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wwdpublic/Content.Server/Chat/SuicideSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

155 lines
6.0 KiB
C#

using Content.Server.GameTicking;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Mind;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Tag;
using Robust.Shared.Player;
using Content.Shared.Administration.Logs;
using Content.Shared.Chat;
using Content.Shared.Mind.Components;
namespace Content.Server.Chat;
public sealed class SuicideSystem : EntitySystem
{
[Dependency] private readonly EntityLookupSystem _entityLookupSystem = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedSuicideSystem _suicide = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageableComponent, SuicideEvent>(OnDamageableSuicide);
SubscribeLocalEvent<MobStateComponent, SuicideEvent>(OnEnvironmentalSuicide);
SubscribeLocalEvent<MindContainerComponent, SuicideGhostEvent>(OnSuicideGhost);
}
/// <summary>
/// Calling this function will attempt to kill the user by suiciding on objects in the surrounding area
/// or by applying a lethal amount of damage to the user with the default method.
/// Used when writing /suicide
/// </summary>
public bool Suicide(EntityUid victim)
{
// Can't suicide if we're already dead
if (!TryComp<MobStateComponent>(victim, out var mobState) || _mobState.IsDead(victim, mobState))
return false;
var suicideGhostEvent = new SuicideGhostEvent(victim);
RaiseLocalEvent(victim, suicideGhostEvent);
// Suicide is considered a fail if the user wasn't able to ghost
// Suiciding with the CannotSuicide tag will ghost the player but not kill the body
if (!suicideGhostEvent.Handled || _tagSystem.HasTag(victim, "CannotSuicide"))
return false;
_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} is attempting to suicide");
var suicideEvent = new SuicideEvent(victim);
RaiseLocalEvent(victim, suicideEvent);
_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} suicided.");
return true;
}
/// <summary>
/// Event subscription created to handle the ghosting aspect relating to suicides
/// Mainly useful when you can raise an event in Shared and can't call Suicide() directly
/// </summary>
private void OnSuicideGhost(Entity<MindContainerComponent> victim, ref SuicideGhostEvent args)
{
if (args.Handled)
return;
if (victim.Comp.Mind == null)
return;
if (!TryComp<MindComponent>(victim.Comp.Mind, out var mindComponent))
return;
// CannotSuicide tag will allow the user to ghost, but also return to their mind
// This is kind of weird, not sure what it applies to?
if (_tagSystem.HasTag(victim, "CannotSuicide"))
args.CanReturnToBody = true;
if (_gameTicker.OnGhostAttempt(victim.Comp.Mind.Value, args.CanReturnToBody, mind: mindComponent))
args.Handled = true;
}
/// <summary>
/// Raise event to attempt to use held item, or surrounding entities to attempt to commit suicide
/// </summary>
private void OnEnvironmentalSuicide(Entity<MobStateComponent> victim, ref SuicideEvent args)
{
if (args.Handled || _mobState.IsCritical(victim))
return;
var suicideByEnvironmentEvent = new SuicideByEnvironmentEvent(victim);
// Try to suicide by raising an event on the held item
if (EntityManager.TryGetComponent(victim, out HandsComponent? handsComponent)
&& handsComponent.ActiveHandEntity is { } item)
{
RaiseLocalEvent(item, suicideByEnvironmentEvent);
if (suicideByEnvironmentEvent.Handled)
{
args.Handled = suicideByEnvironmentEvent.Handled;
return;
}
}
// Try to suicide by nearby entities, like Microwaves or Crematoriums, by raising an event on it
// Returns upon being handled by any entity
var itemQuery = GetEntityQuery<ItemComponent>();
foreach (var entity in _entityLookupSystem.GetEntitiesInRange(victim, 1, LookupFlags.Approximate | LookupFlags.Static))
{
// Skip any nearby items that can be picked up, we already checked the active held item above
if (itemQuery.HasComponent(entity))
continue;
RaiseLocalEvent(entity, suicideByEnvironmentEvent);
if (!suicideByEnvironmentEvent.Handled)
continue;
args.Handled = suicideByEnvironmentEvent.Handled;
return;
}
}
/// <summary>
/// Default suicide behavior for any kind of entity that can take damage
/// </summary>
private void OnDamageableSuicide(Entity<DamageableComponent> victim, ref SuicideEvent args)
{
if (args.Handled)
return;
var othersMessage = Loc.GetString("suicide-command-default-text-others", ("name", victim));
_popup.PopupEntity(othersMessage, victim, Filter.PvsExcept(victim), true);
var selfMessage = Loc.GetString("suicide-command-default-text-self");
_popup.PopupEntity(selfMessage, victim, victim);
if (args.DamageSpecifier != null)
{
_suicide.ApplyLethalDamage(victim, args.DamageSpecifier);
args.Handled = true;
return;
}
args.DamageType ??= "Bloodloss";
_suicide.ApplyLethalDamage(victim, args.DamageType);
args.Handled = true;
}
}