166 lines
4.9 KiB
Plaintext
166 lines
4.9 KiB
Plaintext
#define BREAKER_ANIMATION_LENGTH 32
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#define BREAKER_SLAT_RAISED 1
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#define BREAKER_SLAT_MOVING 2
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#define BREAKER_SLAT_DROPPED 3
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#define BREAKER_ACTIVATE_DELAY 30
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#define BREAKER_WRENCH_DELAY 10
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#define BREAKER_ACTION_INUSE 5
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#define BREAKER_ACTION_WRENCH 6
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/obj/structure/femur_breaker
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name = "femur breaker"
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desc = "A large structure used to break the femurs of traitors and treasonists."
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icon = 'icons/obj/femur_breaker.dmi'
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icon_state = "breaker_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 = TRUE
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buckle_prevents_pull = TRUE
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layer = ABOVE_MOB_LAYER
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var/slat_status = BREAKER_SLAT_RAISED
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var/current_action = 0 // What's currently happening to the femur breaker
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/obj/structure/femur_breaker/examine(mob/user)
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. = ..()
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. += "It is [anchored ? "secured to the floor." : "unsecured."]"
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if (slat_status == BREAKER_SLAT_RAISED)
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. += "The breaker slat is in a neutral position."
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else
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. += "The breaker slat is lowered, and must be raised."
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if (LAZYLEN(buckled_mobs))
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. += "Someone appears to be strapped in. You can help them unbuckle, or activate the femur breaker."
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/obj/structure/femur_breaker/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
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if (current_action)
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return
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switch (slat_status)
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if (BREAKER_SLAT_MOVING)
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return
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if (BREAKER_SLAT_DROPPED)
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slat_status = BREAKER_SLAT_MOVING
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icon_state = "breaker_raise"
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addtimer(CALLBACK(src, .proc/raise_slat), BREAKER_ANIMATION_LENGTH)
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return
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if (BREAKER_SLAT_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 = BREAKER_ACTION_INUSE
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if (do_after(user, BREAKER_ACTIVATE_DELAY, target = src) && slat_status == BREAKER_SLAT_RAISED)
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current_action = 0
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slat_status = BREAKER_SLAT_MOVING
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icon_state = "breaker_drop"
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drop_slat(user)
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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 //HERE
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slat_status = BREAKER_SLAT_DROPPED
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icon_state = "breaker_drop"
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/obj/structure/femur_breaker/proc/damage_leg(mob/living/carbon/human/H)
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H.emote("scream")
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H.apply_damage(150, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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H.adjustBruteLoss(rand(5,20) + (max(0, H.health))) //Make absolutely sure they end up in crit, so that they can succumb if they wish.
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/obj/structure/femur_breaker/proc/raise_slat()
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slat_status = BREAKER_SLAT_RAISED
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icon_state = "breaker_raised"
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/obj/structure/femur_breaker/proc/drop_slat(mob/user)
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if (buckled_mobs.len)
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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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playsound(src, 'sound/effects/femur_breaker.ogg', 100, FALSE)
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H.Stun(BREAKER_ANIMATION_LENGTH)
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addtimer(CALLBACK(src, .proc/damage_leg, H), BREAKER_ANIMATION_LENGTH, TIMER_UNIQUE)
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log_combat(user, H, "femur broke", src)
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slat_status = BREAKER_SLAT_DROPPED
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icon_state = "breaker"
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/obj/structure/femur_breaker/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
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if (slat_status != BREAKER_SLAT_RAISED)
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to_chat(usr, "<span class='warning'>The femur breaker must be in its neutral position 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/femur_breaker/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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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/femur_breaker/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/femur_breaker/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 = BREAKER_ACTION_WRENCH
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if (do_after(user, BREAKER_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 BREAKER_ANIMATION_LENGTH
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#undef BREAKER_SLAT_RAISED
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#undef BREAKER_SLAT_MOVING
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#undef BREAKER_SLAT_DROPPED
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#undef BREAKER_ACTIVATE_DELAY
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#undef BREAKER_WRENCH_DELAY
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#undef BREAKER_ACTION_INUSE
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#undef BREAKER_ACTION_WRENCH
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