135 lines
5.6 KiB
C#
135 lines
5.6 KiB
C#
using System.Linq;
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using Content.Server.Act;
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using Content.Server.Administration;
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using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Players;
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using Content.Server.Popups;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Popups;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chat.Commands
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{
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[AnyCommand]
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internal class SuicideCommand : IConsoleCommand
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{
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public string Command => "suicide";
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public string Description => Loc.GetString("suicide-command-description");
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public string Help => Loc.GetString("suicide-command-help-text");
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private void DealDamage(ISuicideAct suicide, IChatManager chat, IEntity target)
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{
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var kind = suicide.Suicide(target, chat);
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if (kind != SuicideKind.Special)
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{
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// TODO SUICIDE ..heh.. anyway, someone should fix this mess.
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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DamageSpecifier damage = new(kind switch
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{
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SuicideKind.Blunt => prototypeManager.Index<DamageTypePrototype>("Blunt"),
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SuicideKind.Slash => prototypeManager.Index<DamageTypePrototype>("Slash"),
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SuicideKind.Piercing => prototypeManager.Index<DamageTypePrototype>("Piercing"),
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SuicideKind.Heat => prototypeManager.Index<DamageTypePrototype>("Heat"),
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SuicideKind.Shock => prototypeManager.Index<DamageTypePrototype>("Shock"),
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SuicideKind.Cold => prototypeManager.Index<DamageTypePrototype>("Cold"),
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SuicideKind.Poison => prototypeManager.Index<DamageTypePrototype>("Poison"),
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SuicideKind.Radiation => prototypeManager.Index<DamageTypePrototype>("Radiation"),
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SuicideKind.Asphyxiation => prototypeManager.Index<DamageTypePrototype>("Asphyxiation"),
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SuicideKind.Bloodloss => prototypeManager.Index<DamageTypePrototype>("Bloodloss"),
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_ => prototypeManager.Index<DamageTypePrototype>("Blunt")
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},
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200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(target.Uid, damage, true);
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}
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}
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.WriteLine(Loc.GetString("shell-cannot-run-command-from-server"));
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return;
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}
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if (player.Status != SessionStatus.InGame)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var mind = player.ContentData()?.Mind;
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var owner = mind?.OwnedComponent?.Owner;
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// This check also proves mind not-null for at the end when the mob is ghosted.
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if (owner == null)
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{
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shell.WriteLine("You don't have a mind!");
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return;
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}
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//TODO: needs to check if the mob is actually alive
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//TODO: maybe set a suicided flag to prevent resurrection?
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EntitySystem.Get<AdminLogSystem>().Add(LogType.Suicide, $"{player.AttachedEntity} is committing suicide");
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// Held item suicide
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var handsComponent = owner.GetComponent<HandsComponent>();
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var itemComponent = handsComponent.GetActiveHand;
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if (itemComponent != null)
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{
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var suicide = itemComponent.Owner.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, owner);
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return;
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}
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}
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// Get all entities in range of the suicider
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var entities = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(owner, 1, LookupFlags.Approximate | LookupFlags.IncludeAnchored).ToArray();
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if (entities.Length > 0)
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{
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foreach (var entity in entities)
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{
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if (entity.HasComponent<ItemComponent>())
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continue;
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var suicide = entity.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, owner);
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return;
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}
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}
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}
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// Default suicide, bite your tongue
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var othersMessage = Loc.GetString("suicide-command-default-text-others",("name", owner));
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owner.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("suicide-command-default-text-self");
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owner.PopupMessage(selfMessage);
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DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Bloodloss"), 200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(owner.Uid, damage, true);
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// Prevent the player from returning to the body.
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// Note that mind cannot be null because otherwise owner would be null.
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EntitySystem.Get<GameTicker>().OnGhostAttempt(mind!, false);
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}
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}
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}
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