This reverts commit bb0776c496.
# Conflicts:
# Content.Server/Projectiles/ProjectileSystem.cs
# Content.Shared/Projectiles/SharedProjectileSystem.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
This commit is contained in:
9
Content.Shared/Execution/DoafterEvent.cs
Normal file
9
Content.Shared/Execution/DoafterEvent.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using Content.Shared.DoAfter;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Execution;
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed partial class ExecutionDoAfterEvent : SimpleDoAfterEvent
|
||||
{
|
||||
}
|
||||
26
Content.Shared/Execution/ExecutionComponent.cs
Normal file
26
Content.Shared/Execution/ExecutionComponent.cs
Normal file
@@ -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;
|
||||
}
|
||||
244
Content.Shared/Execution/ExecutionSystem.cs
Normal file
244
Content.Shared/Execution/ExecutionSystem.cs
Normal file
@@ -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.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)
|
||||
{
|
||||
BreakOnMove = 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;
|
||||
|
||||
// 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))
|
||||
{
|
||||
// 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
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -303,3 +303,9 @@ public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, Projectile
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, EntityUid? Shooter = null);
|
||||
|
||||
/// <summary>
|
||||
/// Raised after a projectile has dealt it's damage.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
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()
|
||||
|
||||
@@ -21,6 +21,7 @@ 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;
|
||||
@@ -140,7 +141,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
|
||||
gun.Target = GetEntity(msg.Target);
|
||||
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)
|
||||
@@ -204,13 +205,38 @@ 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;
|
||||
}
|
||||
|
||||
@@ -221,20 +247,35 @@ 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;
|
||||
|
||||
@@ -246,17 +287,42 @@ 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
|
||||
@@ -308,10 +374,11 @@ 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);
|
||||
|
||||
@@ -346,24 +413,18 @@ 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(
|
||||
|
||||
Reference in New Issue
Block a user