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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This PR ports https://github.com/Goob-Station/Goob-Station/pull/2409 https://github.com/Goob-Station/Goob-Station/pull/2591 https://github.com/Goob-Station/Goob-Station/pull/2599 This PR was initially intended to be merged into White Dream repo, so my changes are marked as WD edit. <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Port pain numbness - [ ] Port nullrods - [ ] Port tile movement --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>     </p> </details> --- <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Ported Devil antag from Goobstation --------- Signed-off-by: Kai5 <68296202+Kai518@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Solstice <solsticeofthewinter@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
111 lines
4.2 KiB
C#
111 lines
4.2 KiB
C#
using Content.Server.GameTicking;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Robust.Shared.Player;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Chat;
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using Content.Shared.Mind.Components;
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namespace Content.Server.Chat;
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public sealed class SuicideSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly SharedSuicideSystem _suicide = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageableComponent, SuicideEvent>(OnDamageableSuicide);
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SubscribeLocalEvent<MindContainerComponent, SuicideGhostEvent>(OnSuicideGhost);
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}
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/// <summary>
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/// Calling this function will attempt to kill the user by suiciding on objects in the surrounding area
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/// or by applying a lethal amount of damage to the user with the default method.
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/// Used when writing /suicide
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/// </summary>
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public bool Suicide(EntityUid victim)
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{
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// Can't suicide if we're already dead
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if (!TryComp<MobStateComponent>(victim, out var mobState) || _mobState.IsDead(victim, mobState) || _tagSystem.HasTag(victim, "CannotSuicideAny")) // Goobstation edit
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return false;
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var suicideGhostEvent = new SuicideGhostEvent(victim);
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RaiseLocalEvent(victim, suicideGhostEvent);
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// Suicide is considered a fail if the user wasn't able to ghost
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// Suiciding with the CannotSuicide tag will ghost the player but not kill the body
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if (!suicideGhostEvent.Handled || _tagSystem.HasTag(victim, "CannotSuicide"))
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return false;
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} is attempting to suicide");
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var suicideEvent = new SuicideEvent(victim);
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RaiseLocalEvent(victim, suicideEvent);
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(victim):player} suicided.");
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return true;
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}
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/// <summary>
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/// Event subscription created to handle the ghosting aspect relating to suicides
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/// Mainly useful when you can raise an event in Shared and can't call Suicide() directly
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/// </summary>
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private void OnSuicideGhost(Entity<MindContainerComponent> victim, ref SuicideGhostEvent args)
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{
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if (args.Handled)
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return;
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if (victim.Comp.Mind == null)
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return;
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if (!TryComp<MindComponent>(victim.Comp.Mind, out var mindComponent))
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return;
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// CannotSuicide tag will allow the user to ghost, but also return to their mind
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// This is kind of weird, not sure what it applies to?
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if (_tagSystem.HasTag(victim, "CannotSuicide"))
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args.CanReturnToBody = true;
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if (_gameTicker.OnGhostAttempt(victim.Comp.Mind.Value, args.CanReturnToBody, mind: mindComponent))
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args.Handled = true;
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}
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/// <summary>
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/// Default suicide behavior for any kind of entity that can take damage
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/// </summary>
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private void OnDamageableSuicide(Entity<DamageableComponent> victim, ref SuicideEvent args)
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{
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if (args.Handled)
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return;
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var othersMessage = Loc.GetString("suicide-command-default-text-others", ("name", victim));
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_popup.PopupEntity(othersMessage, victim, Filter.PvsExcept(victim), true);
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var selfMessage = Loc.GetString("suicide-command-default-text-self");
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_popup.PopupEntity(selfMessage, victim, victim);
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if (args.DamageSpecifier != null)
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{
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_suicide.ApplyLethalDamage(victim, args.DamageSpecifier);
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args.Handled = true;
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return;
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}
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args.DamageType ??= "Slash";
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_suicide.ApplyLethalDamage(victim, args.DamageType);
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args.Handled = true;
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}
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}
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