Files
tbd-station-14/Content.Server/Execution/ExecutionSystem.cs
Veritius 2e83f5a0ec Executions (#24150)
* Execution (you monster)
not done

* woops

* more stuff

* Melee executions

* Prevent executing those who can interact

* Better checks for if you can execute

* Scale the execution time of a knife with its attack speed

* Translations for fucking up an execution

* rename some functions

* Properly scale execution speed of melee weapons

* Fix checks in CanExecuteWithAny

* Allow executing yourself (funny)

* More versatile localisation

* Suicide with guns

* Popups for successful gun executions

* whoops

* Stop flare guns crashing the game on executions

* Various tweaks

* Remove some old usings

* Pacifists can no longer execute

* Remove unnecessary check

* Use CanShoot in gunsystem

* Capitalisation in ftl string

* Fix melee executions not playing a sound

* localisation tweaks
2024-01-17 01:45:45 -07:00

397 lines
16 KiB
C#

using Content.Server.Interaction;
using Content.Server.Kitchen.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Execution;
using Content.Shared.Interaction.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.Execution;
/// <summary>
/// Verb for violently murdering cuffed creatures.
/// </summary>
public sealed class ExecutionSystem : EntitySystem
{
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly InteractionSystem _interactionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly GunSystem _gunSystem = default!;
private const float MeleeExecutionTimeModifier = 5.0f;
private const float GunExecutionTime = 6.0f;
private const float DamageModifier = 9.0f;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharpComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsMelee);
SubscribeLocalEvent<GunComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionVerbsGun);
SubscribeLocalEvent<SharpComponent, ExecutionDoAfterEvent>(OnDoafterMelee);
SubscribeLocalEvent<GunComponent, ExecutionDoAfterEvent>(OnDoafterGun);
}
private void OnGetInteractionVerbsMelee(
EntityUid uid,
SharpComponent component,
GetVerbsEvent<UtilityVerb> args)
{
if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
return;
var attacker = args.User;
var weapon = args.Using!.Value;
var victim = args.Target;
if (!CanExecuteWithMelee(weapon, victim, attacker))
return;
UtilityVerb verb = new()
{
Act = () =>
{
TryStartMeleeExecutionDoafter(weapon, victim, attacker);
},
Impact = LogImpact.High,
Text = Loc.GetString("execution-verb-name"),
Message = Loc.GetString("execution-verb-message"),
};
args.Verbs.Add(verb);
}
private void OnGetInteractionVerbsGun(
EntityUid uid,
GunComponent component,
GetVerbsEvent<UtilityVerb> args)
{
if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
return;
var attacker = args.User;
var weapon = args.Using!.Value;
var victim = args.Target;
if (!CanExecuteWithGun(weapon, victim, attacker))
return;
UtilityVerb verb = new()
{
Act = () =>
{
TryStartGunExecutionDoafter(weapon, victim, attacker);
},
Impact = LogImpact.High,
Text = Loc.GetString("execution-verb-name"),
Message = Loc.GetString("execution-verb-message"),
};
args.Verbs.Add(verb);
}
private bool CanExecuteWithAny(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
// No point executing someone if they can't take damage
if (!TryComp<DamageableComponent>(victim, out var damage))
return false;
// You can't execute something that cannot die
if (!TryComp<MobStateComponent>(victim, out var mobState))
return false;
// You're not allowed to execute dead people (no fun allowed)
if (_mobStateSystem.IsDead(victim, mobState))
return false;
// You must be able to attack people to execute
if (!_actionBlockerSystem.CanAttack(attacker, victim))
return false;
// The victim must be incapacitated to be executed
if (victim != attacker && _actionBlockerSystem.CanInteract(victim, null))
return false;
// All checks passed
return true;
}
private bool CanExecuteWithMelee(EntityUid weapon, EntityUid victim, EntityUid user)
{
if (!CanExecuteWithAny(weapon, victim, user)) return false;
// We must be able to actually hurt people with the weapon
if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
return false;
return true;
}
private bool CanExecuteWithGun(EntityUid weapon, EntityUid victim, EntityUid user)
{
if (!CanExecuteWithAny(weapon, victim, user)) return false;
// We must be able to actually fire the gun
if (!TryComp<GunComponent>(weapon, out var gun) && _gunSystem.CanShoot(gun!))
return false;
return true;
}
private void TryStartMeleeExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
if (!CanExecuteWithMelee(weapon, victim, attacker))
return;
var executionTime = (1.0f / Comp<MeleeWeaponComponent>(weapon).AttackRate) * MeleeExecutionTimeModifier;
if (attacker == victim)
{
ShowExecutionPopup("suicide-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("execution-popup-melee-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-melee-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
var doAfter =
new DoAfterArgs(EntityManager, attacker, executionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
NeedHand = true
};
_doAfterSystem.TryStartDoAfter(doAfter);
}
private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
if (!CanExecuteWithGun(weapon, victim, attacker))
return;
if (attacker == victim)
{
ShowExecutionPopup("suicide-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("execution-popup-gun-initial-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-gun-initial-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
var doAfter =
new DoAfterArgs(EntityManager, attacker, GunExecutionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
NeedHand = true
};
_doAfterSystem.TryStartDoAfter(doAfter);
}
private bool OnDoafterChecks(EntityUid uid, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
return false;
if (!CanExecuteWithAny(args.Used.Value, args.Target.Value, uid))
return false;
// All checks passed
return true;
}
private void OnDoafterMelee(EntityUid uid, SharpComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
return;
var attacker = args.User;
var victim = args.Target!.Value;
var weapon = args.Used!.Value;
if (!CanExecuteWithMelee(weapon, victim, attacker)) return;
if (!TryComp<MeleeWeaponComponent>(weapon, out var melee) && melee!.Damage.GetTotal() > 0.0f)
return;
_damageableSystem.TryChangeDamage(victim, melee.Damage * DamageModifier, true);
_audioSystem.PlayEntity(melee.HitSound, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
if (attacker == victim)
{
ShowExecutionPopup("suicide-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("execution-popup-melee-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-melee-complete-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
}
}
// TODO: This repeats a lot of the code of the serverside GunSystem, make it not do that
private void OnDoafterGun(EntityUid uid, GunComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
return;
var attacker = args.User;
var weapon = args.Used!.Value;
var victim = args.Target!.Value;
if (!CanExecuteWithGun(weapon, victim, attacker)) return;
// Check if any systems want to block our shot
var prevention = new ShotAttemptedEvent
{
User = attacker,
Used = weapon
};
RaiseLocalEvent(weapon, ref prevention);
if (prevention.Cancelled)
return;
RaiseLocalEvent(attacker, ref prevention);
if (prevention.Cancelled)
return;
// Not sure what this is for but gunsystem uses it so ehhh
var attemptEv = new AttemptShootEvent(attacker, null);
RaiseLocalEvent(weapon, ref attemptEv);
if (attemptEv.Cancelled)
{
if (attemptEv.Message != null)
{
_popupSystem.PopupClient(attemptEv.Message, weapon, attacker);
return;
}
}
// Take some ammunition for the shot (one bullet)
var fromCoordinates = Transform(attacker).Coordinates;
var ev = new TakeAmmoEvent(1, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, attacker);
RaiseLocalEvent(weapon, ev);
// Check if there's any ammo left
if (ev.Ammo.Count <= 0)
{
_audioSystem.PlayEntity(component.SoundEmpty, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
ShowExecutionPopup("execution-popup-gun-empty", Filter.Pvs(weapon), PopupType.Medium, attacker, victim, weapon);
return;
}
// Information about the ammo like damage
DamageSpecifier damage = new DamageSpecifier();
// Get some information from IShootable
var ammoUid = ev.Ammo[0].Entity;
switch (ev.Ammo[0].Shootable)
{
case CartridgeAmmoComponent cartridge:
// Get the damage value
var prototype = _prototypeManager.Index<EntityPrototype>(cartridge.Prototype);
prototype.TryGetComponent<ProjectileComponent>(out var projectileA, _componentFactory); // sloth forgive me
if (projectileA != null)
{
damage = projectileA.Damage * cartridge.Count;
}
// Expend the cartridge
cartridge.Spent = true;
_appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
Dirty(ammoUid.Value, cartridge);
break;
case AmmoComponent newAmmo:
TryComp<ProjectileComponent>(ammoUid, out var projectileB);
if (projectileB != null)
{
damage = projectileB.Damage;
}
Del(ammoUid);
break;
case HitscanPrototype hitscan:
damage = hitscan.Damage!;
break;
default:
throw new ArgumentOutOfRangeException();
}
// Clumsy people have a chance to shoot themselves
if (TryComp<ClumsyComponent>(attacker, out var clumsy) && component.ClumsyProof == false)
{
if (_interactionSystem.TryRollClumsy(attacker, 0.33333333f, clumsy))
{
ShowExecutionPopup("execution-popup-gun-clumsy-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-gun-clumsy-external", Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
// You shoot yourself with the gun (no damage multiplier)
_damageableSystem.TryChangeDamage(attacker, damage, origin: attacker);
_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
return;
}
}
// Gun successfully fired, deal damage
_damageableSystem.TryChangeDamage(victim, damage * DamageModifier, true);
_audioSystem.PlayEntity(component.SoundGunshot, Filter.Pvs(weapon), weapon, false, AudioParams.Default);
// Popups
if (attacker != victim)
{
ShowExecutionPopup("execution-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup("execution-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
}
else
{
ShowExecutionPopup("suicide-popup-gun-complete-internal", Filter.Entities(attacker), PopupType.LargeCaution, attacker, victim, weapon);
ShowExecutionPopup("suicide-popup-gun-complete-external", Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
}
}
private void ShowExecutionPopup(string locString, Filter filter, PopupType type,
EntityUid attacker, EntityUid victim, EntityUid weapon)
{
_popupSystem.PopupEntity(Loc.GetString(
locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
attacker, filter, true, type);
}
}