Melee Executions (#30104)
* melee executions * fix damage bug * cleanup * address reviews hopefully * resistance bypass mechanic * component changes * self executions (not finished yet) * self execs part two * ok i fixed things (still not finished) * finish everything * review stuff * nuke if (kind = special) * more review stuffs * Make suicide system much less hardcoded and make much more use of events * Fix a dumb bug I introduced * self execution popups * Integration tests * Why did they even take 0.5 blunt damage? * More consistent integration tests * Destructive equals true * Allow it to dirty-dispose * IS THIS WHAT YOU WANT? * FRESH AND CLEAN * modifier to multiplier * don't jinx the integration tests * no file-scoped namespace * Move the rest of execution to shared, create SuicideGhostEvent * handled * Get rid of unused code and add a comment * ghost before suicide * stop cat suicides * popup fix + small suicide change * make it a bit better --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
This commit is contained in:
67
Content.Shared/Chat/SharedSuicideSystem.cs
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67
Content.Shared/Chat/SharedSuicideSystem.cs
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@@ -0,0 +1,67 @@
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Shared.Chat;
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public sealed class SharedSuicideSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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/// <summary>
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/// Applies lethal damage spread out across the damage types given.
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/// </summary>
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public void ApplyLethalDamage(Entity<DamageableComponent> target, DamageSpecifier damageSpecifier)
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{
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// Create a new damageSpecifier so that we don't make alterations to the original DamageSpecifier
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// Failing to do this will permanently change a weapon's damage making it insta-kill people
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var appliedDamageSpecifier = new DamageSpecifier(damageSpecifier);
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if (!TryComp<MobThresholdsComponent>(target, out var mobThresholds))
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return;
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// Mob thresholds are sorted from alive -> crit -> dead,
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// grabbing the last key will give us how much damage is needed to kill a target from zero
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// The exact lethal damage amount is adjusted based on their current damage taken
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var lethalAmountOfDamage = mobThresholds.Thresholds.Keys.Last() - target.Comp.TotalDamage;
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var totalDamage = appliedDamageSpecifier.GetTotal();
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// Removing structural because it causes issues against entities that cannot take structural damage,
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// then getting the total to use in calculations for spreading out damage.
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appliedDamageSpecifier.DamageDict.Remove("Structural");
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// Split the total amount of damage needed to kill the target by every damage type in the DamageSpecifier
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foreach (var (key, value) in appliedDamageSpecifier.DamageDict)
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{
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appliedDamageSpecifier.DamageDict[key] = Math.Ceiling((double) (value * lethalAmountOfDamage / totalDamage));
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}
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_damageableSystem.TryChangeDamage(target, appliedDamageSpecifier, true, origin: target);
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}
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/// <summary>
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/// Applies lethal damage in a single type, specified by a single damage type.
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/// </summary>
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public void ApplyLethalDamage(Entity<DamageableComponent> target, ProtoId<DamageTypePrototype>? damageType)
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{
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if (!TryComp<MobThresholdsComponent>(target, out var mobThresholds))
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return;
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// Mob thresholds are sorted from alive -> crit -> dead,
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// grabbing the last key will give us how much damage is needed to kill a target from zero
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// The exact lethal damage amount is adjusted based on their current damage taken
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var lethalAmountOfDamage = mobThresholds.Thresholds.Keys.Last() - target.Comp.TotalDamage;
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// We don't want structural damage for the same reasons listed above
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if (!_prototypeManager.TryIndex(damageType, out var damagePrototype) || damagePrototype.ID == "Structural")
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{
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Log.Error($"{nameof(SharedSuicideSystem)} could not find the damage type prototype associated with {damageType}. Falling back to Blunt");
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damagePrototype = _prototypeManager.Index<DamageTypePrototype>("Blunt");
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}
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var damage = new DamageSpecifier(damagePrototype, lethalAmountOfDamage);
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_damageableSystem.TryChangeDamage(target, damage, true, origin: target);
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}
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}
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9
Content.Shared/Execution/DoAfterEvent.cs
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9
Content.Shared/Execution/DoAfterEvent.cs
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@@ -0,0 +1,9 @@
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using Content.Shared.DoAfter;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Execution;
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[Serializable, NetSerializable]
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public sealed partial class ExecutionDoAfterEvent : SimpleDoAfterEvent
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{
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}
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77
Content.Shared/Execution/ExecutionComponent.cs
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77
Content.Shared/Execution/ExecutionComponent.cs
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@@ -0,0 +1,77 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Execution;
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/// <summary>
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/// Added to entities that can be used to execute another target.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ExecutionComponent : Component
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{
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/// <summary>
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/// How long the execution duration lasts.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float DoAfterDuration = 5f;
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/// <summary>
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/// Arbitrarily chosen number to multiply damage by, used to deal reasonable amounts of damage to a victim of an execution.
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/// /// </summary>
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[DataField, AutoNetworkedField]
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public float DamageMultiplier = 9f;
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/// <summary>
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/// Shown to the person performing the melee execution (attacker) upon starting a melee execution.
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/// </summary>
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[DataField]
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public LocId InternalMeleeExecutionMessage = "execution-popup-melee-initial-internal";
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/// <summary>
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/// Shown to bystanders and the victim of a melee execution when a melee execution is started.
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/// </summary>
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[DataField]
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public LocId ExternalMeleeExecutionMessage = "execution-popup-melee-initial-external";
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/// <summary>
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/// Shown to the attacker upon completion of a melee execution.
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/// </summary>
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[DataField]
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public LocId CompleteInternalMeleeExecutionMessage = "execution-popup-melee-complete-internal";
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/// <summary>
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/// Shown to bystanders and the victim of a melee execution when a melee execution is completed.
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/// </summary>
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[DataField]
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public LocId CompleteExternalMeleeExecutionMessage = "execution-popup-melee-complete-external";
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/// <summary>
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/// Shown to the person performing the self execution when starting one.
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/// </summary>
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[DataField]
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public LocId InternalSelfExecutionMessage = "execution-popup-self-initial-internal";
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/// <summary>
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/// Shown to bystanders near a self execution when one is started.
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/// </summary>
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[DataField]
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public LocId ExternalSelfExecutionMessage = "execution-popup-self-initial-external";
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/// <summary>
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/// Shown to the person performing a self execution upon completion of a do-after or on use of /suicide with a weapon that has the Execution component.
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/// </summary>
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[DataField]
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public LocId CompleteInternalSelfExecutionMessage = "execution-popup-self-complete-internal";
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/// <summary>
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/// Shown to bystanders when a self execution is completed or a suicide via execution weapon happens nearby.
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/// </summary>
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[DataField]
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public LocId CompleteExternalSelfExecutionMessage = "execution-popup-self-complete-external";
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// Not networked because this is transient inside of a tick.
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/// <summary>
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/// True if it is currently executing for handlers.
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/// </summary>
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[DataField]
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public bool Executing = false;
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}
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234
Content.Shared/Execution/SharedExecutionSystem.cs
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234
Content.Shared/Execution/SharedExecutionSystem.cs
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@@ -0,0 +1,234 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Chat;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mind;
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using Robust.Shared.Player;
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using Robust.Shared.Audio.Systems;
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namespace Content.Shared.Execution;
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/// <summary>
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/// Verb for violently murdering cuffed creatures.
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/// </summary>
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public sealed class SharedExecutionSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedSuicideSystem _suicide = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly SharedExecutionSystem _execution = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ExecutionComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionsVerbs);
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SubscribeLocalEvent<ExecutionComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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SubscribeLocalEvent<ExecutionComponent, SuicideByEnvironmentEvent>(OnSuicideByEnvironment);
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SubscribeLocalEvent<ExecutionComponent, ExecutionDoAfterEvent>(OnExecutionDoAfter);
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}
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private void OnGetInteractionsVerbs(EntityUid uid, ExecutionComponent comp, GetVerbsEvent<UtilityVerb> args)
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{
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if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
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return;
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var attacker = args.User;
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var weapon = args.Using.Value;
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var victim = args.Target;
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if (!CanBeExecuted(victim, attacker))
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return;
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UtilityVerb verb = new()
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{
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Act = () => TryStartExecutionDoAfter(weapon, victim, attacker, comp),
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Impact = LogImpact.High,
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Text = Loc.GetString("execution-verb-name"),
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Message = Loc.GetString("execution-verb-message"),
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};
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args.Verbs.Add(verb);
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}
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private void TryStartExecutionDoAfter(EntityUid weapon, EntityUid victim, EntityUid attacker, ExecutionComponent comp)
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{
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if (!CanBeExecuted(victim, attacker))
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return;
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if (attacker == victim)
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{
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ShowExecutionInternalPopup(comp.InternalSelfExecutionMessage, attacker, victim, weapon);
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ShowExecutionExternalPopup(comp.ExternalSelfExecutionMessage, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionInternalPopup(comp.InternalMeleeExecutionMessage, attacker, victim, weapon);
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ShowExecutionExternalPopup(comp.ExternalMeleeExecutionMessage, attacker, victim, weapon);
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}
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var doAfter =
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new DoAfterArgs(EntityManager, attacker, comp.DoAfterDuration, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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NeedHand = true
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};
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_doAfter.TryStartDoAfter(doAfter);
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}
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public bool CanBeExecuted(EntityUid victim, EntityUid attacker)
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{
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// No point executing someone if they can't take damage
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if (!HasComp<DamageableComponent>(victim))
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return false;
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// You can't execute something that cannot die
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if (!TryComp<MobStateComponent>(victim, out var mobState))
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return false;
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// You're not allowed to execute dead people (no fun allowed)
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if (_mobState.IsDead(victim, mobState))
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return false;
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// You must be able to attack people to execute
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if (!_actionBlocker.CanAttack(attacker, victim))
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return false;
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// The victim must be incapacitated to be executed
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if (victim != attacker && _actionBlocker.CanInteract(victim, null))
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return false;
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// All checks passed
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return true;
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}
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private void OnGetMeleeDamage(Entity<ExecutionComponent> entity, ref GetMeleeDamageEvent args)
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{
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if (!TryComp<MeleeWeaponComponent>(entity, out var melee) || !entity.Comp.Executing)
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{
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return;
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}
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var bonus = melee.Damage * entity.Comp.DamageMultiplier - melee.Damage;
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args.Damage += bonus;
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args.ResistanceBypass = true;
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}
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private void OnSuicideByEnvironment(Entity<ExecutionComponent> entity, ref SuicideByEnvironmentEvent args)
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{
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if (!TryComp<MeleeWeaponComponent>(entity, out var melee))
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return;
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string? internalMsg = entity.Comp.CompleteInternalSelfExecutionMessage;
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string? externalMsg = entity.Comp.CompleteExternalSelfExecutionMessage;
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if (!TryComp<DamageableComponent>(args.Victim, out var damageableComponent))
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return;
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ShowExecutionInternalPopup(internalMsg, args.Victim, args.Victim, entity, false);
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ShowExecutionExternalPopup(externalMsg, args.Victim, args.Victim, entity);
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_audio.PlayPredicted(melee.HitSound, args.Victim, args.Victim);
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_suicide.ApplyLethalDamage((args.Victim, damageableComponent), melee.Damage);
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args.Handled = true;
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}
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private void ShowExecutionInternalPopup(string locString, EntityUid attacker, EntityUid victim, EntityUid weapon, bool predict = true)
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{
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if (predict)
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{
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_popup.PopupClient(
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Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker,
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attacker,
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PopupType.MediumCaution
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);
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}
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else
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{
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_popup.PopupEntity(
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Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker,
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attacker,
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PopupType.MediumCaution
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);
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}
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}
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private void ShowExecutionExternalPopup(string locString, EntityUid attacker, EntityUid victim, EntityUid weapon)
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{
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_popup.PopupEntity(
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Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker,
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Filter.PvsExcept(attacker),
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true,
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PopupType.MediumCaution
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);
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}
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private void OnExecutionDoAfter(Entity<ExecutionComponent> entity, ref ExecutionDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
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return;
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if (!TryComp<MeleeWeaponComponent>(entity, out var meleeWeaponComp))
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return;
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var attacker = args.User;
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var victim = args.Target.Value;
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var weapon = args.Used.Value;
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if (!_execution.CanBeExecuted(victim, attacker))
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return;
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// This is needed so the melee system does not stop it.
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var prev = _combat.IsInCombatMode(attacker);
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_combat.SetInCombatMode(attacker, true);
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entity.Comp.Executing = true;
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var internalMsg = entity.Comp.CompleteInternalMeleeExecutionMessage;
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var externalMsg = entity.Comp.CompleteExternalMeleeExecutionMessage;
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if (attacker == victim)
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{
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var suicideEvent = new SuicideEvent(victim);
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RaiseLocalEvent(victim, suicideEvent);
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var suicideGhostEvent = new SuicideGhostEvent(victim);
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RaiseLocalEvent(victim, suicideGhostEvent);
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}
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else
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{
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_melee.AttemptLightAttack(attacker, weapon, meleeWeaponComp, victim);
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}
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_combat.SetInCombatMode(attacker, prev);
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entity.Comp.Executing = false;
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args.Handled = true;
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if (attacker != victim)
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{
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_execution.ShowExecutionInternalPopup(internalMsg, attacker, victim, entity);
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_execution.ShowExecutionExternalPopup(externalMsg, attacker, victim, entity);
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}
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}
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}
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@@ -1,48 +1,41 @@
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namespace Content.Shared.Interaction.Events
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Interaction.Events;
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/// <summary>
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/// Raised Directed at an entity to check whether they will handle the suicide.
|
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/// </summary>
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public sealed class SuicideEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Raised Directed at an entity to check whether they will handle the suicide.
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/// </summary>
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public sealed class SuicideEvent : EntityEventArgs
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public SuicideEvent(EntityUid victim)
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{
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public SuicideEvent(EntityUid victim)
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{
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Victim = victim;
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}
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public void SetHandled(SuicideKind kind)
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{
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if (Handled)
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throw new InvalidOperationException("Suicide was already handled");
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Kind = kind;
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}
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public void BlockSuicideAttempt(bool suicideAttempt)
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{
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if (suicideAttempt)
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AttemptBlocked = suicideAttempt;
|
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}
|
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|
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public SuicideKind? Kind { get; private set; }
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public EntityUid Victim { get; private set; }
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public bool AttemptBlocked { get; private set; }
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public bool Handled => Kind != null;
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Victim = victim;
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}
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public enum SuicideKind
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{
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Special, //Doesn't damage the mob, used for "weird" suicides like gibbing
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|
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//Damage type suicides
|
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Blunt,
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Slash,
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Piercing,
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Heat,
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Shock,
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Cold,
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Poison,
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Radiation,
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Asphyxiation,
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Bloodloss
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}
|
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public DamageSpecifier? DamageSpecifier;
|
||||
public ProtoId<DamageTypePrototype>? DamageType;
|
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public EntityUid Victim { get; private set; }
|
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}
|
||||
|
||||
public sealed class SuicideByEnvironmentEvent : HandledEntityEventArgs
|
||||
{
|
||||
public SuicideByEnvironmentEvent(EntityUid victim)
|
||||
{
|
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Victim = victim;
|
||||
}
|
||||
|
||||
public EntityUid Victim { get; set; }
|
||||
}
|
||||
|
||||
public sealed class SuicideGhostEvent : HandledEntityEventArgs
|
||||
{
|
||||
public SuicideGhostEvent(EntityUid victim)
|
||||
{
|
||||
Victim = victim;
|
||||
}
|
||||
|
||||
public EntityUid Victim { get; set; }
|
||||
public bool CanReturnToBody;
|
||||
}
|
||||
|
||||
@@ -168,15 +168,17 @@ public abstract class SharedMindSystem : EntitySystem
|
||||
args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks to see if the user's mind prevents them from suicide
|
||||
/// Handles the suicide event without killing the user if true
|
||||
/// </summary>
|
||||
private void OnSuicide(EntityUid uid, MindContainerComponent component, SuicideEvent args)
|
||||
{
|
||||
if (args.Handled)
|
||||
return;
|
||||
|
||||
if (TryComp(component.Mind, out MindComponent? mind) && mind.PreventSuicide)
|
||||
{
|
||||
args.BlockSuicideAttempt(true);
|
||||
}
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
public EntityUid? GetMind(EntityUid uid, MindContainerComponent? mind = null)
|
||||
|
||||
@@ -80,7 +80,7 @@ public sealed class MeleeHitEvent : HandledEntityEventArgs
|
||||
/// Raised on a melee weapon to calculate potential damage bonuses or decreases.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct GetMeleeDamageEvent(EntityUid Weapon, DamageSpecifier Damage, List<DamageModifierSet> Modifiers, EntityUid User);
|
||||
public record struct GetMeleeDamageEvent(EntityUid Weapon, DamageSpecifier Damage, List<DamageModifierSet> Modifiers, EntityUid User, bool ResistanceBypass = false);
|
||||
|
||||
/// <summary>
|
||||
/// Raised on a melee weapon to calculate the attack rate.
|
||||
|
||||
@@ -67,6 +67,12 @@ public sealed partial class MeleeWeaponComponent : Component
|
||||
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
||||
public bool AutoAttack;
|
||||
|
||||
/// <summary>
|
||||
/// If true, attacks will bypass armor resistances.
|
||||
/// </summary>
|
||||
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
||||
public bool ResistanceBypass = false;
|
||||
|
||||
/// <summary>
|
||||
/// Base damage for this weapon. Can be modified via heavy damage or other means.
|
||||
/// </summary>
|
||||
|
||||
@@ -216,7 +216,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return new DamageSpecifier();
|
||||
|
||||
var ev = new GetMeleeDamageEvent(uid, new (component.Damage), new(), user);
|
||||
var ev = new GetMeleeDamageEvent(uid, new(component.Damage), new(), user, component.ResistanceBypass);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
|
||||
return DamageSpecifier.ApplyModifierSets(ev.Damage, ev.Modifiers);
|
||||
@@ -244,6 +244,17 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
return ev.DamageModifier * ev.Multipliers;
|
||||
}
|
||||
|
||||
public bool GetResistanceBypass(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component))
|
||||
return false;
|
||||
|
||||
var ev = new GetMeleeDamageEvent(uid, new(component.Damage), new(), user, component.ResistanceBypass);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
|
||||
return ev.ResistanceBypass;
|
||||
}
|
||||
|
||||
public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee)
|
||||
{
|
||||
weaponUid = default;
|
||||
@@ -441,6 +452,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
// If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
|
||||
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
|
||||
var target = GetEntity(ev.Target);
|
||||
var resistanceBypass = GetResistanceBypass(meleeUid, user, component);
|
||||
|
||||
// For consistency with wide attacks stuff needs damageable.
|
||||
if (Deleted(target) ||
|
||||
@@ -497,7 +509,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
RaiseLocalEvent(target.Value, attackedEvent);
|
||||
|
||||
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
||||
var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin:user);
|
||||
var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin:user, ignoreResistances:resistanceBypass);
|
||||
|
||||
if (damageResult is {Empty: false})
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user