Cleanup ExecutionSystem (#24382)
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parent
8910a98a3f
commit
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@ -1,400 +0,0 @@
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using Content.Server.Interaction;
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using Content.Server.Kitchen.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.ActionBlocker;
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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.Execution;
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using Content.Shared.Interaction.Components;
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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.Projectiles;
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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.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.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 ExecutionSystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly InteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly GunSystem _gunSystem = default!;
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private const float MeleeExecutionTimeModifier = 5.0f;
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private const float GunExecutionTime = 6.0f;
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private const float DamageModifier = 9.0f;
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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<SharpComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsMelee);
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SubscribeLocalEvent<GunComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsGun);
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SubscribeLocalEvent<SharpComponent, ExecutionDoAfterEvent>(OnDoafterMelee);
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SubscribeLocalEvent<GunComponent, ExecutionDoAfterEvent>(OnDoafterGun);
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}
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private void OnGetInteractionVerbsMelee(
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EntityUid uid,
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SharpComponent component,
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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 (!CanExecuteWithMelee(weapon, victim, attacker))
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return;
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UtilityVerb verb = new()
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{
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Act = () =>
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{
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TryStartMeleeExecutionDoafter(weapon, victim, attacker);
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},
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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 OnGetInteractionVerbsGun(
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EntityUid uid,
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GunComponent component,
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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 (!CanExecuteWithGun(weapon, victim, attacker))
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return;
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UtilityVerb verb = new()
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{
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Act = () =>
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{
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TryStartGunExecutionDoafter(weapon, victim, attacker);
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},
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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 bool CanExecuteWithAny(EntityUid weapon, 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 (!TryComp<DamageableComponent>(victim, out var damage))
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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 (_mobStateSystem.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 (!_actionBlockerSystem.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 && _actionBlockerSystem.CanInteract(victim, null))
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return false;
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if (victim == attacker)
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return false; // DeltaV - Fucking seriously?
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// All checks passed
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return true;
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}
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private bool CanExecuteWithMelee(EntityUid weapon, EntityUid victim, EntityUid user)
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{
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if (!CanExecuteWithAny(weapon, victim, user)) return false;
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// We must be able to actually hurt people with the weapon
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if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
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return false;
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return true;
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}
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private bool CanExecuteWithGun(EntityUid weapon, EntityUid victim, EntityUid user)
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{
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if (!CanExecuteWithAny(weapon, victim, user)) return false;
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// We must be able to actually fire the gun
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if (!TryComp<GunComponent>(weapon, out var gun) && _gunSystem.CanShoot(gun!))
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return false;
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return true;
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}
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private void TryStartMeleeExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
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{
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if (!CanExecuteWithMelee(weapon, victim, attacker))
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return;
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var executionTime = (1.0f / Comp<MeleeWeaponComponent>(weapon).AttackRate) * MeleeExecutionTimeModifier;
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if (attacker == victim)
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{
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ShowExecutionPopup("suicide-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("execution-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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var doAfter =
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new DoAfterArgs(EntityManager, attacker, executionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true
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};
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_doAfterSystem.TryStartDoAfter(doAfter);
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}
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private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
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{
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if (!CanExecuteWithGun(weapon, victim, attacker))
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return;
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if (attacker == victim)
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{
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ShowExecutionPopup("suicide-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("execution-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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var doAfter =
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new DoAfterArgs(EntityManager, attacker, GunExecutionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true
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};
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_doAfterSystem.TryStartDoAfter(doAfter);
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}
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private bool OnDoafterChecks(EntityUid uid, DoAfterEvent 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 false;
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if (!CanExecuteWithAny(args.Used.Value, args.Target.Value, uid))
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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 OnDoafterMelee(EntityUid uid, SharpComponent component, DoAfterEvent 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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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 (!CanExecuteWithMelee(weapon, victim, attacker)) return;
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if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
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return;
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_damageableSystem.TryChangeDamage(victim, melee.Damage * DamageModifier, true);
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_audioSystem.PlayEntity(melee.HitSound, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
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if (attacker == victim)
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{
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ShowExecutionPopup("suicide-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("execution-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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}
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// TODO: This repeats a lot of the code of the serverside GunSystem, make it not do that
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private void OnDoafterGun(EntityUid uid, GunComponent component, DoAfterEvent 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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var attacker = args.User;
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var weapon = args.Used!.Value;
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var victim = args.Target!.Value;
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if (!CanExecuteWithGun(weapon, victim, attacker)) return;
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// Check if any systems want to block our shot
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var prevention = new ShotAttemptedEvent
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{
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User = attacker,
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Used = weapon
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};
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RaiseLocalEvent(weapon, ref prevention);
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if (prevention.Cancelled)
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return;
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RaiseLocalEvent(attacker, ref prevention);
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if (prevention.Cancelled)
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return;
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// Not sure what this is for but gunsystem uses it so ehhh
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var attemptEv = new AttemptShootEvent(attacker, null);
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RaiseLocalEvent(weapon, ref attemptEv);
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if (attemptEv.Cancelled)
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{
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if (attemptEv.Message != null)
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{
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_popupSystem.PopupClient(attemptEv.Message, weapon, attacker);
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return;
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}
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}
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// Take some ammunition for the shot (one bullet)
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var fromCoordinates = Transform(attacker).Coordinates;
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var ev = new TakeAmmoEvent(1, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, attacker);
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RaiseLocalEvent(weapon, ev);
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// Check if there's any ammo left
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if (ev.Ammo.Count <= 0)
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{
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_audioSystem.PlayEntity(component.SoundEmpty, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
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ShowExecutionPopup("execution-popup-gun-empty", Filter.Pvs(weapon), PopupType.Medium, attacker, victim, weapon);
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return;
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}
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// Information about the ammo like damage
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DamageSpecifier damage = new DamageSpecifier();
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// Get some information from IShootable
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var ammoUid = ev.Ammo[0].Entity;
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switch (ev.Ammo[0].Shootable)
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{
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case CartridgeAmmoComponent cartridge:
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// Get the damage value
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var prototype = _prototypeManager.Index<EntityPrototype>(cartridge.Prototype);
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prototype.TryGetComponent<ProjectileComponent>(out var projectileA, _componentFactory); // sloth forgive me
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if (projectileA != null)
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{
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damage = projectileA.Damage * cartridge.Count;
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}
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// Expend the cartridge
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cartridge.Spent = true;
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_appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
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Dirty(ammoUid.Value, cartridge);
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break;
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case AmmoComponent newAmmo:
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TryComp<ProjectileComponent>(ammoUid, out var projectileB);
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if (projectileB != null)
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{
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damage = projectileB.Damage;
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}
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Del(ammoUid);
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break;
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case HitscanPrototype hitscan:
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damage = hitscan.Damage!;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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// Clumsy people have a chance to shoot themselves
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if (TryComp<ClumsyComponent>(attacker, out var clumsy) && component.ClumsyProof == false)
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{
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if (_interactionSystem.TryRollClumsy(attacker, 0.33333333f, clumsy))
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{
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ShowExecutionPopup("execution-popup-gun-clumsy-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-gun-clumsy-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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// You shoot yourself with the gun (no damage multiplier)
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_damageableSystem.TryChangeDamage(attacker, damage, origin: attacker);
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_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
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return;
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}
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}
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// Gun successfully fired, deal damage
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_damageableSystem.TryChangeDamage(victim, damage * DamageModifier, true);
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_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, false, AudioParams.Default);
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// Popups
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if (attacker != victim)
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{
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ShowExecutionPopup("execution-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("suicide-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.LargeCaution, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
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}
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}
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private void ShowExecutionPopup(string locString, Filter filter, PopupType type,
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EntityUid attacker, EntityUid victim, EntityUid weapon)
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{
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_popupSystem.PopupEntity(Loc.GetString(
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locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker, filter, true, type);
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}
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}
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@ -28,10 +28,14 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
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|| component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
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|| component.DamagedEntity || component is
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{ Weapon: null, OnlyCollideWhenShot: true })
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{
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return;
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}
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var target = args.OtherEntity;
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// it's here so this check is only done once before possible hit
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var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
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RaiseLocalEvent(target, ref attemptEv);
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@ -41,11 +45,26 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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return;
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}
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if (TryHandleProjectile(target, (uid, component)))
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{
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var direction = args.OurBody.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(target, direction);
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}
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}
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/// <summary>
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/// Tries to handle a projectile interacting with the target.
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/// </summary>
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/// <returns>True if the target isn't deleted.</returns>
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public bool TryHandleProjectile(EntityUid target, Entity<ProjectileComponent> projectile)
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{
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var uid = projectile.Owner;
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var component = projectile.Comp;
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var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter);
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RaiseLocalEvent(uid, ref ev);
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var otherName = ToPrettyString(target);
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var direction = args.OurBody.LinearVelocity.Normalized();
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var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
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var deleted = Deleted(target);
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@ -64,12 +83,11 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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if (!deleted)
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{
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_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
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_sharedCameraRecoil.KickCamera(target, direction);
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}
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component.DamagedEntity = true;
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var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target, args.OtherFixture);
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var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target);
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RaiseLocalEvent(uid, ref afterProjectileHitEvent);
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if (component.DeleteOnCollide)
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|
|
@ -79,5 +97,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
|
|||
{
|
||||
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
|
||||
}
|
||||
|
||||
return !deleted;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ using Content.Server.Administration.Logs;
|
|||
using Content.Server.Cargo.Systems;
|
||||
using Content.Server.Interaction;
|
||||
using Content.Server.Power.EntitySystems;
|
||||
using Content.Server.Projectiles;
|
||||
using Content.Server.Stunnable;
|
||||
using Content.Server.Weapons.Ranged.Components;
|
||||
using Content.Shared.Damage;
|
||||
|
|
@ -29,13 +30,13 @@ namespace Content.Server.Weapons.Ranged.Systems;
|
|||
|
||||
public sealed partial class GunSystem : SharedGunSystem
|
||||
{
|
||||
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
|
||||
[Dependency] private readonly IComponentFactory _factory = default!;
|
||||
[Dependency] private readonly BatterySystem _battery = default!;
|
||||
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
|
||||
[Dependency] private readonly InteractionSystem _interaction = default!;
|
||||
[Dependency] private readonly PricingSystem _pricing = default!;
|
||||
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
|
||||
[Dependency] private readonly ProjectileSystem _projectile = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
[Dependency] private readonly StaminaSystem _stamina = default!;
|
||||
[Dependency] private readonly StunSystem _stun = default!;
|
||||
|
|
@ -65,6 +66,137 @@ public sealed partial class GunSystem : SharedGunSystem
|
|||
args.Price += price * component.UnspawnedCount;
|
||||
}
|
||||
|
||||
protected override bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
|
||||
{
|
||||
var result = false;
|
||||
|
||||
// TODO: This is dogshit. I just want to get executions slightly better.
|
||||
// Ideally you'd pull out cartridge + ammo to separate handling functions and re-use it here, then hitscan you need to bypass entirely.
|
||||
// You should also make shooting into a struct of args given how many there are now.
|
||||
var fromCoordinates = Transform(gunUid).Coordinates;
|
||||
var toCoordinates = Transform(target).Coordinates;
|
||||
|
||||
var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
|
||||
var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
|
||||
var mapDirection = toMap - fromMap.Position;
|
||||
var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
|
||||
|
||||
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
|
||||
var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
|
||||
? fromCoordinates.WithEntityId(gridUid, EntityManager)
|
||||
: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
|
||||
|
||||
// I must be high because this was getting tripped even when true.
|
||||
// DebugTools.Assert(direction != Vector2.Zero);
|
||||
var shotProjectiles = new List<EntityUid>(ammo.Count);
|
||||
var cartridgeBullets = new List<EntityUid>();
|
||||
|
||||
foreach (var (ent, shootable) in ammo)
|
||||
{
|
||||
switch (shootable)
|
||||
{
|
||||
// Cartridge shoots something else
|
||||
case CartridgeAmmoComponent cartridge:
|
||||
if (!cartridge.Spent)
|
||||
{
|
||||
for (var i = 0; i < cartridge.Count; i++)
|
||||
{
|
||||
var uid = Spawn(cartridge.Prototype, fromEnt);
|
||||
cartridgeBullets.Add(uid);
|
||||
}
|
||||
|
||||
RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
|
||||
{
|
||||
FiredProjectiles = cartridgeBullets,
|
||||
});
|
||||
|
||||
shotProjectiles.AddRange(cartridgeBullets);
|
||||
cartridgeBullets.Clear();
|
||||
SetCartridgeSpent(ent.Value, cartridge, true);
|
||||
MuzzleFlash(gunUid, cartridge, user);
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
|
||||
if (cartridge.DeleteOnSpawn)
|
||||
Del(ent.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
|
||||
}
|
||||
|
||||
// Something like ballistic might want to leave it in the container still
|
||||
if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
|
||||
EjectCartridge(ent.Value, angle);
|
||||
|
||||
result = true;
|
||||
Dirty(ent!.Value, cartridge);
|
||||
break;
|
||||
// Ammo shoots itself
|
||||
case AmmoComponent newAmmo:
|
||||
result = true;
|
||||
shotProjectiles.Add(ent!.Value);
|
||||
MuzzleFlash(gunUid, newAmmo, user);
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
break;
|
||||
case HitscanPrototype hitscan:
|
||||
result = true;
|
||||
var hitEntity = target;
|
||||
if (hitscan.StaminaDamage > 0f)
|
||||
_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
|
||||
|
||||
var dmg = hitscan.Damage;
|
||||
|
||||
var hitName = ToPrettyString(hitEntity);
|
||||
if (dmg != null)
|
||||
dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
|
||||
|
||||
// check null again, as TryChangeDamage returns modified damage values
|
||||
if (dmg != null)
|
||||
{
|
||||
if (!Deleted(hitEntity))
|
||||
{
|
||||
if (dmg.Any())
|
||||
{
|
||||
_color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
|
||||
}
|
||||
|
||||
// TODO get fallback position for playing hit sound.
|
||||
PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
|
||||
}
|
||||
|
||||
Logs.Add(LogType.HitScanHit,
|
||||
$"{ToPrettyString(user):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
|
||||
}
|
||||
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var ammoUid in shotProjectiles)
|
||||
{
|
||||
// TODO: Handle this shit
|
||||
if (!TryComp(ammoUid, out ProjectileComponent? projectileComponent))
|
||||
{
|
||||
QueueDel(ammoUid);
|
||||
continue;
|
||||
}
|
||||
|
||||
_projectile.TryHandleProjectile(target, (ammoUid, projectileComponent));
|
||||
// Even this deletion handling is mega sussy.
|
||||
Del(ammoUid);
|
||||
}
|
||||
|
||||
RaiseLocalEvent(gunUid, new AmmoShotEvent()
|
||||
{
|
||||
FiredProjectiles = shotProjectiles,
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
|
||||
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
|
||||
{
|
||||
|
|
@ -72,7 +204,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
|||
|
||||
// Try a clumsy roll
|
||||
// TODO: Who put this here
|
||||
if (TryComp<ClumsyComponent>(user, out var clumsy) && gun.ClumsyProof == false)
|
||||
if (TryComp<ClumsyComponent>(user, out var clumsy) && !gun.ClumsyProof)
|
||||
{
|
||||
for (var i = 0; i < ammo.Count; i++)
|
||||
{
|
||||
|
|
@ -93,6 +225,8 @@ public sealed partial class GunSystem : SharedGunSystem
|
|||
}
|
||||
}
|
||||
|
||||
// As the above message wasn't obvious stop putting stuff here and use events
|
||||
|
||||
var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
|
||||
var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
|
||||
var mapDirection = toMap - fromMap.Position;
|
||||
|
|
@ -100,7 +234,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
|||
var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
|
||||
|
||||
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
|
||||
var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
|
||||
var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
|
||||
? fromCoordinates.WithEntityId(gridUid, EntityManager)
|
||||
: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
|
||||
|
||||
|
|
@ -112,6 +246,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
|||
// I must be high because this was getting tripped even when true.
|
||||
// DebugTools.Assert(direction != Vector2.Zero);
|
||||
var shotProjectiles = new List<EntityUid>(ammo.Count);
|
||||
var cartridgeBullets = new List<EntityUid>();
|
||||
|
||||
foreach (var (ent, shootable) in ammo)
|
||||
{
|
||||
|
|
@ -140,21 +275,23 @@ public sealed partial class GunSystem : SharedGunSystem
|
|||
{
|
||||
var uid = Spawn(cartridge.Prototype, fromEnt);
|
||||
ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
|
||||
shotProjectiles.Add(uid);
|
||||
cartridgeBullets.Add(uid);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var uid = Spawn(cartridge.Prototype, fromEnt);
|
||||
ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
|
||||
shotProjectiles.Add(uid);
|
||||
cartridgeBullets.Add(uid);
|
||||
}
|
||||
|
||||
RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
|
||||
{
|
||||
FiredProjectiles = shotProjectiles,
|
||||
FiredProjectiles = cartridgeBullets,
|
||||
});
|
||||
|
||||
shotProjectiles.AddRange(cartridgeBullets);
|
||||
cartridgeBullets.Clear();
|
||||
SetCartridgeSpent(ent.Value, cartridge, true);
|
||||
MuzzleFlash(gunUid, cartridge, user);
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,26 @@
|
|||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Execution;
|
||||
|
||||
/// <summary>
|
||||
/// Added to entities that can be used to execute another target.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
public sealed partial class ExecutionComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How long the execution duration lasts.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public float DoAfterDuration = 5f;
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public float DamageModifier = 9f;
|
||||
|
||||
// Not networked because this is transient inside of a tick.
|
||||
/// <summary>
|
||||
/// True if it is currently executing for handlers.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public bool Executing = true;
|
||||
}
|
||||
|
|
@ -0,0 +1,244 @@
|
|||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Verbs;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Player;
|
||||
|
||||
namespace Content.Shared.Execution;
|
||||
|
||||
/// <summary>
|
||||
/// Verb for violently murdering cuffed creatures.
|
||||
/// </summary>
|
||||
public sealed class ExecutionSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
||||
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
|
||||
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
|
||||
[Dependency] private readonly SharedGunSystem _gunSystem = default!;
|
||||
[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
|
||||
[Dependency] private readonly SharedMeleeWeaponSystem _meleeSystem = default!;
|
||||
|
||||
// TODO: Still needs more cleaning up.
|
||||
private const string DefaultInternalMeleeExecutionMessage = "execution-popup-melee-initial-internal";
|
||||
private const string DefaultExternalMeleeExecutionMessage = "execution-popup-melee-initial-external";
|
||||
private const string DefaultCompleteInternalMeleeExecutionMessage = "execution-popup-melee-complete-internal";
|
||||
private const string DefaultCompleteExternalMeleeExecutionMessage = "execution-popup-melee-complete-external";
|
||||
private const string DefaultInternalGunExecutionMessage = "execution-popup-gun-initial-internal";
|
||||
private const string DefaultExternalGunExecutionMessage = "execution-popup-gun-initial-external";
|
||||
private const string DefaultCompleteInternalGunExecutionMessage = "execution-popup-gun-complete-internal";
|
||||
private const string DefaultCompleteExternalGunExecutionMessage = "execution-popup-gun-complete-external";
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<ExecutionComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionsVerbs);
|
||||
SubscribeLocalEvent<ExecutionComponent, ExecutionDoAfterEvent>(OnExecutionDoAfter);
|
||||
SubscribeLocalEvent<ExecutionComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
|
||||
}
|
||||
|
||||
private void OnGetInteractionsVerbs(EntityUid uid, ExecutionComponent comp, GetVerbsEvent<UtilityVerb> args)
|
||||
{
|
||||
if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
|
||||
return;
|
||||
|
||||
var attacker = args.User;
|
||||
var weapon = args.Using.Value;
|
||||
var victim = args.Target;
|
||||
|
||||
if (!CanExecuteWithAny(victim, attacker))
|
||||
return;
|
||||
|
||||
UtilityVerb verb = new()
|
||||
{
|
||||
Act = () => TryStartExecutionDoAfter(weapon, victim, attacker, comp),
|
||||
Impact = LogImpact.High,
|
||||
Text = Loc.GetString("execution-verb-name"),
|
||||
Message = Loc.GetString("execution-verb-message"),
|
||||
};
|
||||
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
private void TryStartExecutionDoAfter(EntityUid weapon, EntityUid victim, EntityUid attacker, ExecutionComponent comp)
|
||||
{
|
||||
if (!CanExecuteWithAny(victim, attacker))
|
||||
return;
|
||||
|
||||
// TODO: This should just be on the weapons as a single execution message.
|
||||
var defaultExecutionInternal = DefaultInternalMeleeExecutionMessage;
|
||||
var defaultExecutionExternal = DefaultExternalMeleeExecutionMessage;
|
||||
|
||||
if (HasComp<GunComponent>(weapon))
|
||||
{
|
||||
defaultExecutionExternal = DefaultInternalGunExecutionMessage;
|
||||
defaultExecutionInternal = DefaultExternalGunExecutionMessage;
|
||||
}
|
||||
|
||||
var internalMsg = defaultExecutionInternal;
|
||||
var externalMsg = defaultExecutionExternal;
|
||||
ShowExecutionInternalPopup(internalMsg, attacker, victim, weapon);
|
||||
ShowExecutionExternalPopup(externalMsg, attacker, victim, weapon);
|
||||
|
||||
var doAfter =
|
||||
new DoAfterArgs(EntityManager, attacker, comp.DoAfterDuration, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
|
||||
{
|
||||
BreakOnTargetMove = true,
|
||||
BreakOnUserMove = true,
|
||||
BreakOnDamage = true,
|
||||
NeedHand = true
|
||||
};
|
||||
|
||||
_doAfterSystem.TryStartDoAfter(doAfter);
|
||||
|
||||
}
|
||||
|
||||
private bool CanExecuteWithAny(EntityUid victim, EntityUid attacker)
|
||||
{
|
||||
// Use suicide.
|
||||
if (victim == attacker)
|
||||
return false;
|
||||
|
||||
// No point executing someone if they can't take damage
|
||||
if (!TryComp<DamageableComponent>(victim, out _))
|
||||
return false;
|
||||
|
||||
// You can't execute something that cannot die
|
||||
if (!TryComp<MobStateComponent>(victim, out var mobState))
|
||||
return false;
|
||||
|
||||
// You're not allowed to execute dead people (no fun allowed)
|
||||
if (_mobStateSystem.IsDead(victim, mobState))
|
||||
return false;
|
||||
|
||||
// You must be able to attack people to execute
|
||||
if (!_actionBlockerSystem.CanAttack(attacker, victim))
|
||||
return false;
|
||||
|
||||
// The victim must be incapacitated to be executed
|
||||
if (victim != attacker && _actionBlockerSystem.CanInteract(victim, null))
|
||||
return false;
|
||||
|
||||
if (victim == attacker)
|
||||
return false; // DeltaV - Fucking seriously?
|
||||
|
||||
// All checks passed
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnExecutionDoAfter(EntityUid uid, ExecutionComponent component, ExecutionDoAfterEvent args)
|
||||
{
|
||||
if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
|
||||
return;
|
||||
|
||||
var attacker = args.User;
|
||||
var victim = args.Target.Value;
|
||||
var weapon = args.Used.Value;
|
||||
|
||||
if (!CanExecuteWithAny(victim, attacker))
|
||||
return;
|
||||
|
||||
// This is needed so the melee system does not stop it.
|
||||
var prev = _combatSystem.IsInCombatMode(attacker);
|
||||
_combatSystem.SetInCombatMode(attacker, true);
|
||||
component.Executing = true;
|
||||
string? internalMsg = null;
|
||||
string? externalMsg = null;
|
||||
|
||||
if (TryComp(uid, out MeleeWeaponComponent? melee))
|
||||
{
|
||||
_meleeSystem.AttemptLightAttack(attacker, weapon, melee, victim);
|
||||
internalMsg = DefaultCompleteInternalMeleeExecutionMessage;
|
||||
externalMsg = DefaultCompleteExternalMeleeExecutionMessage;
|
||||
}
|
||||
else if (TryComp(uid, out GunComponent? gun))
|
||||
{
|
||||
var clumsyShot = false;
|
||||
|
||||
// TODO: This should just be an event or something instead to get this.
|
||||
// TODO: Handle clumsy.
|
||||
if (!_gunSystem.AttemptDirectShoot(args.User, uid, args.Target.Value, gun))
|
||||
{
|
||||
internalMsg = null;
|
||||
externalMsg = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
internalMsg = DefaultCompleteInternalGunExecutionMessage;
|
||||
externalMsg = DefaultCompleteExternalGunExecutionMessage;
|
||||
}
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
_combatSystem.SetInCombatMode(attacker, prev);
|
||||
component.Executing = false;
|
||||
args.Handled = true;
|
||||
|
||||
if (internalMsg != null && externalMsg != null)
|
||||
{
|
||||
ShowExecutionInternalPopup(internalMsg, attacker, victim, uid);
|
||||
ShowExecutionExternalPopup(externalMsg, attacker, victim, uid);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGetMeleeDamage(EntityUid uid, ExecutionComponent comp, ref GetMeleeDamageEvent args)
|
||||
{
|
||||
if (!TryComp<MeleeWeaponComponent>(uid, out var melee) ||
|
||||
!TryComp<ExecutionComponent>(uid, out var execComp) ||
|
||||
!execComp.Executing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var bonus = melee.Damage * execComp.DamageModifier - melee.Damage;
|
||||
args.Damage += bonus;
|
||||
}
|
||||
|
||||
private void ShowExecutionInternalPopup(string locString,
|
||||
EntityUid attacker, EntityUid victim, EntityUid weapon, bool predict = true)
|
||||
{
|
||||
if (predict)
|
||||
{
|
||||
_popupSystem.PopupClient(
|
||||
Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
|
||||
attacker,
|
||||
attacker,
|
||||
PopupType.Medium
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
_popupSystem.PopupEntity(
|
||||
Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
|
||||
attacker,
|
||||
Filter.Entities(attacker),
|
||||
true,
|
||||
PopupType.Medium
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void ShowExecutionExternalPopup(string locString, EntityUid attacker, EntityUid victim, EntityUid weapon)
|
||||
{
|
||||
_popupSystem.PopupEntity(
|
||||
Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
|
||||
attacker,
|
||||
Filter.PvsExcept(attacker),
|
||||
true,
|
||||
PopupType.MediumCaution
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -34,7 +34,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
|
|||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
|
||||
SubscribeLocalEvent<ProjectileComponent, AfterProjectileHitEvent>(AfterProjectileHit);
|
||||
SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileHitEvent>(OnEmbedProjectileHit);
|
||||
SubscribeLocalEvent<EmbeddableProjectileComponent, ThrowDoHitEvent>(OnEmbedThrowDoHit);
|
||||
SubscribeLocalEvent<EmbeddableProjectileComponent, ActivateInWorldEvent>(OnEmbedActivate);
|
||||
|
|
@ -163,18 +162,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
|
|||
{
|
||||
args.Cancel("pacified-cannot-throw-embed");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the projectile is allowed to penetrate the target it hit.
|
||||
/// </summary>
|
||||
private void AfterProjectileHit(EntityUid uid, ProjectileComponent component, ref AfterProjectileHitEvent args)
|
||||
{
|
||||
//Overrides the original DeleteOnCollide if the projectile passes all penetration checks.
|
||||
//This is to prevent having to set DeleteOnCollide to false on every prototype
|
||||
//you want to give the ability to penetrate entities.
|
||||
if(component.DeleteOnCollide)
|
||||
component.DeleteOnCollide = false;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
|
|
@ -206,4 +193,4 @@ public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target
|
|||
/// Raised after a projectile has dealt it's damage.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);
|
||||
public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target);
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ public record struct ShotAttemptedEvent
|
|||
|
||||
public bool Cancelled { get; private set; }
|
||||
|
||||
/// </summary>
|
||||
/// <summary>
|
||||
/// Prevent the gun from shooting
|
||||
/// </summary>
|
||||
public void Cancel()
|
||||
|
|
@ -27,7 +27,7 @@ public record struct ShotAttemptedEvent
|
|||
Cancelled = true;
|
||||
}
|
||||
|
||||
/// </summary>
|
||||
/// <summary>
|
||||
/// Allow the gun to shoot again, only use if you know what you are doing
|
||||
/// </summary>
|
||||
public void Uncancel()
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@ using Content.Shared.Weapons.Melee;
|
|||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Content.Shared.Weapons.Ranged.Events;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Containers;
|
||||
|
|
@ -145,7 +146,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||
|
||||
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
|
||||
Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
|
||||
AttemptShoot(user.Value, ent, gun);
|
||||
AttemptShootInternal(user.Value, ent, gun);
|
||||
}
|
||||
|
||||
private void OnStopShootRequest(RequestStopShootEvent ev, EntitySessionEventArgs args)
|
||||
|
|
@ -209,13 +210,38 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||
Dirty(uid, gun);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to shoot the specified target directly.
|
||||
/// This may bypass projectiles firing etc.
|
||||
/// </summary>
|
||||
public bool AttemptDirectShoot(EntityUid user, EntityUid gunUid, EntityUid target, GunComponent gun)
|
||||
{
|
||||
// Unique name so people don't think it's "shoot towards" and not "I will teleport a bullet into them".
|
||||
gun.ShootCoordinates = Transform(target).Coordinates;
|
||||
|
||||
if (!TryTakeAmmo(user, gunUid, gun, out _, out _, out var args))
|
||||
{
|
||||
gun.ShootCoordinates = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
var result = ShootDirect(gunUid, gun, target, args.Ammo, user: user);
|
||||
gun.ShootCoordinates = null;
|
||||
return result;
|
||||
}
|
||||
|
||||
protected virtual bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to shoot at the target coordinates. Resets the shot counter after every shot.
|
||||
/// </summary>
|
||||
public void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun, EntityCoordinates toCoordinates)
|
||||
{
|
||||
gun.ShootCoordinates = toCoordinates;
|
||||
AttemptShoot(user, gunUid, gun);
|
||||
AttemptShootInternal(user, gunUid, gun);
|
||||
gun.ShotCounter = 0;
|
||||
}
|
||||
|
||||
|
|
@ -226,20 +252,35 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||
{
|
||||
var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
|
||||
gun.ShootCoordinates = coordinates;
|
||||
AttemptShoot(gunUid, gunUid, gun);
|
||||
AttemptShootInternal(gunUid, gunUid, gun);
|
||||
gun.ShotCounter = 0;
|
||||
}
|
||||
|
||||
private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
private void AttemptShootInternal(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
{
|
||||
if (!TryTakeAmmo(user, gunUid, gun, out var fromCoordinates, out var toCoordinates, out var args))
|
||||
return;
|
||||
|
||||
Shoot(gunUid, gun, args.Ammo, fromCoordinates, toCoordinates, out var userImpulse, user: user);
|
||||
|
||||
if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
|
||||
{
|
||||
if (_gravity.IsWeightless(user, userPhysics))
|
||||
CauseImpulse(fromCoordinates, toCoordinates, user, userPhysics);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates if a gun can currently shoot.
|
||||
/// </summary>
|
||||
[Pure]
|
||||
private bool CanShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
{
|
||||
if (gun.FireRateModified <= 0f ||
|
||||
!_actionBlockerSystem.CanAttack(user))
|
||||
return;
|
||||
|
||||
var toCoordinates = gun.ShootCoordinates;
|
||||
|
||||
if (toCoordinates == null)
|
||||
return;
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var curTime = Timing.CurTime;
|
||||
|
||||
|
|
@ -251,17 +292,42 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||
};
|
||||
RaiseLocalEvent(gunUid, ref prevention);
|
||||
if (prevention.Cancelled)
|
||||
return;
|
||||
return false;
|
||||
|
||||
RaiseLocalEvent(user, ref prevention);
|
||||
if (prevention.Cancelled)
|
||||
return;
|
||||
return false;
|
||||
|
||||
// Need to do this to play the clicking sound for empty automatic weapons
|
||||
// but not play anything for burst fire.
|
||||
if (gun.NextFire > curTime)
|
||||
return;
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to return ammo prepped for shooting if a gun is available to shoot.
|
||||
/// </summary>
|
||||
private bool TryTakeAmmo(
|
||||
EntityUid user,
|
||||
EntityUid gunUid, GunComponent gun,
|
||||
out EntityCoordinates fromCoordinates,
|
||||
out EntityCoordinates toCoordinates,
|
||||
[NotNullWhen(true)] out TakeAmmoEvent? args)
|
||||
{
|
||||
toCoordinates = EntityCoordinates.Invalid;
|
||||
fromCoordinates = EntityCoordinates.Invalid;
|
||||
args = null;
|
||||
|
||||
if (!CanShoot(user, gunUid, gun))
|
||||
return false;
|
||||
|
||||
if (gun.ShootCoordinates == null)
|
||||
return false;
|
||||
|
||||
toCoordinates = gun.ShootCoordinates.Value;
|
||||
var curTime = Timing.CurTime;
|
||||
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
|
||||
|
||||
// First shot
|
||||
|
|
@ -309,10 +375,11 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||
}
|
||||
|
||||
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
var fromCoordinates = Transform(user).Coordinates;
|
||||
fromCoordinates = Transform(user).Coordinates;
|
||||
|
||||
// Remove ammo
|
||||
var ev = new TakeAmmoEvent(shots, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, user);
|
||||
|
||||
|
|
@ -347,24 +414,18 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||
// May cause prediction issues? Needs more tweaking
|
||||
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
|
||||
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
|
||||
Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
|
||||
var shotEv = new GunShotEvent(user, ev.Ammo);
|
||||
RaiseLocalEvent(gunUid, ref shotEv);
|
||||
|
||||
if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
|
||||
{
|
||||
if (_gravity.IsWeightless(user, userPhysics))
|
||||
CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics);
|
||||
}
|
||||
|
||||
Dirty(gunUid, gun);
|
||||
args = ev;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Shoot(
|
||||
|
|
|
|||
|
|
@ -14,17 +14,7 @@ execution-popup-gun-clumsy-internal = You miss {$victim}'s head and shoot your f
|
|||
execution-popup-gun-clumsy-external = {$attacker} misses {$victim} and shoots {POSS-ADJ($attacker)} foot instead!
|
||||
execution-popup-gun-empty = {CAPITALIZE(THE($weapon))} clicks.
|
||||
|
||||
suicide-popup-gun-initial-internal = You place the muzzle of {THE($weapon)} in your mouth.
|
||||
suicide-popup-gun-initial-external = {$attacker} places the muzzle of {THE($weapon)} in {POSS-ADJ($attacker)} mouth.
|
||||
suicide-popup-gun-complete-internal = You shoot yourself in the head!
|
||||
suicide-popup-gun-complete-external = {$attacker} shoots {REFLEXIVE($attacker)} in the head!
|
||||
|
||||
execution-popup-melee-initial-internal = You ready {THE($weapon)} against {$victim}'s throat.
|
||||
execution-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against the throat of {$victim}.
|
||||
execution-popup-melee-complete-internal = You slit the throat of {$victim}!
|
||||
execution-popup-melee-complete-external = {$attacker} slits the throat of {$victim}!
|
||||
|
||||
suicide-popup-melee-initial-internal = You ready {THE($weapon)} against your throat.
|
||||
suicide-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against {POSS-ADJ($attacker)} throat.
|
||||
suicide-popup-melee-complete-internal = You slit your throat with {THE($weapon)}!
|
||||
suicide-popup-melee-complete-external = {$attacker} slits {POSS-ADJ($attacker)} throat with {THE($weapon)}!
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
butcherable-different-tool = You are going to need a different tool to butcher { THE($target) }.
|
||||
butcherable-different-tool = You need a different tool to butcher { THE($target) }.
|
||||
butcherable-knife-butchered-success = You butcher { THE($target) } with { THE($knife) }.
|
||||
butcherable-need-knife = Use a sharp object to butcher { THE($target) }.
|
||||
butcherable-not-in-container = { CAPITALIZE(THE($target)) } can't be in a container.
|
||||
|
|
|
|||
|
|
@ -6,6 +6,8 @@
|
|||
description: A small piece of crystal.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
layers:
|
||||
- sprite: Objects/Materials/Shards/crystal.rsi
|
||||
|
|
|
|||
|
|
@ -5,6 +5,8 @@
|
|||
description: It's a shard of some unknown material.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
layers:
|
||||
- sprite: Objects/Materials/Shards/shard.rsi
|
||||
|
|
|
|||
|
|
@ -5,6 +5,8 @@
|
|||
description: In Space Glasgow this is called a conversation starter.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: MeleeWeapon
|
||||
attackRate: 1.5
|
||||
damage:
|
||||
|
|
|
|||
|
|
@ -19,6 +19,7 @@
|
|||
path: /Audio/Weapons/Guns/Empty/lmg_empty.ogg
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
# No chamber because HMG may want its own
|
||||
|
||||
- type: entity
|
||||
|
|
|
|||
|
|
@ -60,6 +60,7 @@
|
|||
price: 500
|
||||
- type: UseDelay
|
||||
delay: 1
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: L6 SAW
|
||||
|
|
|
|||
|
|
@ -19,6 +19,7 @@
|
|||
containers:
|
||||
ballistic-ammo: !type:Container
|
||||
ents: []
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: china lake
|
||||
|
|
|
|||
|
|
@ -65,6 +65,7 @@
|
|||
- type: Appearance
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: viper
|
||||
|
|
@ -198,7 +199,7 @@
|
|||
name: N1984
|
||||
parent: BaseWeaponPistol
|
||||
id: WeaponPistolN1984 # the spaces in description are for formatting.
|
||||
description: The sidearm of any self respecting officer. Comes in .45 magnum, the lord's caliber.
|
||||
description: The sidearm of any self respecting officer. Comes in .45 magnum, the lord's caliber.
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Guns/Pistols/N1984.rsi
|
||||
|
|
|
|||
|
|
@ -49,6 +49,7 @@
|
|||
gun_chamber: !type:ContainerSlot
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: AKMS
|
||||
|
|
|
|||
|
|
@ -54,6 +54,7 @@
|
|||
gun_chamber: !type:ContainerSlot
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: Atreides
|
||||
|
|
|
|||
|
|
@ -42,6 +42,7 @@
|
|||
ents: []
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: Bulldog
|
||||
|
|
@ -98,6 +99,7 @@
|
|||
- type: Appearance
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: double-barreled shotgun
|
||||
|
|
|
|||
|
|
@ -36,6 +36,7 @@
|
|||
ents: []
|
||||
- type: StaticPrice
|
||||
price: 500
|
||||
- type: Execution
|
||||
|
||||
- type: entity
|
||||
name: Kardashev-Mosin
|
||||
|
|
|
|||
|
|
@ -36,3 +36,4 @@
|
|||
quickEquip: false
|
||||
slots:
|
||||
- Belt
|
||||
- type: Execution
|
||||
|
|
|
|||
|
|
@ -107,6 +107,7 @@
|
|||
containers:
|
||||
storagebase: !type:Container
|
||||
ents: []
|
||||
- type: Execution
|
||||
|
||||
# shoots bullets instead of throwing them, no other changes
|
||||
- type: entity
|
||||
|
|
|
|||
|
|
@ -5,6 +5,8 @@
|
|||
description: A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/armblade.rsi
|
||||
state: icon
|
||||
|
|
|
|||
|
|
@ -8,6 +8,8 @@
|
|||
tags:
|
||||
- FireAxe
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/fireaxe.rsi
|
||||
state: icon
|
||||
|
|
|
|||
|
|
@ -7,6 +7,8 @@
|
|||
tags:
|
||||
- Knife
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: Utensil
|
||||
types:
|
||||
- Knife
|
||||
|
|
|
|||
|
|
@ -1,10 +1,21 @@
|
|||
- type: entity
|
||||
name: Sword
|
||||
parent: BaseItem
|
||||
id: BaseSword
|
||||
description: A sharp sword.
|
||||
abstract: true
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Execution
|
||||
doAfterDuration: 4.0
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: captain's sabre
|
||||
parent: BaseItem
|
||||
parent: BaseSword
|
||||
id: CaptainSabre
|
||||
description: A ceremonial weapon belonging to the captain of the station.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/captain_sabre.rsi
|
||||
state: icon
|
||||
|
|
@ -26,15 +37,13 @@
|
|||
- type: Tag
|
||||
tags:
|
||||
- CaptainSabre
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: katana
|
||||
parent: BaseItem
|
||||
parent: BaseSword
|
||||
id: Katana
|
||||
description: Ancient craftwork made with not so ancient plasteel.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Tag
|
||||
tags:
|
||||
- Katana
|
||||
|
|
@ -51,7 +60,6 @@
|
|||
- type: Item
|
||||
size: Normal
|
||||
sprite: DeltaV/Objects/Weapons/Melee/katana.rsi #DeltaV
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: energy katana
|
||||
|
|
@ -86,11 +94,10 @@
|
|||
|
||||
- type: entity
|
||||
name: machete
|
||||
parent: BaseItem
|
||||
parent: BaseSword
|
||||
id: Machete
|
||||
description: A large, vicious looking blade.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Tag
|
||||
tags:
|
||||
- Machete
|
||||
|
|
@ -107,15 +114,13 @@
|
|||
- type: Item
|
||||
size: Normal
|
||||
sprite: Objects/Weapons/Melee/machete.rsi
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: claymore
|
||||
parent: BaseItem
|
||||
parent: BaseSword
|
||||
id: Claymore
|
||||
description: An ancient war blade.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/claymore.rsi
|
||||
state: icon
|
||||
|
|
@ -133,15 +138,13 @@
|
|||
sprite: Objects/Weapons/Melee/claymore.rsi
|
||||
slots:
|
||||
- back
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: cutlass
|
||||
parent: BaseItem
|
||||
parent: BaseSword
|
||||
id: Cutlass
|
||||
description: A wickedly curved blade, often seen in the hands of space pirates.
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Tag
|
||||
tags:
|
||||
- Machete
|
||||
|
|
@ -158,15 +161,13 @@
|
|||
- type: Item
|
||||
size: Normal
|
||||
sprite: Objects/Weapons/Melee/cutlass.rsi
|
||||
- type: DisarmMalus
|
||||
|
||||
- type: entity
|
||||
name: The Throngler
|
||||
parent: BaseItem
|
||||
parent: BaseSword
|
||||
id: Throngler
|
||||
description: Why would you make this?
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Melee/Throngler2.rsi
|
||||
state: icon
|
||||
|
|
@ -190,4 +191,3 @@
|
|||
- type: Item
|
||||
size: Ginormous
|
||||
sprite: Objects/Weapons/Melee/Throngler-in-hand.rsi
|
||||
- type: DisarmMalus
|
||||
|
|
|
|||
Loading…
Reference in New Issue