Reorganize commands into the Commands folder (#2679)
* Reorganize commands into the Commands folder * RIDER
This commit is contained in:
129
Content.Server/Commands/Chat/SuicideCommand.cs
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129
Content.Server/Commands/Chat/SuicideCommand.cs
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#nullable enable
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using System;
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using System.Linq;
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using Content.Server.Administration;
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using Content.Server.Commands.Observer;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Players;
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using Content.Server.Utility;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.Interfaces;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Commands.Chat
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{
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[AnyCommand]
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internal class SuicideCommand : IClientCommand
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{
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public string Command => "suicide";
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public string Description => "Commits suicide";
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public string Help => "The suicide command gives you a quick way out of a round while remaining in-character.\n" +
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"The method varies, first it will attempt to use the held item in your active hand.\n" +
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"If that fails, it will attempt to use an object in the environment.\n" +
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"Finally, if neither of the above worked, you will die by biting your tongue.";
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private void DealDamage(ISuicideAct suicide, IChatManager chat, IDamageableComponent damageableComponent, IEntity source, IEntity 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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damageableComponent.ChangeDamage(kind switch
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{
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SuicideKind.Blunt => DamageType.Blunt,
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SuicideKind.Slash => DamageType.Slash,
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SuicideKind.Piercing => DamageType.Piercing,
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SuicideKind.Heat => DamageType.Heat,
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SuicideKind.Shock => DamageType.Shock,
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SuicideKind.Cold => DamageType.Cold,
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SuicideKind.Poison => DamageType.Poison,
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SuicideKind.Radiation => DamageType.Radiation,
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SuicideKind.Asphyxiation => DamageType.Asphyxiation,
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SuicideKind.Bloodloss => DamageType.Bloodloss,
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_ => DamageType.Blunt
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},
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500,
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true, source);
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}
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}
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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if (player == null)
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{
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shell.SendText(player, "You cannot run this command from the server.");
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return;
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}
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if (player.Status != SessionStatus.InGame)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var owner = player.ContentData()?.Mind?.OwnedMob.Owner;
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if (owner == null)
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{
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shell.SendText(player, "You don't have a mind!");
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return;
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}
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var dmgComponent = owner.GetComponent<IDamageableComponent>();
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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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// Held item suicide
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var handsComponent = owner.GetComponent<HandsComponent>();
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var itemComponent = handsComponent.GetActiveHand;
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if (itemComponent != null)
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{
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var suicide = itemComponent.Owner.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, itemComponent.Owner, 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 = owner.EntityManager.GetEntitiesInRange(owner, 1, true).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 (entity.HasComponent<ItemComponent>())
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continue;
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var suicide = entity.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, entity, 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("{0:theName} is attempting to bite {0:their} own tongue!", owner);
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owner.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("You attempt to bite your own tongue!");
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owner.PopupMessage(selfMessage);
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dmgComponent.ChangeDamage(DamageType.Piercing, 500, true, owner);
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// Prevent the player from returning to the body. Yes, this is an ugly hack.
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var ghost = new Ghost(){CanReturn = false};
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ghost.Execute(shell, player, Array.Empty<string>());
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}
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}
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}
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