if(x > user.x)
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dir_to_set = WEST
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else
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dir_to_set = EAST
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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if(do_after(user, 20, target = src)) //glass doesn't have a toolspeed, so no multiplier
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if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
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return
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if(S.get_amount() < 2) //make sure we still have enough for this!
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return
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if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
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return
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var/obj/structure/window/W = new S.full_window(get_turf(src))
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S.use(2)
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W.anchored = 0
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W.state = 0
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to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
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W.update_icon()
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return
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if(selection == "One Direction")
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var/dir_selection = input("Which direction will this window face?", "Direction") as null|anything in list("north", "east", "south", "west")
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if(!dir_selection)
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to_chat(user, "<span class='notice'>You start placing the window...</span>")
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if(do_after(user, 20, target = src))
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if(!loc || !anchored) //Grille destroyed or unanchored while waiting
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return
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var/temp_dir = text2dir(dir_selection)
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for(var/obj/structure/window/W in loc)
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if(istype(W, /obj/structure/window/full)) //double checking in case a full window was created while selecting direction
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to_chat(user, "<span class='warning'>There is already a full window there.</span>")
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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if(W.dir == temp_dir) //to avoid building a window on top of an existing window
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to_chat(user, "<span class='warning'>There is already a window facing this direction there.</span>")
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return
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if(do_after(user, 20, target = src))
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if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
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return
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if(S.get_amount() < 1) //make sure we still have enough fir this!
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to_chat(user, "<span class='warning'>You need at least one sheet of glass for that!</span>")
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return
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if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
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return
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var/obj/structure/window/W = new S.created_window(get_turf(src))
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S.use(1)
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W.setDir(temp_dir)
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W.ini_dir = temp_dir
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W.anchored = 0
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W.state = 0
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to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
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W.update_icon()
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return
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var/obj/structure/window/W = new S.created_window(get_turf(src))
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S.use(1)
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W.setDir(dir_to_set)
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W.ini_dir = dir_to_set
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W.anchored = 0
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W.state = 0
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to_chat(user, "<span class='notice'>You place the [W] on [src].</span>")
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W.update_icon()
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return
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/obj/structure/grille/attacked_by(obj/item/I, mob/living/user)
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user.changeNext_move(CLICK_CD_MELEE)
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@@ -0,0 +1,235 @@
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#define GUILLOTINE_BLADE_MAX_SHARP 10 // This is maxiumum sharpness that will decapitate without failure
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#define GUILLOTINE_DECAP_MIN_SHARP 7 // Minimum amount of sharpness for decapitation. Any less and it will just deal brute damage
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#define GUILLOTINE_ANIMATION_LENGTH 9 // How many deciseconds the animation is
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#define GUILLOTINE_BLADE_RAISED 1
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#define GUILLOTINE_BLADE_MOVING 2
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#define GUILLOTINE_BLADE_DROPPED 3
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#define GUILLOTINE_BLADE_SHARPENING 4
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#define GUILLOTINE_HEAD_OFFSET 16 // How much we need to move the player to center their head
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#define GUILLOTINE_LAYER_DIFF 1.2 // How much to increase/decrease a head when it's buckled/unbuckled
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#define GUILLOTINE_ACTIVATE_DELAY 30 // Delay for executing someone
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#define GUILLOTINE_WRENCH_DELAY 10
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#define GUILLOTINE_ACTION_INUSE 5
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#define GUILLOTINE_ACTION_WRENCH 6
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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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can_buckle = TRUE
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anchored = TRUE
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density = FALSE
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buckle_lying = FALSE
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layer = ABOVE_MOB_LAYER
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var/blade_status = GUILLOTINE_BLADE_RAISED
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var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is
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var/kill_count = 0
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var/force_clap = FALSE //You WILL clap if I want you to
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var/current_action = 0 // What's currently happening to the guillotine
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/obj/structure/guillotine/examine(mob/user)
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..()
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var/msg = ""
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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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if(has_buckled_mobs())
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msg += "<br/>"
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msg += "Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine."
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to_chat(user, msg)
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return msg
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/obj/structure/guillotine/attack_hand(mob/user)
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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/raise_blade), GUILLOTINE_ANIMATION_LENGTH)
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return
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if(GUILLOTINE_BLADE_RAISED)
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if(has_buckled_mobs())
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if(user.a_intent == INTENT_HARM)
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user.visible_message("<span class='warning'>[user] begins to pull the lever!</span>",
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"<span class='warning'>You begin to the pull the lever.</span>")
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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 = 0
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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playsound(src, 'sound/items/unsheath.ogg', 100, 1)
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addtimer(CALLBACK(src, .proc/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 = 0
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else
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unbuckle_mob()
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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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playsound(src, 'sound/items/unsheath.ogg', 100, 1)
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addtimer(CALLBACK(src, .proc/drop_blade), GUILLOTINE_ANIMATION_LENGTH)
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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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/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_mob
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if(!H)
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blade_status = GUILLOTINE_BLADE_DROPPED
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icon_state = "guillotine"
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return
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var/obj/item/organ/external/head/head = H.get_organ("head")
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if(QDELETED(head))
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blade_status = GUILLOTINE_BLADE_DROPPED
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icon_state = "guillotine"
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return
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playsound(src, 'sound/weapons/bladeslice.ogg', 100, 1)
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if(blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
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head.droplimb()
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add_attack_logs(user, H, "beheaded with [src]")
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H.regenerate_icons()
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unbuckle_mob()
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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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overlays.Cut()
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overlays += mutable_appearance(icon, blood_overlay)
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if(force_clap)
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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/HM in viewers(src, 7))
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addtimer(CALLBACK(HM, /mob/.proc/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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add_attack_logs(user, H, "non-fatally dropped the blade on with [src]")
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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/whetstone))
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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 class='notice'>[user] sharpens the large blade of the guillotine.</span>",
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"<span class='notice'>You sharpen the large blade of the guillotine.</span>")
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blade_sharpness += 1
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playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
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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 class='warning'>The blade is sharp enough!</span>")
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return
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else
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to_chat(user, "<span class='warning'>You need to raise the blade in order to sharpen it!</span>")
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return
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if(iswrench(W))
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if(current_action)
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return
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current_action = GUILLOTINE_ACTION_WRENCH
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if(do_after(user, GUILLOTINE_WRENCH_DELAY, target = src))
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current_action = 0
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if(has_buckled_mobs())
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to_chat(user, "<span class='warning'>Can't unfasten, someone's strapped in!</span>")
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return
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if(current_action)
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return
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to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [src].</span>")
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anchored = !anchored
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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dir = SOUTH
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return TRUE
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else
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current_action = 0
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else
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return ..()
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/obj/structure/guillotine/buckle_mob(mob/living/M, force = 0)
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if(!anchored)
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to_chat(usr, "<span class='warning'>The [src] needs to be wrenched to the floor!</span>")
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return FALSE
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if(!ishuman(M))
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to_chat(usr, "<span class='warning'>It doesn't look like they can fit into this properly!</span>")
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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 class='warning'>You need to raise the blade before buckling someone in!</span>")
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return FALSE
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if(..())
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M.pixel_y -= GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
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M.layer += GUILLOTINE_LAYER_DIFF
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/obj/structure/guillotine/unbuckle_mob(force = 0)
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if(buckled_mob)
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buckled_mob.pixel_y += GUILLOTINE_HEAD_OFFSET // Move their body back
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buckled_mob.layer -= GUILLOTINE_LAYER_DIFF
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. = ..()
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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_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_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_INUSE
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#undef GUILLOTINE_ACTION_WRENCH
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@@ -376,7 +376,7 @@
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return
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// Don't break if they're just flying past
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if(AM.throwing)
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addtimer(src, "throw_check", 5, FALSE, AM)
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addtimer(CALLBACK(src, .proc/throw_check, AM), 5)
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else
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check_break(AM)
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@@ -249,9 +249,11 @@
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var/ismist = 0 //needs a var so we can make it linger~
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var/watertemp = "normal" //freezing, normal, or boiling
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var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
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var/datum/looping_sound/showering/soundloop
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/obj/machinery/shower/New(turf/T, newdir = SOUTH, building = FALSE)
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..()
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soundloop = new(list(src), FALSE)
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if(building)
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dir = newdir
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pixel_x = 0
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@@ -264,8 +266,8 @@
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||||
layer = FLY_LAYER
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||||
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/obj/machinery/shower/Destroy()
|
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if(mymist)
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QDEL_NULL(mymist)
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QDEL_NULL(mymist)
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QDEL_NULL(soundloop)
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return ..()
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||||
//add heat controls? when emagged, you can freeze to death in it?
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||||
@@ -282,6 +284,7 @@
|
||||
on = !on
|
||||
update_icon()
|
||||
if(on)
|
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soundloop.start()
|
||||
if(M.loc == loc)
|
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wash(M)
|
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check_heat(M)
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@@ -289,6 +292,8 @@
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for(var/atom/movable/G in src.loc)
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G.clean_blood()
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G.water_act(100, convertHeat(), src)
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else
|
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soundloop.stop()
|
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/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob, params)
|
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if(I.type == /obj/item/analyzer)
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@@ -338,9 +343,9 @@
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mist_time = 70 //7 seconds on freezing temperature to disperse existing mist
|
||||
if(watertemp == "boiling")
|
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mist_time = 20 //2 seconds on boiling temperature to build up mist
|
||||
addtimer(src, "update_mist", mist_time)
|
||||
addtimer(CALLBACK(src, .proc/update_mist), mist_time)
|
||||
else
|
||||
addtimer(src, "update_mist", 250) //25 seconds for mist to disperse after being turned off
|
||||
addtimer(CALLBACK(src, .proc/update_mist), 250) //25 seconds for mist to disperse after being turned off
|
||||
|
||||
/obj/machinery/shower/proc/update_mist()
|
||||
if(on)
|
||||
|
||||
Reference in New Issue
Block a user