* 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>
61 lines
1.9 KiB
C#
61 lines
1.9 KiB
C#
using Content.Server.GameTicking;
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using Content.Server.Popups;
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using Content.Shared.Administration;
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using Content.Shared.Chat;
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using Content.Shared.Mind;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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namespace Content.Server.Chat.Commands
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{
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[AnyCommand]
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internal sealed class SuicideCommand : IConsoleCommand
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{
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[Dependency] private readonly IEntityManager _e = default!;
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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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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (shell.Player is not { } player)
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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 || player.AttachedEntity == null)
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return;
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var minds = _e.System<SharedMindSystem>();
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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 (!minds.TryGetMind(player, out var mindId, out var mindComp) ||
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mindComp.OwnedEntity is not { Valid: true } victim)
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{
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shell.WriteLine(Loc.GetString("suicide-command-no-mind"));
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return;
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}
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var suicideSystem = _e.System<SuicideSystem>();
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if (_e.HasComponent<AdminFrozenComponent>(victim))
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{
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var deniedMessage = Loc.GetString("suicide-command-denied");
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shell.WriteLine(deniedMessage);
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_e.System<PopupSystem>()
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.PopupEntity(deniedMessage, victim, victim);
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return;
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}
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if (suicideSystem.Suicide(victim))
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return;
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shell.WriteLine(Loc.GetString("ghost-command-denied"));
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}
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}
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}
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