#define GUILLOTINE_BLADE_MAX_SHARP 10 // This is maxiumum sharpness that will decapitate without failure #define GUILLOTINE_DECAP_MIN_SHARP 7 // Minimum amount of sharpness for decapitation. Any less and it will just deal brute damage #define GUILLOTINE_ANIMATION_LENGTH 9 // How many deciseconds the animation is #define GUILLOTINE_BLADE_RAISED 1 #define GUILLOTINE_BLADE_MOVING 2 #define GUILLOTINE_BLADE_DROPPED 3 #define GUILLOTINE_BLADE_SHARPENING 4 #define GUILLOTINE_HEAD_OFFSET 16 // How much we need to move the player to center their head #define GUILLOTINE_LAYER_DIFF 1.2 // How much to increase/decrease a head when it's buckled/unbuckled #define GUILLOTINE_ACTIVATE_DELAY 30 // Delay for executing someone #define GUILLOTINE_WRENCH_DELAY 10 #define GUILLOTINE_ACTION_INUSE 5 #define GUILLOTINE_ACTION_WRENCH 6 /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" can_buckle = TRUE anchored = TRUE buckle_lying = FALSE layer = ABOVE_MOB_LAYER var/blade_status = GUILLOTINE_BLADE_RAISED var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is var/kill_count = 0 var/force_clap = FALSE //You WILL clap if I want you to var/current_action = 0 // What's currently happening to the guillotine /obj/structure/guillotine/Initialize(mapload) LAZYINITLIST(buckled_mobs) return ..() /obj/structure/guillotine/Destroy() if(has_buckled_mobs()) unbuckle_all_mobs() return ..() /obj/structure/guillotine/examine(mob/user) . = ..() var/msg = "" 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." if(has_buckled_mobs()) msg += "
" msg += "Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine." . += msg /obj/structure/guillotine/attack_hand(mob/user) 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(has_buckled_mobs()) if(user.a_intent == INTENT_HARM) user.visible_message("[user] begins to pull the lever!", "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 = 0 blade_status = GUILLOTINE_BLADE_MOVING icon_state = "guillotine_drop" playsound(src, 'sound/items/unsheath.ogg', 100, 1) 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 = 0 else unbuckle_all_mobs() else blade_status = GUILLOTINE_BLADE_MOVING icon_state = "guillotine_drop" playsound(src, 'sound/items/unsheath.ogg', 100, 1) addtimer(CALLBACK(src, PROC_REF(drop_blade)), GUILLOTINE_ANIMATION_LENGTH) /obj/structure/guillotine/proc/raise_blade() blade_status = GUILLOTINE_BLADE_RAISED icon_state = "guillotine_raised" /obj/structure/guillotine/proc/drop_blade(mob/user) if(has_buckled_mobs() && blade_sharpness) var/mob/living/carbon/human/H = buckled_mobs[1] if(!H) blade_status = GUILLOTINE_BLADE_DROPPED icon_state = "guillotine" return var/obj/item/organ/external/head/head = H.get_organ("head") if(QDELETED(head) || !istype(head)) blade_status = GUILLOTINE_BLADE_DROPPED icon_state = "guillotine" return playsound(src, 'sound/weapons/bladeslice.ogg', 100, 1) if(blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100) head.droplimb() add_attack_logs(user, H, "beheaded with [src]") H.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" overlays.Cut() overlays += mutable_appearance(icon, blood_overlay) if(force_clap) // 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/HM in viewers(src, 7)) addtimer(CALLBACK(HM, TYPE_PROC_REF(/mob, emote), "clap"), delay_offset * 0.3) delay_offset++ else H.apply_damage(15 * blade_sharpness, BRUTE, head) add_attack_logs(user, H, "non-fatally dropped the blade on with [src]") H.emote("scream") if(blade_sharpness > 1) blade_sharpness -= 1 blade_status = GUILLOTINE_BLADE_DROPPED icon_state = "guillotine" /obj/structure/guillotine/attackby__legacy__attackchain(obj/item/W, mob/user, params) if(istype(W, /obj/item/whetstone)) 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("[user] sharpens the large blade of the guillotine.", "You sharpen the large blade of the guillotine.") blade_sharpness += 1 playsound(src, 'sound/items/screwdriver.ogg', 100, 1) return else blade_status = GUILLOTINE_BLADE_RAISED return else to_chat(user, "The blade is sharp enough!") return else to_chat(user, "You need to raise the blade in order to sharpen it!") return else return ..() /obj/structure/guillotine/wrench_act(mob/user, obj/item/I) if(current_action) return . = TRUE if(!I.tool_use_check(user, 0)) return current_action = GUILLOTINE_ACTION_WRENCH if(!I.use_tool(src, user, GUILLOTINE_WRENCH_DELAY, volume = I.tool_volume)) current_action = 0 return if(has_buckled_mobs()) to_chat(user, "Can't unfasten, someone's strapped in!") return current_action = 0 to_chat(user, "You [anchored ? "un" : ""]secure [src].") anchored = !anchored playsound(src, 'sound/items/deconstruct.ogg', 50, 1) dir = SOUTH /obj/structure/guillotine/welder_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return WELDER_ATTEMPT_SLICING_MESSAGE if(I.use_tool(src, user, 40, volume = I.tool_volume)) WELDER_SLICING_SUCCESS_MESSAGE var/turf/T = get_turf(src) if(blade_sharpness == GUILLOTINE_BLADE_MAX_SHARP) new /obj/item/stack/sheet/plasteel(T, 3) else new /obj/item/stack/sheet/plasteel(T, 2) //prevents reconstructing to sharpen the guillotine without additional plasteel new /obj/item/stack/sheet/wood(T, 20) new /obj/item/stack/cable_coil(T, 10) qdel(src) /obj/structure/guillotine/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if(!anchored) to_chat(usr, "[src] needs to be wrenched to the floor!") return FALSE if(!ishuman(M)) to_chat(usr, "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, "You need to raise the blade before buckling someone in!") return FALSE return ..(M, force, FALSE) /obj/structure/guillotine/post_buckle_mob(mob/living/M) if(!ishuman(M)) return M.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine M.layer += GUILLOTINE_LAYER_DIFF ..() /obj/structure/guillotine/post_unbuckle_mob(mob/living/M) M.pixel_y -= -GUILLOTINE_HEAD_OFFSET // Move their body back M.layer -= GUILLOTINE_LAYER_DIFF ..() #undef GUILLOTINE_BLADE_MAX_SHARP #undef GUILLOTINE_DECAP_MIN_SHARP #undef GUILLOTINE_ANIMATION_LENGTH #undef GUILLOTINE_BLADE_RAISED #undef GUILLOTINE_BLADE_MOVING #undef GUILLOTINE_BLADE_DROPPED #undef GUILLOTINE_BLADE_SHARPENING #undef GUILLOTINE_HEAD_OFFSET #undef GUILLOTINE_LAYER_DIFF #undef GUILLOTINE_ACTIVATE_DELAY #undef GUILLOTINE_WRENCH_DELAY #undef GUILLOTINE_ACTION_INUSE #undef GUILLOTINE_ACTION_WRENCH