* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Players;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Observer
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{
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[AnyCommand]
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public class Ghost : IClientCommand
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{
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public string Command => "ghost";
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public string Description => "Give up on life and become a ghost.";
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public string Help => "ghost";
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public bool CanReturn { get; set; } = true;
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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if (player == null)
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{
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shell.SendText(player, "Nah");
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return;
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}
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var mind = player.ContentData()?.Mind;
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if (mind == null)
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{
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shell.SendText(player, "You can't ghost here!");
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return;
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}
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var playerEntity = player.AttachedEntity;
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if (playerEntity != null && playerEntity.HasComponent<GhostComponent>())
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return;
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if (mind.VisitingEntity != null)
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{
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mind.UnVisit();
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mind.VisitingEntity.Delete();
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}
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var position = playerEntity?.Transform.Coordinates ?? IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
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var canReturn = false;
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if (playerEntity != null && CanReturn && playerEntity.TryGetComponent(out IMobStateComponent? mobState))
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{
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if (mobState.IsDead())
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{
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canReturn = true;
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}
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else if (mobState.IsCritical())
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{
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canReturn = true;
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if (playerEntity.TryGetComponent(out IDamageableComponent? damageable))
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{
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//todo: what if they dont breathe lol
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damageable.ChangeDamage(DamageType.Asphyxiation, 100, true);
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}
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}
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else
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{
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canReturn = false;
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}
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var ghost = entityManager.SpawnEntity("MobObserver", position);
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ghost.Name = mind.CharacterName;
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var ghostComponent = ghost.GetComponent<GhostComponent>();
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ghostComponent.CanReturnToBody = canReturn;
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if (playerEntity != null &&
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playerEntity.TryGetComponent(out ServerOverlayEffectsComponent? overlayComponent))
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{
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overlayComponent.RemoveOverlay(SharedOverlayID.CircleMaskOverlay);
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}
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if (canReturn)
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mind.Visit(ghost);
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else
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mind.TransferTo(ghost);
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}
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}
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}
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