make suicide actions require confirming (#24609)
* add ActionAttemptEvent * add ConfirmableAction compsys * make suicide actions confirmable * use new trolling techniques * better query and dirty them * death --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
48
Content.Shared/Actions/ConfirmableActionComponent.cs
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48
Content.Shared/Actions/ConfirmableActionComponent.cs
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Actions;
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/// <summary>
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/// An action that must be confirmed before using it.
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/// Using it for the first time primes it, after a delay you can then confirm it.
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/// Used for dangerous actions that cannot be undone (unlike screaming).
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(ConfirmableActionSystem))]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class ConfirmableActionComponent : Component
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{
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/// <summary>
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/// Warning popup shown when priming the action.
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/// </summary>
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[DataField(required: true)]
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public LocId Popup = string.Empty;
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/// <summary>
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/// If not null, this is when the action can be confirmed at.
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/// This is the time of priming plus the delay.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoNetworkedField, AutoPausedField]
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public TimeSpan? NextConfirm;
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/// <summary>
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/// If not null, this is when the action will unprime at.
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/// This is <c>NextConfirm> plus <c>PrimeTime</c>
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoNetworkedField, AutoPausedField]
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public TimeSpan? NextUnprime;
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/// <summary>
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/// Forced delay between priming and confirming to prevent accidents.
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/// </summary>
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[DataField]
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public TimeSpan ConfirmDelay = TimeSpan.FromSeconds(1);
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/// <summary>
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/// Once you prime the action it will unprime after this length of time.
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/// </summary>
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[DataField]
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public TimeSpan PrimeTime = TimeSpan.FromSeconds(5);
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}
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80
Content.Shared/Actions/ConfirmableActionSystem.cs
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80
Content.Shared/Actions/ConfirmableActionSystem.cs
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using Content.Shared.Actions.Events;
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using Content.Shared.Popups;
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using Robust.Shared.Timing;
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namespace Content.Shared.Actions;
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/// <summary>
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/// Handles action priming, confirmation and automatic unpriming.
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/// </summary>
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public sealed class ConfirmableActionSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ConfirmableActionComponent, ActionAttemptEvent>(OnAttempt);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// handle automatic unpriming
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var now = _timing.CurTime;
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var query = EntityQueryEnumerator<ConfirmableActionComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.NextUnprime is not {} time)
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continue;
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if (now >= time)
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Unprime((uid, comp));
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}
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}
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private void OnAttempt(Entity<ConfirmableActionComponent> ent, ref ActionAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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// if not primed, prime it and cancel the action
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if (ent.Comp.NextConfirm is not {} confirm)
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{
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Prime(ent, args.User);
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args.Cancelled = true;
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return;
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}
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// primed but the delay isnt over, cancel the action
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if (_timing.CurTime < confirm)
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{
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args.Cancelled = true;
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return;
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}
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// primed and delay has passed, let the action go through
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Unprime(ent);
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}
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private void Prime(Entity<ConfirmableActionComponent> ent, EntityUid user)
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{
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var (uid, comp) = ent;
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comp.NextConfirm = _timing.CurTime + comp.ConfirmDelay;
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comp.NextUnprime = comp.NextConfirm + comp.PrimeTime;
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Dirty(uid, comp);
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_popup.PopupClient(Loc.GetString(comp.Popup), user, user, PopupType.LargeCaution);
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}
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private void Unprime(Entity<ConfirmableActionComponent> ent)
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{
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var (uid, comp) = ent;
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comp.NextConfirm = null;
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comp.NextUnprime = null;
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Dirty(uid, comp);
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}
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}
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8
Content.Shared/Actions/Events/ActionAttemptEvent.cs
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8
Content.Shared/Actions/Events/ActionAttemptEvent.cs
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namespace Content.Shared.Actions.Events;
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/// <summary>
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/// Raised before an action is used and can be cancelled to prevent it.
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/// Allowed to have side effects like modifying the action component.
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/// </summary>
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[ByRefEvent]
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public record struct ActionAttemptEvent(EntityUid User, bool Cancelled = false);
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@@ -352,6 +352,13 @@ public abstract class SharedActionsSystem : EntitySystem
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if (!action.Enabled)
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return;
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// check for action use prevention
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// TODO: make code below use this event with a dedicated component
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var attemptEv = new ActionAttemptEvent(user);
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RaiseLocalEvent(actionEnt, ref attemptEv);
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if (attemptEv.Cancelled)
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return;
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var curTime = GameTiming.CurTime;
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// TODO: Check for charge recovery timer
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if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)
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1
Resources/Locale/en-US/actions/actions/suicide.ftl
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1
Resources/Locale/en-US/actions/actions/suicide.ftl
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suicide-action-popup = THIS ACTION WILL KILL YOU! Use it again to confirm.
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@@ -1,3 +1,14 @@
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# base actions
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- type: entity
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id: BaseSuicideAction
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abstract: true
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components:
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- type: ConfirmableAction
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popup: suicide-action-popup
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# actions
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- type: entity
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id: ActionScream
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name: Scream
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@@ -47,6 +58,7 @@
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event: !type:OpenStorageImplantEvent
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- type: entity
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parent: BaseSuicideAction
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id: ActionActivateMicroBomb
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name: Activate Microbomb
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description: Activates your internal microbomb, completely destroying you and your equipment
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@@ -62,6 +74,7 @@
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event: !type:ActivateImplantEvent
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- type: entity
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parent: BaseSuicideAction
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id: ActionActivateDeathAcidifier
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name: Activate Death-Acidifier
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description: Activates your death-acidifier, completely melting you and your equipment
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