Cleanup ExecutionSystem (#24382)

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nikthechampiongr 2024-02-25 12:07:10 +01:00 committed by Debug
parent 8910a98a3f
commit dc56c5992f
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27 changed files with 569 additions and 481 deletions

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@ -1,400 +0,0 @@
using Content.Server.Interaction;
using Content.Server.Kitchen.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Execution;
using Content.Shared.Interaction.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.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 InteractionSystem _interactionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly GunSystem _gunSystem = default!;
private const float MeleeExecutionTimeModifier = 5.0f;
private const float GunExecutionTime = 6.0f;
private const float DamageModifier = 9.0f;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharpComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsMelee);
SubscribeLocalEvent<GunComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsGun);
SubscribeLocalEvent<SharpComponent, ExecutionDoAfterEvent>(OnDoafterMelee);
SubscribeLocalEvent<GunComponent, ExecutionDoAfterEvent>(OnDoafterGun);
}
private void OnGetInteractionVerbsMelee(
EntityUid uid,
SharpComponent component,
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 (!CanExecuteWithMelee(weapon, victim, attacker))
return;
UtilityVerb verb = new()
{
Act = () =>
{
TryStartMeleeExecutionDoafter(weapon, victim, attacker);
},
Impact = LogImpact.High,
Text = Loc.GetString("execution-verb-name"),
Message = Loc.GetString("execution-verb-message"),
};
args.Verbs.Add(verb);
}
private void OnGetInteractionVerbsGun(
EntityUid uid,
GunComponent component,
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 (!CanExecuteWithGun(weapon, victim, attacker))
return;
UtilityVerb verb = new()
{
Act = () =>
{
TryStartGunExecutionDoafter(weapon, victim, attacker);
},
Impact = LogImpact.High,
Text = Loc.GetString("execution-verb-name"),
Message = Loc.GetString("execution-verb-message"),
};
args.Verbs.Add(verb);
}
private bool CanExecuteWithAny(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
// No point executing someone if they can't take damage
if (!TryComp<DamageableComponent>(victim, out var damage))
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 bool CanExecuteWithMelee(EntityUid weapon, EntityUid victim, EntityUid user)
{
if (!CanExecuteWithAny(weapon, victim, user)) return false;
// We must be able to actually hurt people with the weapon
if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
return false;
return true;
}
private bool CanExecuteWithGun(EntityUid weapon, EntityUid victim, EntityUid user)
{
if (!CanExecuteWithAny(weapon, victim, user)) return false;
// We must be able to actually fire the gun
if (!TryComp<GunComponent>(weapon, out var gun) && _gunSystem.CanShoot(gun!))
return false;
return true;
}
private void TryStartMeleeExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
if (!CanExecuteWithMelee(weapon, victim, attacker))
return;
var executionTime = (1.0f / Comp<MeleeWeaponComponent>(weapon).AttackRate) * MeleeExecutionTimeModifier;
if (attacker == victim)
{
ShowExecutionPopup("suicide-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("execution-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
var doAfter =
new DoAfterArgs(EntityManager, attacker, executionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
NeedHand = true
};
_doAfterSystem.TryStartDoAfter(doAfter);
}
private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
if (!CanExecuteWithGun(weapon, victim, attacker))
return;
if (attacker == victim)
{
ShowExecutionPopup("suicide-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("execution-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
var doAfter =
new DoAfterArgs(EntityManager, attacker, GunExecutionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
NeedHand = true
};
_doAfterSystem.TryStartDoAfter(doAfter);
}
private bool OnDoafterChecks(EntityUid uid, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
return false;
if (!CanExecuteWithAny(args.Used.Value, args.Target.Value, uid))
return false;
// All checks passed
return true;
}
private void OnDoafterMelee(EntityUid uid, SharpComponent component, DoAfterEvent 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 (!CanExecuteWithMelee(weapon, victim, attacker)) return;
if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
return;
_damageableSystem.TryChangeDamage(victim, melee.Damage * DamageModifier, true);
_audioSystem.PlayEntity(melee.HitSound, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
if (attacker == victim)
{
ShowExecutionPopup("suicide-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("execution-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
}
// TODO: This repeats a lot of the code of the serverside GunSystem, make it not do that
private void OnDoafterGun(EntityUid uid, GunComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
return;
var attacker = args.User;
var weapon = args.Used!.Value;
var victim = args.Target!.Value;
if (!CanExecuteWithGun(weapon, victim, attacker)) return;
// Check if any systems want to block our shot
var prevention = new ShotAttemptedEvent
{
User = attacker,
Used = weapon
};
RaiseLocalEvent(weapon, ref prevention);
if (prevention.Cancelled)
return;
RaiseLocalEvent(attacker, ref prevention);
if (prevention.Cancelled)
return;
// Not sure what this is for but gunsystem uses it so ehhh
var attemptEv = new AttemptShootEvent(attacker, null);
RaiseLocalEvent(weapon, ref attemptEv);
if (attemptEv.Cancelled)
{
if (attemptEv.Message != null)
{
_popupSystem.PopupClient(attemptEv.Message, weapon, attacker);
return;
}
}
// Take some ammunition for the shot (one bullet)
var fromCoordinates = Transform(attacker).Coordinates;
var ev = new TakeAmmoEvent(1, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, attacker);
RaiseLocalEvent(weapon, ev);
// Check if there's any ammo left
if (ev.Ammo.Count <= 0)
{
_audioSystem.PlayEntity(component.SoundEmpty, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
ShowExecutionPopup("execution-popup-gun-empty", Filter.Pvs(weapon), PopupType.Medium, attacker, victim, weapon);
return;
}
// Information about the ammo like damage
DamageSpecifier damage = new DamageSpecifier();
// Get some information from IShootable
var ammoUid = ev.Ammo[0].Entity;
switch (ev.Ammo[0].Shootable)
{
case CartridgeAmmoComponent cartridge:
// Get the damage value
var prototype = _prototypeManager.Index<EntityPrototype>(cartridge.Prototype);
prototype.TryGetComponent<ProjectileComponent>(out var projectileA, _componentFactory); // sloth forgive me
if (projectileA != null)
{
damage = projectileA.Damage * cartridge.Count;
}
// Expend the cartridge
cartridge.Spent = true;
_appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
Dirty(ammoUid.Value, cartridge);
break;
case AmmoComponent newAmmo:
TryComp<ProjectileComponent>(ammoUid, out var projectileB);
if (projectileB != null)
{
damage = projectileB.Damage;
}
Del(ammoUid);
break;
case HitscanPrototype hitscan:
damage = hitscan.Damage!;
break;
default:
throw new ArgumentOutOfRangeException();
}
// Clumsy people have a chance to shoot themselves
if (TryComp<ClumsyComponent>(attacker, out var clumsy) && component.ClumsyProof == false)
{
if (_interactionSystem.TryRollClumsy(attacker, 0.33333333f, clumsy))
{
ShowExecutionPopup("execution-popup-gun-clumsy-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-gun-clumsy-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
// You shoot yourself with the gun (no damage multiplier)
_damageableSystem.TryChangeDamage(attacker, damage, origin: attacker);
_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
return;
}
}
// Gun successfully fired, deal damage
_damageableSystem.TryChangeDamage(victim, damage * DamageModifier, true);
_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, false, AudioParams.Default);
// Popups
if (attacker != victim)
{
ShowExecutionPopup("execution-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("suicide-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.LargeCaution, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
}
}
private void ShowExecutionPopup(string locString, Filter filter, PopupType type,
EntityUid attacker, EntityUid victim, EntityUid weapon)
{
_popupSystem.PopupEntity(Loc.GetString(
locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
attacker, filter, true, type);
}
}

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@ -28,10 +28,14 @@ public sealed class ProjectileSystem : SharedProjectileSystem
{
// This is so entities that shouldn't get a collision are ignored.
if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
|| component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
|| component.DamagedEntity || component is
{ Weapon: null, OnlyCollideWhenShot: true })
{
return;
}
var target = args.OtherEntity;
// it's here so this check is only done once before possible hit
var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
RaiseLocalEvent(target, ref attemptEv);
@ -41,11 +45,26 @@ public sealed class ProjectileSystem : SharedProjectileSystem
return;
}
if (TryHandleProjectile(target, (uid, component)))
{
var direction = args.OurBody.LinearVelocity.Normalized();
_sharedCameraRecoil.KickCamera(target, direction);
}
}
/// <summary>
/// Tries to handle a projectile interacting with the target.
/// </summary>
/// <returns>True if the target isn't deleted.</returns>
public bool TryHandleProjectile(EntityUid target, Entity<ProjectileComponent> projectile)
{
var uid = projectile.Owner;
var component = projectile.Comp;
var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter);
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
var direction = args.OurBody.LinearVelocity.Normalized();
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
var deleted = Deleted(target);
@ -64,12 +83,11 @@ public sealed class ProjectileSystem : SharedProjectileSystem
if (!deleted)
{
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
_sharedCameraRecoil.KickCamera(target, direction);
}
component.DamagedEntity = true;
var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target, args.OtherFixture);
var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target);
RaiseLocalEvent(uid, ref afterProjectileHitEvent);
if (component.DeleteOnCollide)
@ -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;
}
}

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@ -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);

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@ -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;
}

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@ -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
);
}
}

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@ -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);

View File

@ -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()

View File

@ -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(

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@ -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)}!

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@ -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.

View File

@ -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

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@ -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

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@ -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:

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@ -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

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@ -60,6 +60,7 @@
price: 500
- type: UseDelay
delay: 1
- type: Execution
- type: entity
name: L6 SAW

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@ -19,6 +19,7 @@
containers:
ballistic-ammo: !type:Container
ents: []
- type: Execution
- type: entity
name: china lake

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@ -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

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@ -49,6 +49,7 @@
gun_chamber: !type:ContainerSlot
- type: StaticPrice
price: 500
- type: Execution
- type: entity
name: AKMS

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@ -54,6 +54,7 @@
gun_chamber: !type:ContainerSlot
- type: StaticPrice
price: 500
- type: Execution
- type: entity
name: Atreides

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@ -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

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@ -36,6 +36,7 @@
ents: []
- type: StaticPrice
price: 500
- type: Execution
- type: entity
name: Kardashev-Mosin

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@ -36,3 +36,4 @@
quickEquip: false
slots:
- Belt
- type: Execution

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@ -107,6 +107,7 @@
containers:
storagebase: !type:Container
ents: []
- type: Execution
# shoots bullets instead of throwing them, no other changes
- type: entity

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@ -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

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@ -8,6 +8,8 @@
tags:
- FireAxe
- type: Sharp
- type: Execution
doAfterDuration: 4.0
- type: Sprite
sprite: Objects/Weapons/Melee/fireaxe.rsi
state: icon

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@ -7,6 +7,8 @@
tags:
- Knife
- type: Sharp
- type: Execution
doAfterDuration: 4.0
- type: Utensil
types:
- Knife

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@ -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