diff --git a/Content.Server/Projectiles/ProjectileSystem.cs b/Content.Server/Projectiles/ProjectileSystem.cs
index 80c5f039d3..15ea5936e1 100644
--- a/Content.Server/Projectiles/ProjectileSystem.cs
+++ b/Content.Server/Projectiles/ProjectileSystem.cs
@@ -28,14 +28,10 @@ public sealed class ProjectileSystem : SharedProjectileSystem
{
// This is so entities that shouldn't get a collision are ignored.
if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
- || component.DamagedEntity || component is
- { Weapon: null, OnlyCollideWhenShot: true })
- {
+ || component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
return;
- }
var target = args.OtherEntity;
-
// it's here so this check is only done once before possible hit
var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
RaiseLocalEvent(target, ref attemptEv);
@@ -45,26 +41,11 @@ public sealed class ProjectileSystem : SharedProjectileSystem
return;
}
- if (TryHandleProjectile(target, (uid, component)))
- {
- var direction = args.OurBody.LinearVelocity.Normalized();
- _sharedCameraRecoil.KickCamera(target, direction);
- }
- }
-
- ///
- /// Tries to handle a projectile interacting with the target.
- ///
- /// True if the target isn't deleted.
- public bool TryHandleProjectile(EntityUid target, Entity projectile)
- {
- var uid = projectile.Owner;
- var component = projectile.Comp;
-
var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter);
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
+ var direction = args.OurBody.LinearVelocity.Normalized();
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
var deleted = Deleted(target);
@@ -83,11 +64,12 @@ public sealed class ProjectileSystem : SharedProjectileSystem
if (!deleted)
{
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
+ _sharedCameraRecoil.KickCamera(target, direction);
}
component.DamagedEntity = true;
- var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target);
+ var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target, args.OtherFixture);
RaiseLocalEvent(uid, ref afterProjectileHitEvent);
if (component.DeleteOnCollide)
@@ -97,7 +79,5 @@ public sealed class ProjectileSystem : SharedProjectileSystem
{
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
}
-
- return !deleted;
}
}
diff --git a/Content.Server/Weapons/Ranged/Systems/GunSystem.cs b/Content.Server/Weapons/Ranged/Systems/GunSystem.cs
index fd3b6c5db3..b8f8f12211 100644
--- a/Content.Server/Weapons/Ranged/Systems/GunSystem.cs
+++ b/Content.Server/Weapons/Ranged/Systems/GunSystem.cs
@@ -4,7 +4,6 @@ using Content.Server.Administration.Logs;
using Content.Server.Cargo.Systems;
using Content.Server.Interaction;
using Content.Server.Power.EntitySystems;
-using Content.Server.Projectiles;
using Content.Server.Stunnable;
using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Damage;
@@ -30,13 +29,13 @@ namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem : SharedGunSystem
{
+ [Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly PricingSystem _pricing = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
- [Dependency] private readonly ProjectileSystem _projectile = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
[Dependency] private readonly StunSystem _stun = default!;
@@ -66,137 +65,6 @@ public sealed partial class GunSystem : SharedGunSystem
args.Price += price * component.UnspawnedCount;
}
- protected override bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
- {
- var result = false;
-
- // TODO: This is dogshit. I just want to get executions slightly better.
- // Ideally you'd pull out cartridge + ammo to separate handling functions and re-use it here, then hitscan you need to bypass entirely.
- // You should also make shooting into a struct of args given how many there are now.
- var fromCoordinates = Transform(gunUid).Coordinates;
- var toCoordinates = Transform(target).Coordinates;
-
- var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
- var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
- var mapDirection = toMap - fromMap.Position;
- var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
-
- // If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
- var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
- ? fromCoordinates.WithEntityId(gridUid, EntityManager)
- : new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
-
- // I must be high because this was getting tripped even when true.
- // DebugTools.Assert(direction != Vector2.Zero);
- var shotProjectiles = new List(ammo.Count);
- var cartridgeBullets = new List();
-
- foreach (var (ent, shootable) in ammo)
- {
- switch (shootable)
- {
- // Cartridge shoots something else
- case CartridgeAmmoComponent cartridge:
- if (!cartridge.Spent)
- {
- for (var i = 0; i < cartridge.Count; i++)
- {
- var uid = Spawn(cartridge.Prototype, fromEnt);
- cartridgeBullets.Add(uid);
- }
-
- RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
- {
- FiredProjectiles = cartridgeBullets,
- });
-
- shotProjectiles.AddRange(cartridgeBullets);
- cartridgeBullets.Clear();
- SetCartridgeSpent(ent.Value, cartridge, true);
- MuzzleFlash(gunUid, cartridge, user);
- Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
-
- if (cartridge.DeleteOnSpawn)
- Del(ent.Value);
- }
- else
- {
- Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
- }
-
- // Something like ballistic might want to leave it in the container still
- if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
- EjectCartridge(ent.Value, angle);
-
- result = true;
- Dirty(ent!.Value, cartridge);
- break;
- // Ammo shoots itself
- case AmmoComponent newAmmo:
- result = true;
- shotProjectiles.Add(ent!.Value);
- MuzzleFlash(gunUid, newAmmo, user);
- Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
- break;
- case HitscanPrototype hitscan:
- result = true;
- var hitEntity = target;
- if (hitscan.StaminaDamage > 0f)
- _stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
-
- var dmg = hitscan.Damage;
-
- var hitName = ToPrettyString(hitEntity);
- if (dmg != null)
- dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
-
- // check null again, as TryChangeDamage returns modified damage values
- if (dmg != null)
- {
- if (!Deleted(hitEntity))
- {
- if (dmg.Any())
- {
- _color.RaiseEffect(Color.Red, new List() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
- }
-
- // TODO get fallback position for playing hit sound.
- PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
- }
-
- Logs.Add(LogType.HitScanHit,
- $"{ToPrettyString(user):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
- }
-
- Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
- break;
- default:
- throw new ArgumentOutOfRangeException();
- }
- }
-
- foreach (var ammoUid in shotProjectiles)
- {
- // TODO: Handle this shit
- if (!TryComp(ammoUid, out ProjectileComponent? projectileComponent))
- {
- QueueDel(ammoUid);
- continue;
- }
-
- _projectile.TryHandleProjectile(target, (ammoUid, projectileComponent));
- // Even this deletion handling is mega sussy.
- Del(ammoUid);
- }
-
- RaiseLocalEvent(gunUid, new AmmoShotEvent()
- {
- FiredProjectiles = shotProjectiles,
- });
-
- return result;
- }
-
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
{
@@ -204,7 +72,7 @@ public sealed partial class GunSystem : SharedGunSystem
// Try a clumsy roll
// TODO: Who put this here
- if (TryComp(user, out var clumsy) && !gun.ClumsyProof)
+ if (TryComp(user, out var clumsy) && gun.ClumsyProof == false)
{
for (var i = 0; i < ammo.Count; i++)
{
@@ -225,8 +93,6 @@ public sealed partial class GunSystem : SharedGunSystem
}
}
- // As the above message wasn't obvious stop putting stuff here and use events
-
var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
var mapDirection = toMap - fromMap.Position;
@@ -234,7 +100,7 @@ public sealed partial class GunSystem : SharedGunSystem
var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
- var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
+ var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
? fromCoordinates.WithEntityId(gridUid, EntityManager)
: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
@@ -246,7 +112,6 @@ public sealed partial class GunSystem : SharedGunSystem
// I must be high because this was getting tripped even when true.
// DebugTools.Assert(direction != Vector2.Zero);
var shotProjectiles = new List(ammo.Count);
- var cartridgeBullets = new List();
foreach (var (ent, shootable) in ammo)
{
@@ -275,23 +140,21 @@ public sealed partial class GunSystem : SharedGunSystem
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
- cartridgeBullets.Add(uid);
+ shotProjectiles.Add(uid);
}
}
else
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
- cartridgeBullets.Add(uid);
+ shotProjectiles.Add(uid);
}
RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
{
- FiredProjectiles = cartridgeBullets,
+ FiredProjectiles = shotProjectiles,
});
- shotProjectiles.AddRange(cartridgeBullets);
- cartridgeBullets.Clear();
SetCartridgeSpent(ent.Value, cartridge, true);
MuzzleFlash(gunUid, cartridge, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
diff --git a/Content.Shared/Execution/DoafterEvent.cs b/Content.Shared/Execution/DoafterEvent.cs
deleted file mode 100644
index 7854974527..0000000000
--- a/Content.Shared/Execution/DoafterEvent.cs
+++ /dev/null
@@ -1,9 +0,0 @@
-using Content.Shared.DoAfter;
-using Robust.Shared.Serialization;
-
-namespace Content.Shared.Execution;
-
-[Serializable, NetSerializable]
-public sealed partial class ExecutionDoAfterEvent : SimpleDoAfterEvent
-{
-}
diff --git a/Content.Shared/Execution/ExecutionComponent.cs b/Content.Shared/Execution/ExecutionComponent.cs
deleted file mode 100644
index f9c5111d63..0000000000
--- a/Content.Shared/Execution/ExecutionComponent.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-using Robust.Shared.GameStates;
-
-namespace Content.Shared.Execution;
-
-///
-/// Added to entities that can be used to execute another target.
-///
-[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
-public sealed partial class ExecutionComponent : Component
-{
- ///
- /// How long the execution duration lasts.
- ///
- [DataField, AutoNetworkedField]
- public float DoAfterDuration = 5f;
-
- [DataField, AutoNetworkedField]
- public float DamageModifier = 9f;
-
- // Not networked because this is transient inside of a tick.
- ///
- /// True if it is currently executing for handlers.
- ///
- [DataField]
- public bool Executing = true;
-}
diff --git a/Content.Shared/Execution/ExecutionSystem.cs b/Content.Shared/Execution/ExecutionSystem.cs
deleted file mode 100644
index de6db205be..0000000000
--- a/Content.Shared/Execution/ExecutionSystem.cs
+++ /dev/null
@@ -1,241 +0,0 @@
-using Content.Shared.Weapons.Ranged.Systems;
-using Content.Shared.ActionBlocker;
-using Content.Shared.CombatMode;
-using Content.Shared.Damage;
-using Content.Shared.Database;
-using Content.Shared.DoAfter;
-using Content.Shared.Mobs.Components;
-using Content.Shared.Mobs.Systems;
-using Content.Shared.Popups;
-using Content.Shared.Verbs;
-using Content.Shared.Weapons.Melee;
-using Content.Shared.Weapons.Melee.Events;
-using Content.Shared.Weapons.Ranged.Components;
-using Robust.Shared.Network;
-using Robust.Shared.Player;
-
-namespace Content.Shared.Execution;
-
-///
-/// Verb for violently murdering cuffed creatures.
-///
-public sealed class ExecutionSystem : EntitySystem
-{
- [Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
- [Dependency] private readonly SharedPopupSystem _popupSystem = default!;
- [Dependency] private readonly MobStateSystem _mobStateSystem = default!;
- [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
- [Dependency] private readonly SharedGunSystem _gunSystem = default!;
- [Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
- [Dependency] private readonly SharedMeleeWeaponSystem _meleeSystem = default!;
-
- // TODO: Still needs more cleaning up.
- private const string DefaultInternalMeleeExecutionMessage = "execution-popup-melee-initial-internal";
- private const string DefaultExternalMeleeExecutionMessage = "execution-popup-melee-initial-external";
- private const string DefaultCompleteInternalMeleeExecutionMessage = "execution-popup-melee-complete-internal";
- private const string DefaultCompleteExternalMeleeExecutionMessage = "execution-popup-melee-complete-external";
- private const string DefaultInternalGunExecutionMessage = "execution-popup-gun-initial-internal";
- private const string DefaultExternalGunExecutionMessage = "execution-popup-gun-initial-external";
- private const string DefaultCompleteInternalGunExecutionMessage = "execution-popup-gun-complete-internal";
- private const string DefaultCompleteExternalGunExecutionMessage = "execution-popup-gun-complete-external";
-
- ///
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent>(OnGetInteractionsVerbs);
- SubscribeLocalEvent(OnExecutionDoAfter);
- SubscribeLocalEvent(OnGetMeleeDamage);
- }
-
- private void OnGetInteractionsVerbs(EntityUid uid, ExecutionComponent comp, GetVerbsEvent args)
- {
- if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
- return;
-
- var attacker = args.User;
- var weapon = args.Using.Value;
- var victim = args.Target;
-
- if (!CanExecuteWithAny(victim, attacker))
- return;
-
- UtilityVerb verb = new()
- {
- Act = () => TryStartExecutionDoAfter(weapon, victim, attacker, comp),
- Impact = LogImpact.High,
- Text = Loc.GetString("execution-verb-name"),
- Message = Loc.GetString("execution-verb-message"),
- };
-
- args.Verbs.Add(verb);
- }
-
- private void TryStartExecutionDoAfter(EntityUid weapon, EntityUid victim, EntityUid attacker, ExecutionComponent comp)
- {
- if (!CanExecuteWithAny(victim, attacker))
- return;
-
- // TODO: This should just be on the weapons as a single execution message.
- var defaultExecutionInternal = DefaultInternalMeleeExecutionMessage;
- var defaultExecutionExternal = DefaultExternalMeleeExecutionMessage;
-
- if (HasComp(weapon))
- {
- defaultExecutionExternal = DefaultInternalGunExecutionMessage;
- defaultExecutionInternal = DefaultExternalGunExecutionMessage;
- }
-
- var internalMsg = defaultExecutionInternal;
- var externalMsg = defaultExecutionExternal;
- ShowExecutionInternalPopup(internalMsg, attacker, victim, weapon);
- ShowExecutionExternalPopup(externalMsg, attacker, victim, weapon);
-
- var doAfter =
- new DoAfterArgs(EntityManager, attacker, comp.DoAfterDuration, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
- {
- BreakOnTargetMove = true,
- BreakOnUserMove = true,
- BreakOnDamage = true,
- NeedHand = true
- };
-
- _doAfterSystem.TryStartDoAfter(doAfter);
-
- }
-
- private bool CanExecuteWithAny(EntityUid victim, EntityUid attacker)
- {
- // Use suicide.
- if (victim == attacker)
- return false;
-
- // No point executing someone if they can't take damage
- if (!TryComp(victim, out _))
- return false;
-
- // You can't execute something that cannot die
- if (!TryComp(victim, out var mobState))
- return false;
-
- // You're not allowed to execute dead people (no fun allowed)
- if (_mobStateSystem.IsDead(victim, mobState))
- return false;
-
- // You must be able to attack people to execute
- if (!_actionBlockerSystem.CanAttack(attacker, victim))
- return false;
-
- // The victim must be incapacitated to be executed
- if (victim != attacker && _actionBlockerSystem.CanInteract(victim, null))
- return false;
-
- // All checks passed
- return true;
- }
-
- private void OnExecutionDoAfter(EntityUid uid, ExecutionComponent component, ExecutionDoAfterEvent args)
- {
- if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
- return;
-
- var attacker = args.User;
- var victim = args.Target.Value;
- var weapon = args.Used.Value;
-
- if (!CanExecuteWithAny(victim, attacker))
- return;
-
- // This is needed so the melee system does not stop it.
- var prev = _combatSystem.IsInCombatMode(attacker);
- _combatSystem.SetInCombatMode(attacker, true);
- component.Executing = true;
- string? internalMsg = null;
- string? externalMsg = null;
-
- if (TryComp(uid, out MeleeWeaponComponent? melee))
- {
- _meleeSystem.AttemptLightAttack(attacker, weapon, melee, victim);
- internalMsg = DefaultCompleteInternalMeleeExecutionMessage;
- externalMsg = DefaultCompleteExternalMeleeExecutionMessage;
- }
- else if (TryComp(uid, out GunComponent? gun))
- {
- var clumsyShot = false;
-
- // TODO: This should just be an event or something instead to get this.
- // TODO: Handle clumsy.
- if (!_gunSystem.AttemptDirectShoot(args.User, uid, args.Target.Value, gun))
- {
- internalMsg = null;
- externalMsg = null;
- }
- else
- {
- internalMsg = DefaultCompleteInternalGunExecutionMessage;
- externalMsg = DefaultCompleteExternalGunExecutionMessage;
- }
- args.Handled = true;
- }
-
- _combatSystem.SetInCombatMode(attacker, prev);
- component.Executing = false;
- args.Handled = true;
-
- if (internalMsg != null && externalMsg != null)
- {
- ShowExecutionInternalPopup(internalMsg, attacker, victim, uid);
- ShowExecutionExternalPopup(externalMsg, attacker, victim, uid);
- }
- }
-
- private void OnGetMeleeDamage(EntityUid uid, ExecutionComponent comp, ref GetMeleeDamageEvent args)
- {
- if (!TryComp(uid, out var melee) ||
- !TryComp(uid, out var execComp) ||
- !execComp.Executing)
- {
- return;
- }
-
- var bonus = melee.Damage * execComp.DamageModifier - melee.Damage;
- args.Damage += bonus;
- }
-
- private void ShowExecutionInternalPopup(string locString,
- EntityUid attacker, EntityUid victim, EntityUid weapon, bool predict = true)
- {
- if (predict)
- {
- _popupSystem.PopupClient(
- Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
- attacker,
- attacker,
- PopupType.Medium
- );
- }
- else
- {
- _popupSystem.PopupEntity(
- Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
- attacker,
- Filter.Entities(attacker),
- true,
- PopupType.Medium
- );
- }
-
- }
-
- private void ShowExecutionExternalPopup(string locString, EntityUid attacker, EntityUid victim, EntityUid weapon)
- {
- _popupSystem.PopupEntity(
- Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
- attacker,
- Filter.PvsExcept(attacker),
- true,
- PopupType.MediumCaution
- );
- }
-}
diff --git a/Content.Shared/Projectiles/SharedProjectileSystem.cs b/Content.Shared/Projectiles/SharedProjectileSystem.cs
index 027dc03939..f57e873653 100644
--- a/Content.Shared/Projectiles/SharedProjectileSystem.cs
+++ b/Content.Shared/Projectiles/SharedProjectileSystem.cs
@@ -34,6 +34,7 @@ public abstract partial class SharedProjectileSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent(PreventCollision);
+ SubscribeLocalEvent(AfterProjectileHit);
SubscribeLocalEvent(OnEmbedProjectileHit);
SubscribeLocalEvent(OnEmbedThrowDoHit);
SubscribeLocalEvent(OnEmbedActivate);
@@ -162,6 +163,18 @@ public abstract partial class SharedProjectileSystem : EntitySystem
{
args.Cancel("pacified-cannot-throw-embed");
}
+
+ ///
+ /// Checks if the projectile is allowed to penetrate the target it hit.
+ ///
+ private void AfterProjectileHit(EntityUid uid, ProjectileComponent component, ref AfterProjectileHitEvent args)
+ {
+ //Overrides the original DeleteOnCollide if the projectile passes all penetration checks.
+ //This is to prevent having to set DeleteOnCollide to false on every prototype
+ //you want to give the ability to penetrate entities.
+ if(component.DeleteOnCollide)
+ component.DeleteOnCollide = false;
+ }
}
[Serializable, NetSerializable]
@@ -193,4 +206,4 @@ public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target
/// Raised after a projectile has dealt it's damage.
///
[ByRefEvent]
-public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target);
+public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);
diff --git a/Content.Shared/Weapons/Ranged/Events/ShotAttemptedEvent.cs b/Content.Shared/Weapons/Ranged/Events/ShotAttemptedEvent.cs
index 6325d95330..40925ad614 100644
--- a/Content.Shared/Weapons/Ranged/Events/ShotAttemptedEvent.cs
+++ b/Content.Shared/Weapons/Ranged/Events/ShotAttemptedEvent.cs
@@ -19,7 +19,7 @@ public record struct ShotAttemptedEvent
public bool Cancelled { get; private set; }
- ///
+ ///
/// Prevent the gun from shooting
///
public void Cancel()
@@ -27,7 +27,7 @@ public record struct ShotAttemptedEvent
Cancelled = true;
}
- ///
+ ///
/// Allow the gun to shoot again, only use if you know what you are doing
///
public void Uncancel()
diff --git a/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs b/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
index 2132dd2631..ba22ba2cdc 100644
--- a/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
+++ b/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
@@ -21,7 +21,6 @@ using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
-using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
@@ -144,7 +143,7 @@ public abstract partial class SharedGunSystem : EntitySystem
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
- AttemptShootInternal(user.Value, ent, gun);
+ AttemptShoot(user.Value, ent, gun);
}
private void OnStopShootRequest(RequestStopShootEvent ev, EntitySessionEventArgs args)
@@ -208,38 +207,13 @@ public abstract partial class SharedGunSystem : EntitySystem
Dirty(uid, gun);
}
- ///
- /// Attempts to shoot the specified target directly.
- /// This may bypass projectiles firing etc.
- ///
- public bool AttemptDirectShoot(EntityUid user, EntityUid gunUid, EntityUid target, GunComponent gun)
- {
- // Unique name so people don't think it's "shoot towards" and not "I will teleport a bullet into them".
- gun.ShootCoordinates = Transform(target).Coordinates;
-
- if (!TryTakeAmmo(user, gunUid, gun, out _, out _, out var args))
- {
- gun.ShootCoordinates = null;
- return false;
- }
-
- var result = ShootDirect(gunUid, gun, target, args.Ammo, user: user);
- gun.ShootCoordinates = null;
- return result;
- }
-
- protected virtual bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
- {
- return false;
- }
-
///
/// Attempts to shoot at the target coordinates. Resets the shot counter after every shot.
///
public void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun, EntityCoordinates toCoordinates)
{
gun.ShootCoordinates = toCoordinates;
- AttemptShootInternal(user, gunUid, gun);
+ AttemptShoot(user, gunUid, gun);
gun.ShotCounter = 0;
}
@@ -250,35 +224,20 @@ public abstract partial class SharedGunSystem : EntitySystem
{
var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
gun.ShootCoordinates = coordinates;
- AttemptShootInternal(gunUid, gunUid, gun);
+ AttemptShoot(gunUid, gunUid, gun);
gun.ShotCounter = 0;
}
- private void AttemptShootInternal(EntityUid user, EntityUid gunUid, GunComponent gun)
- {
- if (!TryTakeAmmo(user, gunUid, gun, out var fromCoordinates, out var toCoordinates, out var args))
- return;
-
- Shoot(gunUid, gun, args.Ammo, fromCoordinates, toCoordinates, out var userImpulse, user: user);
-
- if (userImpulse && TryComp(user, out var userPhysics))
- {
- if (_gravity.IsWeightless(user, userPhysics))
- CauseImpulse(fromCoordinates, toCoordinates, user, userPhysics);
- }
- }
-
- ///
- /// Validates if a gun can currently shoot.
- ///
- [Pure]
- private bool CanShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
+ private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
{
if (gun.FireRateModified <= 0f ||
!_actionBlockerSystem.CanAttack(user))
- {
- return false;
- }
+ return;
+
+ var toCoordinates = gun.ShootCoordinates;
+
+ if (toCoordinates == null)
+ return;
var curTime = Timing.CurTime;
@@ -290,42 +249,17 @@ public abstract partial class SharedGunSystem : EntitySystem
};
RaiseLocalEvent(gunUid, ref prevention);
if (prevention.Cancelled)
- return false;
+ return;
RaiseLocalEvent(user, ref prevention);
if (prevention.Cancelled)
- return false;
+ return;
// Need to do this to play the clicking sound for empty automatic weapons
// but not play anything for burst fire.
if (gun.NextFire > curTime)
- return false;
+ return;
- return true;
- }
-
- ///
- /// Tries to return ammo prepped for shooting if a gun is available to shoot.
- ///
- private bool TryTakeAmmo(
- EntityUid user,
- EntityUid gunUid, GunComponent gun,
- out EntityCoordinates fromCoordinates,
- out EntityCoordinates toCoordinates,
- [NotNullWhen(true)] out TakeAmmoEvent? args)
- {
- toCoordinates = EntityCoordinates.Invalid;
- fromCoordinates = EntityCoordinates.Invalid;
- args = null;
-
- if (!CanShoot(user, gunUid, gun))
- return false;
-
- if (gun.ShootCoordinates == null)
- return false;
-
- toCoordinates = gun.ShootCoordinates.Value;
- var curTime = Timing.CurTime;
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
// First shot
@@ -373,11 +307,10 @@ public abstract partial class SharedGunSystem : EntitySystem
}
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
- return false;
+ return;
}
- fromCoordinates = Transform(user).Coordinates;
-
+ var fromCoordinates = Transform(user).Coordinates;
// Remove ammo
var ev = new TakeAmmoEvent(shots, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, user);
@@ -412,18 +345,24 @@ public abstract partial class SharedGunSystem : EntitySystem
// May cause prediction issues? Needs more tweaking
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
- return false;
+ return;
}
- return false;
+ return;
}
// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
+ Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
var shotEv = new GunShotEvent(user, ev.Ammo);
RaiseLocalEvent(gunUid, ref shotEv);
- args = ev;
- return true;
+ if (userImpulse && TryComp(user, out var userPhysics))
+ {
+ if (_gravity.IsWeightless(user, userPhysics))
+ CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics);
+ }
+
+ Dirty(gunUid, gun);
}
public void Shoot(
diff --git a/Resources/Locale/en-US/execution/execution.ftl b/Resources/Locale/en-US/execution/execution.ftl
deleted file mode 100644
index 5bd4613e8c..0000000000
--- a/Resources/Locale/en-US/execution/execution.ftl
+++ /dev/null
@@ -1,20 +0,0 @@
-execution-verb-name = Execute
-execution-verb-message = Use your weapon to execute someone.
-
-# All the below localisation strings have access to the following variables
-# attacker (the person committing the execution)
-# victim (the person being executed)
-# weapon (the weapon used for the execution)
-
-execution-popup-gun-initial-internal = You ready the muzzle of {THE($weapon)} against {$victim}'s head.
-execution-popup-gun-initial-external = {$attacker} readies the muzzle of {THE($weapon)} against {$victim}'s head.
-execution-popup-gun-complete-internal = You blast {$victim} in the head!
-execution-popup-gun-complete-external = {$attacker} blasts {$victim} in the head!
-execution-popup-gun-clumsy-internal = You miss {$victim}'s head and shoot your foot instead!
-execution-popup-gun-clumsy-external = {$attacker} misses {$victim} and shoots {POSS-ADJ($attacker)} foot instead!
-execution-popup-gun-empty = {CAPITALIZE(THE($weapon))} clicks.
-
-execution-popup-melee-initial-internal = You ready {THE($weapon)} against {$victim}'s throat.
-execution-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against the throat of {$victim}.
-execution-popup-melee-complete-internal = You slit the throat of {$victim}!
-execution-popup-melee-complete-external = {$attacker} slits the throat of {$victim}!
diff --git a/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl b/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl
index 4a83cd455d..ff28cc44db 100644
--- a/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl
+++ b/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl
@@ -1,4 +1,4 @@
-butcherable-different-tool = You need a different tool to butcher { THE($target) }.
+butcherable-different-tool = You are going to need a different tool to butcher { THE($target) }.
butcherable-knife-butchered-success = You butcher { THE($target) } with { THE($knife) }.
butcherable-need-knife = Use a sharp object to butcher { THE($target) }.
butcherable-not-in-container = { CAPITALIZE(THE($target)) } can't be in a container.
diff --git a/Resources/Prototypes/Entities/Objects/Materials/crystal_shard.yml b/Resources/Prototypes/Entities/Objects/Materials/crystal_shard.yml
index a86965f96f..62468b4615 100644
--- a/Resources/Prototypes/Entities/Objects/Materials/crystal_shard.yml
+++ b/Resources/Prototypes/Entities/Objects/Materials/crystal_shard.yml
@@ -6,8 +6,6 @@
description: A small piece of crystal.
components:
- type: Sharp
- - type: Execution
- doAfterDuration: 4.0
- type: Sprite
layers:
- sprite: Objects/Materials/Shards/crystal.rsi
diff --git a/Resources/Prototypes/Entities/Objects/Materials/shards.yml b/Resources/Prototypes/Entities/Objects/Materials/shards.yml
index 22d5cdefe4..fa57f90c18 100644
--- a/Resources/Prototypes/Entities/Objects/Materials/shards.yml
+++ b/Resources/Prototypes/Entities/Objects/Materials/shards.yml
@@ -5,8 +5,6 @@
description: It's a shard of some unknown material.
components:
- type: Sharp
- - type: Execution
- doAfterDuration: 4.0
- type: Sprite
layers:
- sprite: Objects/Materials/Shards/shard.rsi
diff --git a/Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml b/Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml
index 98bc92968b..b7c73f5e0c 100644
--- a/Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml
+++ b/Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml
@@ -5,8 +5,6 @@
description: In Space Glasgow this is called a conversation starter.
components:
- type: Sharp
- - type: Execution
- doAfterDuration: 4.0
- type: MeleeWeapon
attackRate: 1.5
damage:
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/HMGs/hmgs.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/HMGs/hmgs.yml
index 236ed20681..9d685e1ddc 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/HMGs/hmgs.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/HMGs/hmgs.yml
@@ -19,7 +19,6 @@
path: /Audio/Weapons/Guns/Empty/lmg_empty.ogg
- type: StaticPrice
price: 500
- - type: Execution
# No chamber because HMG may want its own
- type: entity
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml
index 499a950e78..49b2eeaada 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml
@@ -60,7 +60,6 @@
price: 500
- type: UseDelay
delay: 1
- - type: Execution
- type: entity
name: L6 SAW
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Launchers/launchers.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Launchers/launchers.yml
index 80de02c6da..8b31bf40ed 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Launchers/launchers.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Launchers/launchers.yml
@@ -19,7 +19,6 @@
containers:
ballistic-ammo: !type:Container
ents: []
- - type: Execution
- type: entity
name: china lake
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml
index 2b2c6fe955..9507eada3b 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml
@@ -65,7 +65,6 @@
- type: Appearance
- type: StaticPrice
price: 500
- - type: Execution
- type: entity
name: viper
@@ -200,7 +199,7 @@
name: N1984
parent: BaseWeaponPistol
id: WeaponPistolN1984 # the spaces in description are for formatting.
- description: The sidearm of any self respecting officer. Comes in .45 magnum, the lord's caliber.
+ description: The sidearm of any self respecting officer. Comes in .45 magnum, the lord's caliber.
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Pistols/N1984.rsi
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml
index 93e8b1a669..5bc8125eba 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml
@@ -49,7 +49,6 @@
gun_chamber: !type:ContainerSlot
- type: StaticPrice
price: 500
- - type: Execution
- type: entity
name: AKMS
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml
index ea82be46bc..b693bdba37 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml
@@ -54,7 +54,6 @@
gun_chamber: !type:ContainerSlot
- type: StaticPrice
price: 500
- - type: Execution
- type: entity
name: Atreides
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
index 70ed96876e..f43df5f37c 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
@@ -42,7 +42,6 @@
ents: []
- type: StaticPrice
price: 500
- - type: Execution
- type: entity
name: Bulldog
@@ -99,7 +98,6 @@
- type: Appearance
- type: StaticPrice
price: 500
- - type: Execution
- type: entity
name: double-barreled shotgun
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
index 6640e98f5f..753f109a17 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
@@ -36,7 +36,6 @@
ents: []
- type: StaticPrice
price: 500
- - type: Execution
- type: entity
name: Kardashev-Mosin
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
index 2a07fd4fe0..cfcc0a01cd 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
@@ -36,4 +36,3 @@
quickEquip: false
slots:
- Belt
- - type: Execution
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/pneumatic_cannon.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/pneumatic_cannon.yml
index add776422d..ae1f5df3c1 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/pneumatic_cannon.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/pneumatic_cannon.yml
@@ -107,7 +107,6 @@
containers:
storagebase: !type:Container
ents: []
- - type: Execution
# shoots bullets instead of throwing them, no other changes
- type: entity
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml b/Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml
index 267e3a7891..497876f359 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml
@@ -5,8 +5,6 @@
description: A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter.
components:
- type: Sharp
- - type: Execution
- doAfterDuration: 4.0
- type: Sprite
sprite: Objects/Weapons/Melee/armblade.rsi
state: icon
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Melee/fireaxe.yml b/Resources/Prototypes/Entities/Objects/Weapons/Melee/fireaxe.yml
index aadb994244..b46ee09633 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/fireaxe.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/fireaxe.yml
@@ -8,8 +8,6 @@
tags:
- FireAxe
- type: Sharp
- - type: Execution
- doAfterDuration: 4.0
- type: Sprite
sprite: Objects/Weapons/Melee/fireaxe.rsi
state: icon
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml b/Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml
index 432da5efe9..106e8bf440 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml
@@ -7,8 +7,6 @@
tags:
- Knife
- type: Sharp
- - type: Execution
- doAfterDuration: 4.0
- type: Utensil
types:
- Knife
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml b/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
index d27c6c6883..05cac3ae7b 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
@@ -1,21 +1,10 @@
-- type: entity
- name: Sword
- parent: BaseItem
- id: BaseSword
- description: A sharp sword.
- abstract: true
- components:
- - type: Sharp
- - type: Execution
- doAfterDuration: 4.0
- - type: DisarmMalus
-
- type: entity
name: captain's sabre
- parent: BaseSword
+ parent: BaseItem
id: CaptainSabre
description: A ceremonial weapon belonging to the captain of the station.
components:
+ - type: Sharp
- type: Sprite
sprite: Objects/Weapons/Melee/captain_sabre.rsi
state: icon
@@ -37,13 +26,15 @@
- type: Tag
tags:
- CaptainSabre
+ - type: DisarmMalus
- type: entity
name: katana
- parent: BaseSword
+ parent: BaseItem
id: Katana
description: Ancient craftwork made with not so ancient plasteel.
components:
+ - type: Sharp
- type: Tag
tags:
- Katana
@@ -60,6 +51,7 @@
- type: Item
size: Normal
sprite: Objects/Weapons/Melee/katana.rsi
+ - type: DisarmMalus
- type: entity
name: energy katana
@@ -94,10 +86,11 @@
- type: entity
name: machete
- parent: BaseSword
+ parent: BaseItem
id: Machete
description: A large, vicious looking blade.
components:
+ - type: Sharp
- type: Tag
tags:
- Machete
@@ -114,13 +107,15 @@
- type: Item
size: Normal
sprite: Objects/Weapons/Melee/machete.rsi
+ - type: DisarmMalus
- type: entity
name: claymore
- parent: BaseSword
+ parent: BaseItem
id: Claymore
description: An ancient war blade.
components:
+ - type: Sharp
- type: Sprite
sprite: Objects/Weapons/Melee/claymore.rsi
state: icon
@@ -138,13 +133,15 @@
sprite: Objects/Weapons/Melee/claymore.rsi
slots:
- back
+ - type: DisarmMalus
- type: entity
name: cutlass
- parent: BaseSword
+ parent: BaseItem
id: Cutlass
description: A wickedly curved blade, often seen in the hands of space pirates.
components:
+ - type: Sharp
- type: Tag
tags:
- Machete
@@ -161,13 +158,15 @@
- type: Item
size: Normal
sprite: Objects/Weapons/Melee/cutlass.rsi
+ - type: DisarmMalus
- type: entity
name: The Throngler
- parent: BaseSword
+ parent: BaseItem
id: Throngler
description: Why would you make this?
components:
+ - type: Sharp
- type: Sprite
sprite: Objects/Weapons/Melee/Throngler2.rsi
state: icon
@@ -191,3 +190,4 @@
- type: Item
size: Ginormous
sprite: Objects/Weapons/Melee/Throngler-in-hand.rsi
+ - type: DisarmMalus