mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 10:22:13 +00:00
260 lines
8.3 KiB
Plaintext
260 lines
8.3 KiB
Plaintext
#define GUILLOTINE_BLADE_MAX_SHARP 10 // This is maxiumum sharpness and 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 do severe 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 = TRUE
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max_buckled_mobs = 1
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buckle_lying = FALSE
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buckle_prevents_pull = TRUE
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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/current_action = 0 // What's currently happening to the guillotine
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/obj/structure/guillotine/Initialize()
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LAZYINITLIST(buckled_mobs)
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. = ..()
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/obj/structure/guillotine/examine(mob/user)
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. = ..()
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. += "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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var/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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. += msg
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else
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. += "The blade is hidden inside the stocks."
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if (LAZYLEN(buckled_mobs))
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. += "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/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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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 (LAZYLEN(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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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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var/mob/living/carbon/human/H = buckled_mobs[1]
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if (H)
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H.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/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_mobs[1]
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if (!H)
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return
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var/obj/item/bodypart/head/head = H.get_bodypart("head")
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if (QDELETED(head))
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return
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playsound(src, 'sound/weapons/guillotine.ogg', 100, TRUE)
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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, H, "beheaded", src)
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H.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 making large crowds have a longer laster applause
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var/delay_offset = 0
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for(var/mob/M in fov_viewers(world.view, src))
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var/mob/living/carbon/human/C = M
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if (ishuman(M))
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addtimer(CALLBACK(C, /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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log_combat(user, H, "dropped the blade on", src, " non-fatally")
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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/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 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/unsheath.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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else
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return ..()
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/obj/structure/guillotine/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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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 (!istype(M, /mob/living/carbon/human))
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to_chat(usr, "<span class='warning'>It doesn't look like [M.p_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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return ..(M, force, FALSE)
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/obj/structure/guillotine/post_buckle_mob(mob/living/M)
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if (!istype(M, /mob/living/carbon/human))
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return
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var/mob/living/carbon/human/H = M
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if (H.dna)
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if (H.dna.species)
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var/datum/species/S = H.dna.species
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if (istype(S))
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H.cut_overlays()
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H.update_body_parts_head_only()
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H.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
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H.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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..()
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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 class='warning'>Can't unfasten, someone's strapped in!</span>")
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return FAILED_UNFASTEN
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if (current_action)
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return FAILED_UNFASTEN
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return ..()
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/obj/structure/guillotine/wrench_act(mob/living/user, obj/item/I)
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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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default_unfasten_wrench(user, I, 0)
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setDir(SOUTH)
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return TRUE
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else
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current_action = 0
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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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