diff --git a/Content.Server/Execution/ExecutionSystem.cs b/Content.Server/Execution/ExecutionSystem.cs
deleted file mode 100644
index 4354608ca3..0000000000
--- a/Content.Server/Execution/ExecutionSystem.cs
+++ /dev/null
@@ -1,397 +0,0 @@
-using Content.Server.Interaction;
-using Content.Server.Kitchen.Components;
-using Content.Server.Weapons.Ranged.Systems;
-using Content.Shared.ActionBlocker;
-using Content.Shared.Damage;
-using Content.Shared.Database;
-using Content.Shared.DoAfter;
-using Content.Shared.Execution;
-using Content.Shared.Interaction.Components;
-using Content.Shared.Mobs.Components;
-using Content.Shared.Mobs.Systems;
-using Content.Shared.Popups;
-using Content.Shared.Projectiles;
-using Content.Shared.Verbs;
-using Content.Shared.Weapons.Melee;
-using Content.Shared.Weapons.Ranged;
-using Content.Shared.Weapons.Ranged.Components;
-using Content.Shared.Weapons.Ranged.Events;
-using Content.Shared.Weapons.Ranged.Systems;
-using Robust.Shared.Audio;
-using Robust.Shared.Audio.Systems;
-using Robust.Shared.Player;
-using Robust.Shared.Prototypes;
-
-namespace Content.Server.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 InteractionSystem _interactionSystem = default!;
- [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
- [Dependency] private readonly DamageableSystem _damageableSystem = default!;
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly IComponentFactory _componentFactory = default!;
- [Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
- [Dependency] private readonly SharedAudioSystem _audioSystem = default!;
- [Dependency] private readonly GunSystem _gunSystem = default!;
-
- private const float MeleeExecutionTimeModifier = 5.0f;
- private const float GunExecutionTime = 6.0f;
- private const float DamageModifier = 9.0f;
-
- ///
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent>(OnGetInteractionVerbsMelee);
- SubscribeLocalEvent>(OnGetInteractionVerbsGun);
-
- SubscribeLocalEvent(OnDoafterMelee);
- SubscribeLocalEvent(OnDoafterGun);
- }
-
- private void OnGetInteractionVerbsMelee(
- EntityUid uid,
- SharpComponent component,
- 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 (!CanExecuteWithMelee(weapon, victim, attacker))
- return;
-
- UtilityVerb verb = new()
- {
- Act = () =>
- {
- TryStartMeleeExecutionDoafter(weapon, victim, attacker);
- },
- Impact = LogImpact.High,
- Text = Loc.GetString("execution-verb-name"),
- Message = Loc.GetString("execution-verb-message"),
- };
-
- args.Verbs.Add(verb);
- }
-
- private void OnGetInteractionVerbsGun(
- EntityUid uid,
- GunComponent component,
- 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 (!CanExecuteWithGun(weapon, victim, attacker))
- return;
-
- UtilityVerb verb = new()
- {
- Act = () =>
- {
- TryStartGunExecutionDoafter(weapon, victim, attacker);
- },
- Impact = LogImpact.High,
- Text = Loc.GetString("execution-verb-name"),
- Message = Loc.GetString("execution-verb-message"),
- };
-
- args.Verbs.Add(verb);
- }
-
- private bool CanExecuteWithAny(EntityUid weapon, EntityUid victim, EntityUid attacker)
- {
- // No point executing someone if they can't take damage
- if (!TryComp(victim, out var damage))
- 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 bool CanExecuteWithMelee(EntityUid weapon, EntityUid victim, EntityUid user)
- {
- if (!CanExecuteWithAny(weapon, victim, user)) return false;
-
- // We must be able to actually hurt people with the weapon
- if (!TryComp(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
- return false;
-
- return true;
- }
-
- private bool CanExecuteWithGun(EntityUid weapon, EntityUid victim, EntityUid user)
- {
- if (!CanExecuteWithAny(weapon, victim, user)) return false;
-
- // We must be able to actually fire the gun
- if (!TryComp(weapon, out var gun) && _gunSystem.CanShoot(gun!))
- return false;
-
- return true;
- }
-
- private void TryStartMeleeExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
- {
- if (!CanExecuteWithMelee(weapon, victim, attacker))
- return;
-
- var executionTime = (1.0f / Comp(weapon).AttackRate) * MeleeExecutionTimeModifier;
-
- if (attacker == victim)
- {
- ShowExecutionPopup("suicide-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("suicide-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
- }
- else
- {
- ShowExecutionPopup("execution-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("execution-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
- }
-
- var doAfter =
- new DoAfterArgs(EntityManager, attacker, executionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
- {
- BreakOnTargetMove = true,
- BreakOnUserMove = true,
- BreakOnDamage = true,
- NeedHand = true
- };
-
- _doAfterSystem.TryStartDoAfter(doAfter);
- }
-
- private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
- {
- if (!CanExecuteWithGun(weapon, victim, attacker))
- return;
-
- if (attacker == victim)
- {
- ShowExecutionPopup("suicide-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("suicide-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
- }
- else
- {
- ShowExecutionPopup("execution-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("execution-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
- }
-
- var doAfter =
- new DoAfterArgs(EntityManager, attacker, GunExecutionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
- {
- BreakOnTargetMove = true,
- BreakOnUserMove = true,
- BreakOnDamage = true,
- NeedHand = true
- };
-
- _doAfterSystem.TryStartDoAfter(doAfter);
- }
-
- private bool OnDoafterChecks(EntityUid uid, DoAfterEvent args)
- {
- if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
- return false;
-
- if (!CanExecuteWithAny(args.Used.Value, args.Target.Value, uid))
- return false;
-
- // All checks passed
- return true;
- }
-
- private void OnDoafterMelee(EntityUid uid, SharpComponent component, DoAfterEvent 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 (!CanExecuteWithMelee(weapon, victim, attacker)) return;
-
- if (!TryComp(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
- return;
-
- _damageableSystem.TryChangeDamage(victim, melee.Damage * DamageModifier, true);
- _audioSystem.PlayEntity(melee.HitSound, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
-
- if (attacker == victim)
- {
- ShowExecutionPopup("suicide-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("suicide-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
- }
- else
- {
- ShowExecutionPopup("execution-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("execution-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
- }
- }
-
- // TODO: This repeats a lot of the code of the serverside GunSystem, make it not do that
- private void OnDoafterGun(EntityUid uid, GunComponent component, DoAfterEvent args)
- {
- if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
- return;
-
- var attacker = args.User;
- var weapon = args.Used!.Value;
- var victim = args.Target!.Value;
-
- if (!CanExecuteWithGun(weapon, victim, attacker)) return;
-
- // Check if any systems want to block our shot
- var prevention = new ShotAttemptedEvent
- {
- User = attacker,
- Used = weapon
- };
-
- RaiseLocalEvent(weapon, ref prevention);
- if (prevention.Cancelled)
- return;
-
- RaiseLocalEvent(attacker, ref prevention);
- if (prevention.Cancelled)
- return;
-
- // Not sure what this is for but gunsystem uses it so ehhh
- var attemptEv = new AttemptShootEvent(attacker, null);
- RaiseLocalEvent(weapon, ref attemptEv);
-
- if (attemptEv.Cancelled)
- {
- if (attemptEv.Message != null)
- {
- _popupSystem.PopupClient(attemptEv.Message, weapon, attacker);
- return;
- }
- }
-
- // Take some ammunition for the shot (one bullet)
- var fromCoordinates = Transform(attacker).Coordinates;
- var ev = new TakeAmmoEvent(1, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, attacker);
- RaiseLocalEvent(weapon, ev);
-
- // Check if there's any ammo left
- if (ev.Ammo.Count <= 0)
- {
- _audioSystem.PlayEntity(component.SoundEmpty, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
- ShowExecutionPopup("execution-popup-gun-empty", Filter.Pvs(weapon), PopupType.Medium, attacker, victim, weapon);
- return;
- }
-
- // Information about the ammo like damage
- DamageSpecifier damage = new DamageSpecifier();
-
- // Get some information from IShootable
- var ammoUid = ev.Ammo[0].Entity;
- switch (ev.Ammo[0].Shootable)
- {
- case CartridgeAmmoComponent cartridge:
- // Get the damage value
- var prototype = _prototypeManager.Index(cartridge.Prototype);
- prototype.TryGetComponent(out var projectileA, _componentFactory); // sloth forgive me
- if (projectileA != null)
- {
- damage = projectileA.Damage * cartridge.Count;
- }
-
- // Expend the cartridge
- cartridge.Spent = true;
- _appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
- Dirty(ammoUid.Value, cartridge);
-
- break;
-
- case AmmoComponent newAmmo:
- TryComp(ammoUid, out var projectileB);
- if (projectileB != null)
- {
- damage = projectileB.Damage;
- }
- Del(ammoUid);
- break;
-
- case HitscanPrototype hitscan:
- damage = hitscan.Damage!;
- break;
-
- default:
- throw new ArgumentOutOfRangeException();
- }
-
- // Clumsy people have a chance to shoot themselves
- if (TryComp(attacker, out var clumsy) && component.ClumsyProof == false)
- {
- if (_interactionSystem.TryRollClumsy(attacker, 0.33333333f, clumsy))
- {
- ShowExecutionPopup("execution-popup-gun-clumsy-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("execution-popup-gun-clumsy-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
-
- // You shoot yourself with the gun (no damage multiplier)
- _damageableSystem.TryChangeDamage(attacker, damage, origin: attacker);
- _audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
- return;
- }
- }
-
- // Gun successfully fired, deal damage
- _damageableSystem.TryChangeDamage(victim, damage * DamageModifier, true);
- _audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, false, AudioParams.Default);
-
- // Popups
- if (attacker != victim)
- {
- ShowExecutionPopup("execution-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
- ShowExecutionPopup("execution-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
- }
- else
- {
- ShowExecutionPopup("suicide-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.LargeCaution, attacker, victim, weapon);
- ShowExecutionPopup("suicide-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
- }
- }
-
- private void ShowExecutionPopup(string locString, Filter filter, PopupType type,
- EntityUid attacker, EntityUid victim, EntityUid weapon)
- {
- _popupSystem.PopupEntity(Loc.GetString(
- locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
- attacker, filter, true, type);
- }
-}
\ No newline at end of file
diff --git a/Content.Server/Projectiles/ProjectileSystem.cs b/Content.Server/Projectiles/ProjectileSystem.cs
index 15ea5936e1..80c5f039d3 100644
--- a/Content.Server/Projectiles/ProjectileSystem.cs
+++ b/Content.Server/Projectiles/ProjectileSystem.cs
@@ -28,10 +28,14 @@ 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);
@@ -41,11 +45,26 @@ 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);
@@ -64,12 +83,11 @@ 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, args.OtherFixture);
+ var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target);
RaiseLocalEvent(uid, ref afterProjectileHitEvent);
if (component.DeleteOnCollide)
@@ -79,5 +97,7 @@ 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 b8f8f12211..fd3b6c5db3 100644
--- a/Content.Server/Weapons/Ranged/Systems/GunSystem.cs
+++ b/Content.Server/Weapons/Ranged/Systems/GunSystem.cs
@@ -4,6 +4,7 @@ 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;
@@ -29,13 +30,13 @@ 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!;
@@ -65,6 +66,137 @@ 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)
{
@@ -72,7 +204,7 @@ public sealed partial class GunSystem : SharedGunSystem
// Try a clumsy roll
// TODO: Who put this here
- if (TryComp(user, out var clumsy) && gun.ClumsyProof == false)
+ if (TryComp(user, out var clumsy) && !gun.ClumsyProof)
{
for (var i = 0; i < ammo.Count; i++)
{
@@ -93,6 +225,8 @@ 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;
@@ -100,7 +234,7 @@ 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 grid)
+ var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
? fromCoordinates.WithEntityId(gridUid, EntityManager)
: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
@@ -112,6 +246,7 @@ 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)
{
@@ -140,21 +275,23 @@ public sealed partial class GunSystem : SharedGunSystem
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
- shotProjectiles.Add(uid);
+ cartridgeBullets.Add(uid);
}
}
else
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
- shotProjectiles.Add(uid);
+ cartridgeBullets.Add(uid);
}
RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
{
- FiredProjectiles = shotProjectiles,
+ FiredProjectiles = cartridgeBullets,
});
+ 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/ExecutionComponent.cs b/Content.Shared/Execution/ExecutionComponent.cs
new file mode 100644
index 0000000000..f9c5111d63
--- /dev/null
+++ b/Content.Shared/Execution/ExecutionComponent.cs
@@ -0,0 +1,26 @@
+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
new file mode 100644
index 0000000000..de6db205be
--- /dev/null
+++ b/Content.Shared/Execution/ExecutionSystem.cs
@@ -0,0 +1,241 @@
+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 f57e873653..027dc03939 100644
--- a/Content.Shared/Projectiles/SharedProjectileSystem.cs
+++ b/Content.Shared/Projectiles/SharedProjectileSystem.cs
@@ -34,7 +34,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent(PreventCollision);
- SubscribeLocalEvent(AfterProjectileHit);
SubscribeLocalEvent(OnEmbedProjectileHit);
SubscribeLocalEvent(OnEmbedThrowDoHit);
SubscribeLocalEvent(OnEmbedActivate);
@@ -163,18 +162,6 @@ 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]
@@ -206,4 +193,4 @@ 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, Fixture Fixture);
+public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target);
diff --git a/Content.Shared/Weapons/Ranged/Events/ShotAttemptedEvent.cs b/Content.Shared/Weapons/Ranged/Events/ShotAttemptedEvent.cs
index 40925ad614..6325d95330 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 ba22ba2cdc..2132dd2631 100644
--- a/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
+++ b/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
@@ -21,6 +21,7 @@ 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;
@@ -143,7 +144,7 @@ public abstract partial class SharedGunSystem : EntitySystem
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
- AttemptShoot(user.Value, ent, gun);
+ AttemptShootInternal(user.Value, ent, gun);
}
private void OnStopShootRequest(RequestStopShootEvent ev, EntitySessionEventArgs args)
@@ -207,13 +208,38 @@ 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;
- AttemptShoot(user, gunUid, gun);
+ AttemptShootInternal(user, gunUid, gun);
gun.ShotCounter = 0;
}
@@ -224,20 +250,35 @@ public abstract partial class SharedGunSystem : EntitySystem
{
var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
gun.ShootCoordinates = coordinates;
- AttemptShoot(gunUid, gunUid, gun);
+ AttemptShootInternal(gunUid, gunUid, gun);
gun.ShotCounter = 0;
}
- private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
+ 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)
{
if (gun.FireRateModified <= 0f ||
!_actionBlockerSystem.CanAttack(user))
- return;
-
- var toCoordinates = gun.ShootCoordinates;
-
- if (toCoordinates == null)
- return;
+ {
+ return false;
+ }
var curTime = Timing.CurTime;
@@ -249,17 +290,42 @@ public abstract partial class SharedGunSystem : EntitySystem
};
RaiseLocalEvent(gunUid, ref prevention);
if (prevention.Cancelled)
- return;
+ return false;
RaiseLocalEvent(user, ref prevention);
if (prevention.Cancelled)
- return;
+ return false;
// 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;
+ return false;
+ 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
@@ -307,10 +373,11 @@ public abstract partial class SharedGunSystem : EntitySystem
}
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
- return;
+ return false;
}
- var fromCoordinates = Transform(user).Coordinates;
+ fromCoordinates = Transform(user).Coordinates;
+
// Remove ammo
var ev = new TakeAmmoEvent(shots, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, user);
@@ -345,24 +412,18 @@ 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;
+ return false;
}
- return;
+ return false;
}
// 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);
- if (userImpulse && TryComp(user, out var userPhysics))
- {
- if (_gravity.IsWeightless(user, userPhysics))
- CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics);
- }
-
- Dirty(gunUid, gun);
+ args = ev;
+ return true;
}
public void Shoot(
diff --git a/Resources/Locale/en-US/execution/execution.ftl b/Resources/Locale/en-US/execution/execution.ftl
index 8bdf326166..5bd4613e8c 100644
--- a/Resources/Locale/en-US/execution/execution.ftl
+++ b/Resources/Locale/en-US/execution/execution.ftl
@@ -14,17 +14,7 @@ execution-popup-gun-clumsy-internal = You miss {$victim}'s head and shoot your f
execution-popup-gun-clumsy-external = {$attacker} misses {$victim} and shoots {POSS-ADJ($attacker)} foot instead!
execution-popup-gun-empty = {CAPITALIZE(THE($weapon))} clicks.
-suicide-popup-gun-initial-internal = You place the muzzle of {THE($weapon)} in your mouth.
-suicide-popup-gun-initial-external = {$attacker} places the muzzle of {THE($weapon)} in {POSS-ADJ($attacker)} mouth.
-suicide-popup-gun-complete-internal = You shoot yourself in the head!
-suicide-popup-gun-complete-external = {$attacker} shoots {REFLEXIVE($attacker)} in the head!
-
execution-popup-melee-initial-internal = You ready {THE($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}!
-
-suicide-popup-melee-initial-internal = You ready {THE($weapon)} against your throat.
-suicide-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against {POSS-ADJ($attacker)} throat.
-suicide-popup-melee-complete-internal = You slit your throat with {THE($weapon)}!
-suicide-popup-melee-complete-external = {$attacker} slits {POSS-ADJ($attacker)} throat with {THE($weapon)}!
\ No newline at end of file
diff --git a/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl b/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl
index ff28cc44db..4a83cd455d 100644
--- a/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl
+++ b/Resources/Locale/en-US/kitchen/components/butcherable-component.ftl
@@ -1,4 +1,4 @@
-butcherable-different-tool = You are going to need a different tool to butcher { THE($target) }.
+butcherable-different-tool = You 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 62468b4615..a86965f96f 100644
--- a/Resources/Prototypes/Entities/Objects/Materials/crystal_shard.yml
+++ b/Resources/Prototypes/Entities/Objects/Materials/crystal_shard.yml
@@ -6,6 +6,8 @@
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 fa57f90c18..22d5cdefe4 100644
--- a/Resources/Prototypes/Entities/Objects/Materials/shards.yml
+++ b/Resources/Prototypes/Entities/Objects/Materials/shards.yml
@@ -5,6 +5,8 @@
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 b7c73f5e0c..98bc92968b 100644
--- a/Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml
+++ b/Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml
@@ -5,6 +5,8 @@
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 9d685e1ddc..236ed20681 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/HMGs/hmgs.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/HMGs/hmgs.yml
@@ -19,6 +19,7 @@
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 49b2eeaada..499a950e78 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml
@@ -60,6 +60,7 @@
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 8b31bf40ed..80de02c6da 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Launchers/launchers.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Launchers/launchers.yml
@@ -19,6 +19,7 @@
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 9507eada3b..2b2c6fe955 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml
@@ -65,6 +65,7 @@
- type: Appearance
- type: StaticPrice
price: 500
+ - type: Execution
- type: entity
name: viper
@@ -199,7 +200,7 @@
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 5bc8125eba..93e8b1a669 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml
@@ -49,6 +49,7 @@
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 b693bdba37..ea82be46bc 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml
@@ -54,6 +54,7 @@
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 f43df5f37c..70ed96876e 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
@@ -42,6 +42,7 @@
ents: []
- type: StaticPrice
price: 500
+ - type: Execution
- type: entity
name: Bulldog
@@ -98,6 +99,7 @@
- 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 753f109a17..6640e98f5f 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
@@ -36,6 +36,7 @@
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 cfcc0a01cd..2a07fd4fe0 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
@@ -36,3 +36,4 @@
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 ae1f5df3c1..add776422d 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/pneumatic_cannon.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/pneumatic_cannon.yml
@@ -107,6 +107,7 @@
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 497876f359..267e3a7891 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml
@@ -5,6 +5,8 @@
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 b46ee09633..aadb994244 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/fireaxe.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/fireaxe.yml
@@ -8,6 +8,8 @@
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 106e8bf440..432da5efe9 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml
@@ -7,6 +7,8 @@
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 05cac3ae7b..d27c6c6883 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
@@ -1,10 +1,21 @@
+- 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: BaseItem
+ parent: BaseSword
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
@@ -26,15 +37,13 @@
- type: Tag
tags:
- CaptainSabre
- - type: DisarmMalus
- type: entity
name: katana
- parent: BaseItem
+ parent: BaseSword
id: Katana
description: Ancient craftwork made with not so ancient plasteel.
components:
- - type: Sharp
- type: Tag
tags:
- Katana
@@ -51,7 +60,6 @@
- type: Item
size: Normal
sprite: Objects/Weapons/Melee/katana.rsi
- - type: DisarmMalus
- type: entity
name: energy katana
@@ -86,11 +94,10 @@
- type: entity
name: machete
- parent: BaseItem
+ parent: BaseSword
id: Machete
description: A large, vicious looking blade.
components:
- - type: Sharp
- type: Tag
tags:
- Machete
@@ -107,15 +114,13 @@
- type: Item
size: Normal
sprite: Objects/Weapons/Melee/machete.rsi
- - type: DisarmMalus
- type: entity
name: claymore
- parent: BaseItem
+ parent: BaseSword
id: Claymore
description: An ancient war blade.
components:
- - type: Sharp
- type: Sprite
sprite: Objects/Weapons/Melee/claymore.rsi
state: icon
@@ -133,15 +138,13 @@
sprite: Objects/Weapons/Melee/claymore.rsi
slots:
- back
- - type: DisarmMalus
- type: entity
name: cutlass
- parent: BaseItem
+ parent: BaseSword
id: Cutlass
description: A wickedly curved blade, often seen in the hands of space pirates.
components:
- - type: Sharp
- type: Tag
tags:
- Machete
@@ -158,15 +161,13 @@
- type: Item
size: Normal
sprite: Objects/Weapons/Melee/cutlass.rsi
- - type: DisarmMalus
- type: entity
name: The Throngler
- parent: BaseItem
+ parent: BaseSword
id: Throngler
description: Why would you make this?
components:
- - type: Sharp
- type: Sprite
sprite: Objects/Weapons/Melee/Throngler2.rsi
state: icon
@@ -190,4 +191,3 @@
- type: Item
size: Ginormous
sprite: Objects/Weapons/Melee/Throngler-in-hand.rsi
- - type: DisarmMalus