Executions (#24150)
* Execution (you monster) not done * woops * more stuff * Melee executions * Prevent executing those who can interact * Better checks for if you can execute * Scale the execution time of a knife with its attack speed * Translations for fucking up an execution * rename some functions * Properly scale execution speed of melee weapons * Fix checks in CanExecuteWithAny * Allow executing yourself (funny) * More versatile localisation * Suicide with guns * Popups for successful gun executions * whoops * Stop flare guns crashing the game on executions * Various tweaks * Remove some old usings * Pacifists can no longer execute * Remove unnecessary check * Use CanShoot in gunsystem * Capitalisation in ftl string * Fix melee executions not playing a sound * localisation tweaks
This commit is contained in:
397
Content.Server/Execution/ExecutionSystem.cs
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397
Content.Server/Execution/ExecutionSystem.cs
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using Content.Server.Interaction;
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using Content.Server.Kitchen.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Execution;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Execution;
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/// <summary>
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/// Verb for violently murdering cuffed creatures.
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/// </summary>
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public sealed class ExecutionSystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly InteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly GunSystem _gunSystem = default!;
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private const float MeleeExecutionTimeModifier = 5.0f;
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private const float GunExecutionTime = 6.0f;
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private const float DamageModifier = 9.0f;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharpComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsMelee);
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SubscribeLocalEvent<GunComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsGun);
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SubscribeLocalEvent<SharpComponent, ExecutionDoAfterEvent>(OnDoafterMelee);
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SubscribeLocalEvent<GunComponent, ExecutionDoAfterEvent>(OnDoafterGun);
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}
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private void OnGetInteractionVerbsMelee(
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EntityUid uid,
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SharpComponent component,
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GetVerbsEvent<UtilityVerb> args)
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{
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if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
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return;
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var attacker = args.User;
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var weapon = args.Using!.Value;
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var victim = args.Target;
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if (!CanExecuteWithMelee(weapon, victim, attacker))
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return;
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UtilityVerb verb = new()
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{
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Act = () =>
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{
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TryStartMeleeExecutionDoafter(weapon, victim, attacker);
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},
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Impact = LogImpact.High,
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Text = Loc.GetString("execution-verb-name"),
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Message = Loc.GetString("execution-verb-message"),
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};
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args.Verbs.Add(verb);
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}
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private void OnGetInteractionVerbsGun(
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EntityUid uid,
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GunComponent component,
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GetVerbsEvent<UtilityVerb> args)
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{
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if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
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return;
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var attacker = args.User;
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var weapon = args.Using!.Value;
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var victim = args.Target;
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if (!CanExecuteWithGun(weapon, victim, attacker))
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return;
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UtilityVerb verb = new()
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{
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Act = () =>
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{
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TryStartGunExecutionDoafter(weapon, victim, attacker);
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},
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Impact = LogImpact.High,
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Text = Loc.GetString("execution-verb-name"),
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Message = Loc.GetString("execution-verb-message"),
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};
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args.Verbs.Add(verb);
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}
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private bool CanExecuteWithAny(EntityUid weapon, EntityUid victim, EntityUid attacker)
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{
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// No point executing someone if they can't take damage
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if (!TryComp<DamageableComponent>(victim, out var damage))
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return false;
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// You can't execute something that cannot die
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if (!TryComp<MobStateComponent>(victim, out var mobState))
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return false;
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// You're not allowed to execute dead people (no fun allowed)
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if (_mobStateSystem.IsDead(victim, mobState))
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return false;
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// You must be able to attack people to execute
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if (!_actionBlockerSystem.CanAttack(attacker, victim))
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return false;
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// The victim must be incapacitated to be executed
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if (victim != attacker && _actionBlockerSystem.CanInteract(victim, null))
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return false;
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// All checks passed
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return true;
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}
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private bool CanExecuteWithMelee(EntityUid weapon, EntityUid victim, EntityUid user)
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{
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if (!CanExecuteWithAny(weapon, victim, user)) return false;
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// We must be able to actually hurt people with the weapon
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if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
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return false;
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return true;
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}
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private bool CanExecuteWithGun(EntityUid weapon, EntityUid victim, EntityUid user)
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{
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if (!CanExecuteWithAny(weapon, victim, user)) return false;
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// We must be able to actually fire the gun
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if (!TryComp<GunComponent>(weapon, out var gun) && _gunSystem.CanShoot(gun!))
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return false;
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return true;
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}
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private void TryStartMeleeExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
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{
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if (!CanExecuteWithMelee(weapon, victim, attacker))
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return;
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var executionTime = (1.0f / Comp<MeleeWeaponComponent>(weapon).AttackRate) * MeleeExecutionTimeModifier;
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if (attacker == victim)
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{
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ShowExecutionPopup("suicide-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("execution-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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var doAfter =
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new DoAfterArgs(EntityManager, attacker, executionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true
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};
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_doAfterSystem.TryStartDoAfter(doAfter);
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}
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private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
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{
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if (!CanExecuteWithGun(weapon, victim, attacker))
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return;
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if (attacker == victim)
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{
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ShowExecutionPopup("suicide-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("execution-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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var doAfter =
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new DoAfterArgs(EntityManager, attacker, GunExecutionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true
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};
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_doAfterSystem.TryStartDoAfter(doAfter);
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}
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private bool OnDoafterChecks(EntityUid uid, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
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return false;
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if (!CanExecuteWithAny(args.Used.Value, args.Target.Value, uid))
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return false;
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// All checks passed
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return true;
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}
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private void OnDoafterMelee(EntityUid uid, SharpComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
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return;
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var attacker = args.User;
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var victim = args.Target!.Value;
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var weapon = args.Used!.Value;
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if (!CanExecuteWithMelee(weapon, victim, attacker)) return;
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if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
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return;
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_damageableSystem.TryChangeDamage(victim, melee.Damage * DamageModifier, true);
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_audioSystem.PlayEntity(melee.HitSound, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
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if (attacker == victim)
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{
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ShowExecutionPopup("suicide-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("execution-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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}
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}
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// TODO: This repeats a lot of the code of the serverside GunSystem, make it not do that
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private void OnDoafterGun(EntityUid uid, GunComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
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return;
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var attacker = args.User;
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var weapon = args.Used!.Value;
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var victim = args.Target!.Value;
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if (!CanExecuteWithGun(weapon, victim, attacker)) return;
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// Check if any systems want to block our shot
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var prevention = new ShotAttemptedEvent
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{
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User = attacker,
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Used = weapon
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};
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RaiseLocalEvent(weapon, ref prevention);
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if (prevention.Cancelled)
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return;
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RaiseLocalEvent(attacker, ref prevention);
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if (prevention.Cancelled)
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return;
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// Not sure what this is for but gunsystem uses it so ehhh
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var attemptEv = new AttemptShootEvent(attacker, null);
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RaiseLocalEvent(weapon, ref attemptEv);
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if (attemptEv.Cancelled)
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{
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if (attemptEv.Message != null)
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{
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_popupSystem.PopupClient(attemptEv.Message, weapon, attacker);
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return;
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}
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}
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// Take some ammunition for the shot (one bullet)
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var fromCoordinates = Transform(attacker).Coordinates;
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var ev = new TakeAmmoEvent(1, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, attacker);
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RaiseLocalEvent(weapon, ev);
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// Check if there's any ammo left
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if (ev.Ammo.Count <= 0)
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{
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_audioSystem.PlayEntity(component.SoundEmpty, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
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ShowExecutionPopup("execution-popup-gun-empty", Filter.Pvs(weapon), PopupType.Medium, attacker, victim, weapon);
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return;
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}
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// Information about the ammo like damage
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DamageSpecifier damage = new DamageSpecifier();
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// Get some information from IShootable
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var ammoUid = ev.Ammo[0].Entity;
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switch (ev.Ammo[0].Shootable)
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{
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case CartridgeAmmoComponent cartridge:
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// Get the damage value
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var prototype = _prototypeManager.Index<EntityPrototype>(cartridge.Prototype);
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prototype.TryGetComponent<ProjectileComponent>(out var projectileA, _componentFactory); // sloth forgive me
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if (projectileA != null)
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{
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damage = projectileA.Damage * cartridge.Count;
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}
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// Expend the cartridge
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cartridge.Spent = true;
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_appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
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Dirty(ammoUid.Value, cartridge);
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break;
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case AmmoComponent newAmmo:
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TryComp<ProjectileComponent>(ammoUid, out var projectileB);
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if (projectileB != null)
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{
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damage = projectileB.Damage;
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}
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Del(ammoUid);
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break;
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case HitscanPrototype hitscan:
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damage = hitscan.Damage!;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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// Clumsy people have a chance to shoot themselves
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if (TryComp<ClumsyComponent>(attacker, out var clumsy) && component.ClumsyProof == false)
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{
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if (_interactionSystem.TryRollClumsy(attacker, 0.33333333f, clumsy))
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{
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ShowExecutionPopup("execution-popup-gun-clumsy-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-gun-clumsy-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
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// You shoot yourself with the gun (no damage multiplier)
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_damageableSystem.TryChangeDamage(attacker, damage, origin: attacker);
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_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
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return;
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}
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}
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// Gun successfully fired, deal damage
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_damageableSystem.TryChangeDamage(victim, damage * DamageModifier, true);
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_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, false, AudioParams.Default);
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// Popups
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if (attacker != victim)
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{
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ShowExecutionPopup("execution-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
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ShowExecutionPopup("execution-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
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}
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else
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{
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ShowExecutionPopup("suicide-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.LargeCaution, attacker, victim, weapon);
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ShowExecutionPopup("suicide-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
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}
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}
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private void ShowExecutionPopup(string locString, Filter filter, PopupType type,
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EntityUid attacker, EntityUid victim, EntityUid weapon)
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{
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_popupSystem.PopupEntity(Loc.GetString(
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locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker, filter, true, type);
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}
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}
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Block a user