Convert suicide to ecs (#8091)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using System.Text;
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using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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@@ -36,122 +36,9 @@ namespace Content.Server.Chat.Commands
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public string Help => Loc.GetString("suicide-command-help-text");
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private void DealDamage(ISuicideAct suicide, IChatManager chat, EntityUid target)
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{
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var kind = suicide.Suicide(target, chat);
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if (kind != SuicideKind.Special)
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{
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// TODO SUICIDE ..heh.. anyway, someone should fix this mess.
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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DamageSpecifier damage = new(kind switch
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{
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SuicideKind.Blunt => prototypeManager.Index<DamageTypePrototype>("Blunt"),
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SuicideKind.Slash => prototypeManager.Index<DamageTypePrototype>("Slash"),
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SuicideKind.Piercing => prototypeManager.Index<DamageTypePrototype>("Piercing"),
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SuicideKind.Heat => prototypeManager.Index<DamageTypePrototype>("Heat"),
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SuicideKind.Shock => prototypeManager.Index<DamageTypePrototype>("Shock"),
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SuicideKind.Cold => prototypeManager.Index<DamageTypePrototype>("Cold"),
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SuicideKind.Poison => prototypeManager.Index<DamageTypePrototype>("Poison"),
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SuicideKind.Radiation => prototypeManager.Index<DamageTypePrototype>("Radiation"),
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SuicideKind.Asphyxiation => prototypeManager.Index<DamageTypePrototype>("Asphyxiation"),
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SuicideKind.Bloodloss => prototypeManager.Index<DamageTypePrototype>("Bloodloss"),
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_ => prototypeManager.Index<DamageTypePrototype>("Blunt")
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},
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200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(target, damage, true);
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}
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}
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.WriteLine(Loc.GetString("shell-cannot-run-command-from-server"));
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return;
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}
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if (player.Status != SessionStatus.InGame || player.AttachedEntity == null)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var mind = player.ContentData()?.Mind;
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// This check also proves mind not-null for at the end when the mob is ghosted.
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if (mind?.OwnedComponent?.Owner is not {Valid: true} owner)
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{
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shell.WriteLine("You don't have a mind!");
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return;
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}
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//Checks to see if the player is dead.
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if(_entities.TryGetComponent<MobStateComponent>(owner, out var mobState) && mobState.IsDead())
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{
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shell.WriteLine(Loc.GetString("suicide-command-already-dead"));
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return;
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}
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//Checks to see if the CannotSuicide tag exits, ghosts instead.
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if(EntitySystem.Get<TagSystem>().HasTag(owner, "CannotSuicide"))
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{
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if (!EntitySystem.Get<GameTicker>().OnGhostAttempt(mind, true))
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{
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shell?.WriteLine("You can't ghost right now.");
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return;
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}
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return;
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}
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//TODO: needs to check if the mob is actually alive
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//TODO: maybe set a suicided flag to prevent resurrection?
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EntitySystem.Get<AdminLogSystem>().Add(LogType.Suicide,
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$"{_entities.ToPrettyString(player.AttachedEntity.Value):player} is committing suicide");
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// Held item suicide
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if (_entities.TryGetComponent(owner, out HandsComponent handsComponent)
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&& handsComponent.ActiveHandEntity is EntityUid item)
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{
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var suicide = _entities.GetComponents<ISuicideAct>(item).FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, owner);
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return;
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}
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}
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// Get all entities in range of the suicider
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var entities = EntitySystem.Get<EntityLookupSystem>().GetEntitiesInRange(owner, 1, LookupFlags.Approximate | LookupFlags.Anchored).ToArray();
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if (entities.Length > 0)
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{
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foreach (var entity in entities)
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{
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if (_entities.HasComponent<SharedItemComponent>(entity))
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continue;
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var suicide = _entities.GetComponents<ISuicideAct>(entity).FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, owner);
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return;
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}
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}
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}
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// Default suicide, bite your tongue
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var othersMessage = Loc.GetString("suicide-command-default-text-others",("name", owner));
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owner.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("suicide-command-default-text-self");
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owner.PopupMessage(selfMessage);
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DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Bloodloss"), 200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(owner, damage, true);
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// Prevent the player from returning to the body.
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// Note that mind cannot be null because otherwise owner would be null.
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EntitySystem.Get<GameTicker>().OnGhostAttempt(mind!, false);
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EntitySystem.Get<SuicideSystem>().Suicide(shell);
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}
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}
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}
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150
Content.Server/Chat/SuicideSystem.cs
Normal file
150
Content.Server/Chat/SuicideSystem.cs
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@@ -0,0 +1,150 @@
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using Content.Server.Act;
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using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Hands.Components;
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using Content.Server.Players;
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using Content.Server.Popups;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Server.Chat
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{
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public sealed class SuicideSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookupSystem = default!;
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[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public void Suicide(IConsoleShell shell)
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{
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//TODO: Make this work without the console shell
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.WriteLine(Loc.GetString("shell-cannot-run-command-from-server"));
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return;
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}
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if (player.Status != SessionStatus.InGame || player.AttachedEntity == null)
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return;
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var mind = player.ContentData()?.Mind;
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// This check also proves mind not-null for at the end when the mob is ghosted.
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if (mind?.OwnedComponent?.Owner is not { Valid: true } owner)
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{
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shell.WriteLine("You don't have a mind!");
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return;
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}
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//Checks to see if the player is dead.
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if (EntityManager.TryGetComponent<MobStateComponent>(owner, out var mobState) && mobState.IsDead())
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{
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shell.WriteLine(Loc.GetString("suicide-command-already-dead"));
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return;
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}
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//Checks to see if the CannotSuicide tag exits, ghosts instead.
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if (_tagSystem.HasTag(owner, "CannotSuicide"))
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{
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if (!_gameTicker.OnGhostAttempt(mind, true))
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{
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shell?.WriteLine("You can't ghost right now.");
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return;
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}
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return;
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}
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//TODO: needs to check if the mob is actually alive
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//TODO: maybe set a suicided flag to prevent resurrection?
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_adminLogSystem.Add(LogType.Suicide,
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$"{EntityManager.ToPrettyString(player.AttachedEntity.Value):player} is committing suicide");
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var suicideEvent = new SuicideEvent(owner);
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// Held item suicide
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if (EntityManager.TryGetComponent(owner, out HandsComponent handsComponent)
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&& handsComponent.ActiveHandEntity is EntityUid item)
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{
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RaiseLocalEvent(item, suicideEvent, false);
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if (suicideEvent.Handled)
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{
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ApplyDeath(owner, suicideEvent.Kind!.Value);
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return;
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}
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}
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// Get all entities in range of the suicider
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var entities = _entityLookupSystem.GetEntitiesInRange(owner, 1, LookupFlags.Approximate | LookupFlags.Anchored).ToArray();
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if (entities.Length > 0)
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{
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foreach (var entity in entities)
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{
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if (EntityManager.HasComponent<SharedItemComponent>(entity))
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continue;
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RaiseLocalEvent(entity, suicideEvent, false);
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if (suicideEvent.Handled)
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{
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ApplyDeath(owner, suicideEvent.Kind!.Value);
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return;
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}
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}
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}
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// Default suicide, bite your tongue
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var othersMessage = Loc.GetString("suicide-command-default-text-others", ("name", owner));
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owner.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("suicide-command-default-text-self");
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owner.PopupMessage(selfMessage);
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ApplyDeath(owner, SuicideKind.Bloodloss);
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// Prevent the player from returning to the body.
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// Note that mind cannot be null because otherwise owner would be null.
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_gameTicker.OnGhostAttempt(mind!, false);
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}
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private void ApplyDeath(EntityUid target, SuicideKind kind)
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{
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if (kind == SuicideKind.Special) return;
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// TODO SUICIDE ..heh.. anyway, someone should fix this mess.
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DamageSpecifier damage = new(kind switch
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{
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SuicideKind.Blunt => _prototypeManager.Index<DamageTypePrototype>("Blunt"),
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SuicideKind.Slash => _prototypeManager.Index<DamageTypePrototype>("Slash"),
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SuicideKind.Piercing => _prototypeManager.Index<DamageTypePrototype>("Piercing"),
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SuicideKind.Heat => _prototypeManager.Index<DamageTypePrototype>("Heat"),
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SuicideKind.Shock => _prototypeManager.Index<DamageTypePrototype>("Shock"),
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SuicideKind.Cold => _prototypeManager.Index<DamageTypePrototype>("Cold"),
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SuicideKind.Poison => _prototypeManager.Index<DamageTypePrototype>("Poison"),
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SuicideKind.Radiation => _prototypeManager.Index<DamageTypePrototype>("Radiation"),
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SuicideKind.Asphyxiation => _prototypeManager.Index<DamageTypePrototype>("Asphyxiation"),
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SuicideKind.Bloodloss => _prototypeManager.Index<DamageTypePrototype>("Bloodloss"),
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_ => _prototypeManager.Index<DamageTypePrototype>("Blunt")
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},
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200);
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_damageableSystem.TryChangeDamage(target, damage, true);
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}
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}
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}
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