* melee executions * fix damage bug * cleanup * address reviews hopefully * resistance bypass mechanic * component changes * self executions (not finished yet) * self execs part two * ok i fixed things (still not finished) * finish everything * review stuff * nuke if (kind = special) * more review stuffs * Make suicide system much less hardcoded and make much more use of events * Fix a dumb bug I introduced * self execution popups * Integration tests * Why did they even take 0.5 blunt damage? * More consistent integration tests * Destructive equals true * Allow it to dirty-dispose * IS THIS WHAT YOU WANT? * FRESH AND CLEAN * modifier to multiplier * don't jinx the integration tests * no file-scoped namespace * Move the rest of execution to shared, create SuicideGhostEvent * handled * Get rid of unused code and add a comment * ghost before suicide * stop cat suicides * popup fix + small suicide change * make it a bit better --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
67 lines
2.4 KiB
C#
67 lines
2.4 KiB
C#
using Content.Server.Explosion.Components;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Implants;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class TriggerSystem
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{
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private void InitializeMobstate()
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{
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SubscribeLocalEvent<TriggerOnMobstateChangeComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<TriggerOnMobstateChangeComponent, SuicideEvent>(OnSuicide);
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SubscribeLocalEvent<TriggerOnMobstateChangeComponent, ImplantRelayEvent<SuicideEvent>>(OnSuicideRelay);
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SubscribeLocalEvent<TriggerOnMobstateChangeComponent, ImplantRelayEvent<MobStateChangedEvent>>(OnMobStateRelay);
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}
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private void OnMobStateChanged(EntityUid uid, TriggerOnMobstateChangeComponent component, MobStateChangedEvent args)
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{
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if (!component.MobState.Contains(args.NewMobState))
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return;
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//This chains Mobstate Changed triggers with OnUseTimerTrigger if they have it
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//Very useful for things that require a mobstate change and a timer
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if (TryComp<OnUseTimerTriggerComponent>(uid, out var timerTrigger))
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{
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HandleTimerTrigger(
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uid,
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args.Origin,
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timerTrigger.Delay,
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timerTrigger.BeepInterval,
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timerTrigger.InitialBeepDelay,
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timerTrigger.BeepSound);
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}
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else
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Trigger(uid);
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}
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/// <summary>
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/// Checks if the user has any implants that prevent suicide to avoid some cheesy strategies
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/// Prevents suicide by handling the event without killing the user
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/// </summary>
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private void OnSuicide(EntityUid uid, TriggerOnMobstateChangeComponent component, SuicideEvent args)
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{
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if (args.Handled)
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return;
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if (!component.PreventSuicide)
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return;
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_popupSystem.PopupEntity(Loc.GetString("suicide-prevented"), args.Victim, args.Victim);
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args.Handled = true;
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}
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private void OnSuicideRelay(EntityUid uid, TriggerOnMobstateChangeComponent component, ImplantRelayEvent<SuicideEvent> args)
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{
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OnSuicide(uid, component, args.Event);
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}
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private void OnMobStateRelay(EntityUid uid, TriggerOnMobstateChangeComponent component, ImplantRelayEvent<MobStateChangedEvent> args)
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{
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OnMobStateChanged(uid, component, args.Event);
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}
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}
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