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

@@ -0,0 +1,77 @@
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;
/// <summary>
/// Arbitrarily chosen number to multiply damage by, used to deal reasonable amounts of damage to a victim of an execution.
/// /// </summary>
[DataField, AutoNetworkedField]
public float DamageMultiplier = 9f;
/// <summary>
/// Shown to the person performing the melee execution (attacker) upon starting a melee execution.
/// </summary>
[DataField]
public LocId InternalMeleeExecutionMessage = "execution-popup-melee-initial-internal";
/// <summary>
/// Shown to bystanders and the victim of a melee execution when a melee execution is started.
/// </summary>
[DataField]
public LocId ExternalMeleeExecutionMessage = "execution-popup-melee-initial-external";
/// <summary>
/// Shown to the attacker upon completion of a melee execution.
/// </summary>
[DataField]
public LocId CompleteInternalMeleeExecutionMessage = "execution-popup-melee-complete-internal";
/// <summary>
/// Shown to bystanders and the victim of a melee execution when a melee execution is completed.
/// </summary>
[DataField]
public LocId CompleteExternalMeleeExecutionMessage = "execution-popup-melee-complete-external";
/// <summary>
/// Shown to the person performing the self execution when starting one.
/// </summary>
[DataField]
public LocId InternalSelfExecutionMessage = "execution-popup-self-initial-internal";
/// <summary>
/// Shown to bystanders near a self execution when one is started.
/// </summary>
[DataField]
public LocId ExternalSelfExecutionMessage = "execution-popup-self-initial-external";
/// <summary>
/// Shown to the person performing a self execution upon completion of a do-after or on use of /suicide with a weapon that has the Execution component.
/// </summary>
[DataField]
public LocId CompleteInternalSelfExecutionMessage = "execution-popup-self-complete-internal";
/// <summary>
/// Shown to bystanders when a self execution is completed or a suicide via execution weapon happens nearby.
/// </summary>
[DataField]
public LocId CompleteExternalSelfExecutionMessage = "execution-popup-self-complete-external";
// Not networked because this is transient inside of a tick.
/// <summary>
/// True if it is currently executing for handlers.
/// </summary>
[DataField]
public bool Executing = false;
}