Files
Paradise/code/game/objects/structures/guillotine.dm
SabreML 0b375de42c Removes the the vast majority of 'The the' from the the code (#15597)
* The the

* Some more

* Review 1

* A couple more
2021-06-20 10:20:32 -04:00

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#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
density = FALSE
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/examine(mob/user)
. = ..()
var/msg = ""
msg += "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]<br/>"
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 += "<br/>"
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/raise_blade), GUILLOTINE_ANIMATION_LENGTH)
return
if(GUILLOTINE_BLADE_RAISED)
if(has_buckled_mobs())
if(user.a_intent == INTENT_HARM)
user.visible_message("<span class='warning'>[user] begins to pull the lever!</span>",
"<span class='warning'>You begin to the pull the lever.</span>")
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/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/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))
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, /mob/.proc/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(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("<span class='notice'>[user] sharpens the large blade of the guillotine.</span>",
"<span class='notice'>You sharpen the large blade of the guillotine.</span>")
blade_sharpness += 1
playsound(src, 'sound/items/screwdriver.ogg', 100, 1)
return
else
blade_status = GUILLOTINE_BLADE_RAISED
return
else
to_chat(user, "<span class='warning'>The blade is sharp enough!</span>")
return
else
to_chat(user, "<span class='warning'>You need to raise the blade in order to sharpen it!</span>")
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, "<span class='warning'>Can't unfasten, someone's strapped in!</span>")
return
current_action = 0
to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [src].</span>")
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, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
return FALSE
if(!ishuman(M))
to_chat(usr, "<span class='warning'>It doesn't look like [M.p_they()] can fit into this properly!</span>")
return FALSE // Can't decapitate non-humans
if(blade_status != GUILLOTINE_BLADE_RAISED)
to_chat(usr, "<span class='warning'>You need to raise the blade before buckling someone in!</span>")
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