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>
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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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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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//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;
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public ProtoId<DamageTypePrototype>? DamageType;
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public EntityUid Victim { get; private set; }
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}
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public sealed class SuicideByEnvironmentEvent : HandledEntityEventArgs
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{
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public SuicideByEnvironmentEvent(EntityUid victim)
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{
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Victim = victim;
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}
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public EntityUid Victim { get; set; }
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}
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public sealed class SuicideGhostEvent : HandledEntityEventArgs
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{
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public SuicideGhostEvent(EntityUid victim)
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{
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Victim = victim;
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}
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public EntityUid Victim { get; set; }
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public bool CanReturnToBody;
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}
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