Melee Executions (#30104)

* melee executions

* fix damage bug

* cleanup

* address reviews hopefully

* resistance bypass mechanic

* component changes

* self executions (not finished yet)

* self execs part two

* ok i fixed things (still not finished)

* finish everything

* review stuff

* nuke if (kind = special)

* more review stuffs

* Make suicide system much less hardcoded and make much more use of events

* Fix a dumb bug I introduced

* self execution popups

* Integration tests

* Why did they even take 0.5 blunt damage?

* More consistent integration tests

* Destructive equals true

* Allow it to dirty-dispose

* IS THIS WHAT YOU WANT?

* FRESH AND CLEAN

* modifier to multiplier

* don't jinx the integration tests

* no file-scoped namespace

* Move the rest of execution to shared, create SuicideGhostEvent

* handled

* Get rid of unused code and add a comment

* ghost before suicide

* stop cat suicides

* popup fix + small suicide change

* make it a bit better

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
This commit is contained in:
Scribbles0
2024-08-10 20:05:54 -07:00
committed by GitHub
parent c25c5ec666
commit 220aff21eb
26 changed files with 1048 additions and 219 deletions

View File

@@ -38,7 +38,7 @@ public sealed class CrematoriumSystem : EntitySystem
SubscribeLocalEvent<CrematoriumComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<CrematoriumComponent, GetVerbsEvent<AlternativeVerb>>(AddCremateVerb);
SubscribeLocalEvent<CrematoriumComponent, SuicideEvent>(OnSuicide);
SubscribeLocalEvent<CrematoriumComponent, SuicideByEnvironmentEvent>(OnSuicideByEnvironment);
SubscribeLocalEvent<ActiveCrematoriumComponent, StorageOpenAttemptEvent>(OnAttemptOpen);
}
@@ -146,11 +146,10 @@ public sealed class CrematoriumSystem : EntitySystem
_audio.PlayPvs(component.CremateFinishSound, uid);
}
private void OnSuicide(EntityUid uid, CrematoriumComponent component, SuicideEvent args)
private void OnSuicideByEnvironment(EntityUid uid, CrematoriumComponent component, SuicideByEnvironmentEvent args)
{
if (args.Handled)
return;
args.SetHandled(SuicideKind.Heat);
var victim = args.Victim;
if (TryComp(victim, out ActorComponent? actor) && _minds.TryGetMind(victim, out var mindId, out var mind))
@@ -179,6 +178,7 @@ public sealed class CrematoriumSystem : EntitySystem
}
_entityStorage.CloseStorage(uid);
Cremate(uid, component);
args.Handled = true;
}
public override void Update(float frameTime)