Files
tbd-station-14/Content.Shared/Chat/SharedSuicideSystem.cs
Scribbles0 220aff21eb Melee Executions (#30104)
* 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>
2024-08-11 13:05:54 +10:00

68 lines
3.3 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Mobs.Components;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Shared.Chat;
public sealed class SharedSuicideSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
/// <summary>
/// Applies lethal damage spread out across the damage types given.
/// </summary>
public void ApplyLethalDamage(Entity<DamageableComponent> target, DamageSpecifier damageSpecifier)
{
// Create a new damageSpecifier so that we don't make alterations to the original DamageSpecifier
// Failing to do this will permanently change a weapon's damage making it insta-kill people
var appliedDamageSpecifier = new DamageSpecifier(damageSpecifier);
if (!TryComp<MobThresholdsComponent>(target, out var mobThresholds))
return;
// Mob thresholds are sorted from alive -> crit -> dead,
// grabbing the last key will give us how much damage is needed to kill a target from zero
// The exact lethal damage amount is adjusted based on their current damage taken
var lethalAmountOfDamage = mobThresholds.Thresholds.Keys.Last() - target.Comp.TotalDamage;
var totalDamage = appliedDamageSpecifier.GetTotal();
// Removing structural because it causes issues against entities that cannot take structural damage,
// then getting the total to use in calculations for spreading out damage.
appliedDamageSpecifier.DamageDict.Remove("Structural");
// Split the total amount of damage needed to kill the target by every damage type in the DamageSpecifier
foreach (var (key, value) in appliedDamageSpecifier.DamageDict)
{
appliedDamageSpecifier.DamageDict[key] = Math.Ceiling((double) (value * lethalAmountOfDamage / totalDamage));
}
_damageableSystem.TryChangeDamage(target, appliedDamageSpecifier, true, origin: target);
}
/// <summary>
/// Applies lethal damage in a single type, specified by a single damage type.
/// </summary>
public void ApplyLethalDamage(Entity<DamageableComponent> target, ProtoId<DamageTypePrototype>? damageType)
{
if (!TryComp<MobThresholdsComponent>(target, out var mobThresholds))
return;
// Mob thresholds are sorted from alive -> crit -> dead,
// grabbing the last key will give us how much damage is needed to kill a target from zero
// The exact lethal damage amount is adjusted based on their current damage taken
var lethalAmountOfDamage = mobThresholds.Thresholds.Keys.Last() - target.Comp.TotalDamage;
// We don't want structural damage for the same reasons listed above
if (!_prototypeManager.TryIndex(damageType, out var damagePrototype) || damagePrototype.ID == "Structural")
{
Log.Error($"{nameof(SharedSuicideSystem)} could not find the damage type prototype associated with {damageType}. Falling back to Blunt");
damagePrototype = _prototypeManager.Index<DamageTypePrototype>("Blunt");
}
var damage = new DamageSpecifier(damagePrototype, lethalAmountOfDamage);
_damageableSystem.TryChangeDamage(target, damage, true, origin: target);
}
}