]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Cleanup ExecutionSystem (#24382)
authornikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Sun, 25 Feb 2024 11:07:10 +0000 (13:07 +0200)
committerGitHub <noreply@github.com>
Sun, 25 Feb 2024 11:07:10 +0000 (22:07 +1100)
* Creat Execution Component and add to sharp items

* Kill Server ExecutionSystem. Create ExecutionSystem in shared. Create ActiveExecution Component.
Transferred the Execution system into shared. Heavily re-wrote the system in order to reduce duplication,
and remove gun code from the system.
The melee weapon modifier which was dependant on swing rate was removed.

The ActiveExecutionComponent was created in order to apply the damage modifier to the shot from a gun execution.
It is added just before the gun fires and removed after an attempt is made.

* Fix bugs

The execution completed text will now only show up if the gun fires.

The client also no longer crashes because I forgot to network the component.

* Remove clumsy text

* Make BaseSword abstract

* Add ExecutionComponent to every weapon

* Fix bug

* Remove execution comp from battery weapons

Currently the gun system does not have a way to alter hitscan damage like it does with projectiles.

* Cleanup

* Revert "Remove clumsy text"

This reverts commit a46da6448d5d179a4e936f9213d5622bedb58a16.

* Actually fix the ExecutionSystem

Everything about the shot goes through the gun system now.
The Damage multiplier is only applied when a projectile impacts the target so people that get in the way don't get hit
with 9 times damage for no reason.

In order to make suicides work I needed to create fake EntityCoordinates because the gun system and the projectile
system do not play well with a projectile that has the same start and end position.

* Make launchers able to execute

* Fix prediction bug

The OnAmmoShotEvent is only raised on the server.

* Readd ability for clowns to accidentally shoot themselves while executing

* Cleanup

* Reset melee cooldown to initial value

* Address reviews fix bug

Addressed reviews on overriding messages.
Now I actually mark doafters as handled.
Return normal cooldown to some meleeweapons I forgot on the previous commit.

* Address Reviews

Remove duplication

* Exorcise codebase

Remove evil null coercion that I was sure I removed a while ago

* Address reviews again

* Remove melee weapon attack logic and rely on the system. Remove gun and
melee checks.

* Make system functional again and cleanup

* Remove code I forgot to remove

* Cleanup

* stalled

* Selectively revert gun penetration

The collision layer check doesn't work and I don't have time to fix it.

* Fixes

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
27 files changed:
Content.Server/Execution/ExecutionSystem.cs [deleted file]
Content.Server/Projectiles/ProjectileSystem.cs
Content.Server/Weapons/Ranged/Systems/GunSystem.cs
Content.Shared/Execution/ExecutionComponent.cs [new file with mode: 0644]
Content.Shared/Execution/ExecutionSystem.cs [new file with mode: 0644]
Content.Shared/Projectiles/SharedProjectileSystem.cs
Content.Shared/Weapons/Ranged/Events/ShotAttemptedEvent.cs
Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
Resources/Locale/en-US/execution/execution.ftl
Resources/Locale/en-US/kitchen/components/butcherable-component.ftl
Resources/Prototypes/Entities/Objects/Materials/crystal_shard.yml
Resources/Prototypes/Entities/Objects/Materials/shards.yml
Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/HMGs/hmgs.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/Launchers/launchers.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
Resources/Prototypes/Entities/Objects/Weapons/Guns/pneumatic_cannon.yml
Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml
Resources/Prototypes/Entities/Objects/Weapons/Melee/fireaxe.yml
Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml
Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml

diff --git a/Content.Server/Execution/ExecutionSystem.cs b/Content.Server/Execution/ExecutionSystem.cs
deleted file mode 100644 (file)
index 4354608..0000000
+++ /dev/null
@@ -1,397 +0,0 @@
-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);
-    }
-}
\ No newline at end of file
index 15ea5936e13921d63c2a57ea1d57765dd0fa530e..80c5f039d33e352ebaed772a4bef2190d23901c2 100644 (file)
@@ -28,10 +28,14 @@ public sealed class ProjectileSystem : SharedProjectileSystem
     {
         // This is so entities that shouldn't get a collision are ignored.
         if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
-            || component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
+                                                   || component.DamagedEntity || component is
+                                                       { Weapon: null, OnlyCollideWhenShot: true })
+        {
             return;
+        }
 
         var target = args.OtherEntity;
+
         // it's here so this check is only done once before possible hit
         var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
         RaiseLocalEvent(target, ref attemptEv);
@@ -41,11 +45,26 @@ public sealed class ProjectileSystem : SharedProjectileSystem
             return;
         }
 
+        if (TryHandleProjectile(target, (uid, component)))
+        {
+            var direction = args.OurBody.LinearVelocity.Normalized();
+            _sharedCameraRecoil.KickCamera(target, direction);
+        }
+    }
+
+    /// <summary>
+    /// Tries to handle a projectile interacting with the target.
+    /// </summary>
+    /// <returns>True if the target isn't deleted.</returns>
+    public bool TryHandleProjectile(EntityUid target, Entity<ProjectileComponent> projectile)
+    {
+        var uid = projectile.Owner;
+        var component = projectile.Comp;
+
         var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter);
         RaiseLocalEvent(uid, ref ev);
 
         var otherName = ToPrettyString(target);
-        var direction = args.OurBody.LinearVelocity.Normalized();
         var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
         var deleted = Deleted(target);
 
@@ -64,12 +83,11 @@ public sealed class ProjectileSystem : SharedProjectileSystem
         if (!deleted)
         {
             _guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
-            _sharedCameraRecoil.KickCamera(target, direction);
         }
 
         component.DamagedEntity = true;
 
-        var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target, args.OtherFixture);
+        var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target);
         RaiseLocalEvent(uid, ref afterProjectileHitEvent);
 
         if (component.DeleteOnCollide)
@@ -79,5 +97,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
         {
             RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
         }
+
+        return !deleted;
     }
 }
index b8f8f122111b64a233368d3aab04110d40860f27..fd3b6c5db33e3e300a7a547464eff14607c4cab8 100644 (file)
@@ -4,6 +4,7 @@ using Content.Server.Administration.Logs;
 using Content.Server.Cargo.Systems;
 using Content.Server.Interaction;
 using Content.Server.Power.EntitySystems;
+using Content.Server.Projectiles;
 using Content.Server.Stunnable;
 using Content.Server.Weapons.Ranged.Components;
 using Content.Shared.Damage;
@@ -29,13 +30,13 @@ namespace Content.Server.Weapons.Ranged.Systems;
 
 public sealed partial class GunSystem : SharedGunSystem
 {
-    [Dependency] private readonly IAdminLogManager _adminLogger = default!;
     [Dependency] private readonly IComponentFactory _factory = default!;
     [Dependency] private readonly BatterySystem _battery = default!;
     [Dependency] private readonly DamageExamineSystem _damageExamine = default!;
     [Dependency] private readonly InteractionSystem _interaction = default!;
     [Dependency] private readonly PricingSystem _pricing = default!;
     [Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
+    [Dependency] private readonly ProjectileSystem _projectile = default!;
     [Dependency] private readonly SharedTransformSystem _transform = default!;
     [Dependency] private readonly StaminaSystem _stamina = default!;
     [Dependency] private readonly StunSystem _stun = default!;
@@ -65,6 +66,137 @@ public sealed partial class GunSystem : SharedGunSystem
         args.Price += price * component.UnspawnedCount;
     }
 
+    protected override bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
+    {
+        var result = false;
+
+        // TODO: This is dogshit. I just want to get executions slightly better.
+        // Ideally you'd pull out cartridge + ammo to separate handling functions and re-use it here, then hitscan you need to bypass entirely.
+        // You should also make shooting into a struct of args given how many there are now.
+        var fromCoordinates = Transform(gunUid).Coordinates;
+        var toCoordinates = Transform(target).Coordinates;
+
+        var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
+        var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
+        var mapDirection = toMap - fromMap.Position;
+        var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
+
+        // If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
+        var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
+            ? fromCoordinates.WithEntityId(gridUid, EntityManager)
+            : new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
+
+        // I must be high because this was getting tripped even when true.
+        // DebugTools.Assert(direction != Vector2.Zero);
+        var shotProjectiles = new List<EntityUid>(ammo.Count);
+        var cartridgeBullets = new List<EntityUid>();
+
+        foreach (var (ent, shootable) in ammo)
+        {
+            switch (shootable)
+            {
+                // Cartridge shoots something else
+                case CartridgeAmmoComponent cartridge:
+                    if (!cartridge.Spent)
+                    {
+                        for (var i = 0; i < cartridge.Count; i++)
+                        {
+                            var uid = Spawn(cartridge.Prototype, fromEnt);
+                            cartridgeBullets.Add(uid);
+                        }
+
+                        RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
+                        {
+                            FiredProjectiles = cartridgeBullets,
+                        });
+
+                        shotProjectiles.AddRange(cartridgeBullets);
+                        cartridgeBullets.Clear();
+                        SetCartridgeSpent(ent.Value, cartridge, true);
+                        MuzzleFlash(gunUid, cartridge, user);
+                        Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
+
+                        if (cartridge.DeleteOnSpawn)
+                            Del(ent.Value);
+                    }
+                    else
+                    {
+                        Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
+                    }
+
+                    // Something like ballistic might want to leave it in the container still
+                    if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
+                        EjectCartridge(ent.Value, angle);
+
+                    result = true;
+                    Dirty(ent!.Value, cartridge);
+                    break;
+                // Ammo shoots itself
+                case AmmoComponent newAmmo:
+                    result = true;
+                    shotProjectiles.Add(ent!.Value);
+                    MuzzleFlash(gunUid, newAmmo, user);
+                    Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
+                    break;
+                case HitscanPrototype hitscan:
+                    result = true;
+                    var hitEntity = target;
+                    if (hitscan.StaminaDamage > 0f)
+                        _stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
+
+                    var dmg = hitscan.Damage;
+
+                    var hitName = ToPrettyString(hitEntity);
+                    if (dmg != null)
+                        dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
+
+                    // check null again, as TryChangeDamage returns modified damage values
+                    if (dmg != null)
+                    {
+                        if (!Deleted(hitEntity))
+                        {
+                            if (dmg.Any())
+                            {
+                                _color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
+                            }
+
+                            // TODO get fallback position for playing hit sound.
+                            PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
+                        }
+
+                        Logs.Add(LogType.HitScanHit,
+                            $"{ToPrettyString(user):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
+                    }
+
+                    Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
+                    break;
+                default:
+                    throw new ArgumentOutOfRangeException();
+            }
+        }
+
+        foreach (var ammoUid in shotProjectiles)
+        {
+            // TODO: Handle this shit
+            if (!TryComp(ammoUid, out ProjectileComponent? projectileComponent))
+            {
+                QueueDel(ammoUid);
+                continue;
+            }
+
+            _projectile.TryHandleProjectile(target, (ammoUid, projectileComponent));
+            // Even this deletion handling is mega sussy.
+            Del(ammoUid);
+        }
+
+        RaiseLocalEvent(gunUid, new AmmoShotEvent()
+        {
+            FiredProjectiles = shotProjectiles,
+        });
+
+        return result;
+    }
+
     public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
         EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
     {
@@ -72,7 +204,7 @@ public sealed partial class GunSystem : SharedGunSystem
 
         // Try a clumsy roll
         // TODO: Who put this here
-        if (TryComp<ClumsyComponent>(user, out var clumsy) && gun.ClumsyProof == false)
+        if (TryComp<ClumsyComponent>(user, out var clumsy) && !gun.ClumsyProof)
         {
             for (var i = 0; i < ammo.Count; i++)
             {
@@ -93,6 +225,8 @@ public sealed partial class GunSystem : SharedGunSystem
             }
         }
 
+        // As the above message wasn't obvious stop putting stuff here and use events
+
         var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
         var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
         var mapDirection = toMap - fromMap.Position;
@@ -100,7 +234,7 @@ public sealed partial class GunSystem : SharedGunSystem
         var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
 
         // If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
-        var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
+        var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
             ? fromCoordinates.WithEntityId(gridUid, EntityManager)
             : new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
 
@@ -112,6 +246,7 @@ public sealed partial class GunSystem : SharedGunSystem
         // I must be high because this was getting tripped even when true.
         // DebugTools.Assert(direction != Vector2.Zero);
         var shotProjectiles = new List<EntityUid>(ammo.Count);
+        var cartridgeBullets = new List<EntityUid>();
 
         foreach (var (ent, shootable) in ammo)
         {
@@ -140,21 +275,23 @@ public sealed partial class GunSystem : SharedGunSystem
                             {
                                 var uid = Spawn(cartridge.Prototype, fromEnt);
                                 ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
-                                shotProjectiles.Add(uid);
+                                cartridgeBullets.Add(uid);
                             }
                         }
                         else
                         {
                             var uid = Spawn(cartridge.Prototype, fromEnt);
                             ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
-                            shotProjectiles.Add(uid);
+                            cartridgeBullets.Add(uid);
                         }
 
                         RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
                         {
-                            FiredProjectiles = shotProjectiles,
+                            FiredProjectiles = cartridgeBullets,
                         });
 
+                        shotProjectiles.AddRange(cartridgeBullets);
+                        cartridgeBullets.Clear();
                         SetCartridgeSpent(ent.Value, cartridge, true);
                         MuzzleFlash(gunUid, cartridge, user);
                         Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
diff --git a/Content.Shared/Execution/ExecutionComponent.cs b/Content.Shared/Execution/ExecutionComponent.cs
new file mode 100644 (file)
index 0000000..f9c5111
--- /dev/null
@@ -0,0 +1,26 @@
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Execution;
+
+/// <summary>
+/// Added to entities that can be used to execute another target.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+public sealed partial class ExecutionComponent : Component
+{
+    /// <summary>
+    /// How long the execution duration lasts.
+    /// </summary>
+    [DataField, AutoNetworkedField]
+    public float DoAfterDuration = 5f;
+
+    [DataField, AutoNetworkedField]
+    public float DamageModifier = 9f;
+
+    // Not networked because this is transient inside of a tick.
+    /// <summary>
+    /// True if it is currently executing for handlers.
+    /// </summary>
+    [DataField]
+    public bool Executing = true;
+}
diff --git a/Content.Shared/Execution/ExecutionSystem.cs b/Content.Shared/Execution/ExecutionSystem.cs
new file mode 100644 (file)
index 0000000..de6db20
--- /dev/null
@@ -0,0 +1,241 @@
+using Content.Shared.Weapons.Ranged.Systems;
+using Content.Shared.ActionBlocker;
+using Content.Shared.CombatMode;
+using Content.Shared.Damage;
+using Content.Shared.Database;
+using Content.Shared.DoAfter;
+using Content.Shared.Mobs.Components;
+using Content.Shared.Mobs.Systems;
+using Content.Shared.Popups;
+using Content.Shared.Verbs;
+using Content.Shared.Weapons.Melee;
+using Content.Shared.Weapons.Melee.Events;
+using Content.Shared.Weapons.Ranged.Components;
+using Robust.Shared.Network;
+using Robust.Shared.Player;
+
+namespace Content.Shared.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 ActionBlockerSystem _actionBlockerSystem = default!;
+    [Dependency] private readonly SharedGunSystem _gunSystem = default!;
+    [Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
+    [Dependency] private readonly SharedMeleeWeaponSystem _meleeSystem = default!;
+
+    // TODO: Still needs more cleaning up.
+    private const string DefaultInternalMeleeExecutionMessage = "execution-popup-melee-initial-internal";
+    private const string DefaultExternalMeleeExecutionMessage = "execution-popup-melee-initial-external";
+    private const string DefaultCompleteInternalMeleeExecutionMessage = "execution-popup-melee-complete-internal";
+    private const string DefaultCompleteExternalMeleeExecutionMessage = "execution-popup-melee-complete-external";
+    private const string DefaultInternalGunExecutionMessage = "execution-popup-gun-initial-internal";
+    private const string DefaultExternalGunExecutionMessage = "execution-popup-gun-initial-external";
+    private const string DefaultCompleteInternalGunExecutionMessage = "execution-popup-gun-complete-internal";
+    private const string DefaultCompleteExternalGunExecutionMessage = "execution-popup-gun-complete-external";
+
+    /// <inheritdoc/>
+    public override void Initialize()
+    {
+        base.Initialize();
+
+        SubscribeLocalEvent<ExecutionComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionsVerbs);
+        SubscribeLocalEvent<ExecutionComponent, ExecutionDoAfterEvent>(OnExecutionDoAfter);
+        SubscribeLocalEvent<ExecutionComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
+    }
+
+    private void OnGetInteractionsVerbs(EntityUid uid, ExecutionComponent comp, 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 (!CanExecuteWithAny(victim, attacker))
+            return;
+
+        UtilityVerb verb = new()
+        {
+            Act = () => TryStartExecutionDoAfter(weapon, victim, attacker, comp),
+            Impact = LogImpact.High,
+            Text = Loc.GetString("execution-verb-name"),
+            Message = Loc.GetString("execution-verb-message"),
+        };
+
+        args.Verbs.Add(verb);
+    }
+
+    private void TryStartExecutionDoAfter(EntityUid weapon, EntityUid victim, EntityUid attacker, ExecutionComponent comp)
+    {
+        if (!CanExecuteWithAny(victim, attacker))
+            return;
+
+        // TODO: This should just be on the weapons as a single execution message.
+        var defaultExecutionInternal = DefaultInternalMeleeExecutionMessage;
+        var defaultExecutionExternal = DefaultExternalMeleeExecutionMessage;
+
+        if (HasComp<GunComponent>(weapon))
+        {
+            defaultExecutionExternal = DefaultInternalGunExecutionMessage;
+            defaultExecutionInternal = DefaultExternalGunExecutionMessage;
+        }
+
+        var internalMsg = defaultExecutionInternal;
+        var externalMsg = defaultExecutionExternal;
+        ShowExecutionInternalPopup(internalMsg, attacker, victim, weapon);
+        ShowExecutionExternalPopup(externalMsg, attacker, victim, weapon);
+
+        var doAfter =
+            new DoAfterArgs(EntityManager, attacker, comp.DoAfterDuration, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
+            {
+                BreakOnTargetMove = true,
+                BreakOnUserMove = true,
+                BreakOnDamage = true,
+                NeedHand = true
+            };
+
+        _doAfterSystem.TryStartDoAfter(doAfter);
+
+    }
+
+    private bool CanExecuteWithAny(EntityUid victim, EntityUid attacker)
+    {
+        // Use suicide.
+        if (victim == attacker)
+            return false;
+
+        // No point executing someone if they can't take damage
+        if (!TryComp<DamageableComponent>(victim, out _))
+            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 void OnExecutionDoAfter(EntityUid uid, ExecutionComponent component, ExecutionDoAfterEvent 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 (!CanExecuteWithAny(victim, attacker))
+            return;
+
+        // This is needed so the melee system does not stop it.
+        var prev = _combatSystem.IsInCombatMode(attacker);
+        _combatSystem.SetInCombatMode(attacker, true);
+        component.Executing = true;
+        string? internalMsg = null;
+        string? externalMsg = null;
+
+        if (TryComp(uid, out MeleeWeaponComponent? melee))
+        {
+            _meleeSystem.AttemptLightAttack(attacker, weapon, melee, victim);
+            internalMsg = DefaultCompleteInternalMeleeExecutionMessage;
+            externalMsg = DefaultCompleteExternalMeleeExecutionMessage;
+        }
+        else if (TryComp(uid, out GunComponent? gun))
+        {
+            var clumsyShot = false;
+
+            // TODO: This should just be an event or something instead to get this.
+            // TODO: Handle clumsy.
+            if (!_gunSystem.AttemptDirectShoot(args.User, uid, args.Target.Value, gun))
+            {
+                internalMsg = null;
+                externalMsg = null;
+            }
+            else
+            {
+                internalMsg = DefaultCompleteInternalGunExecutionMessage;
+                externalMsg = DefaultCompleteExternalGunExecutionMessage;
+            }
+            args.Handled = true;
+        }
+
+        _combatSystem.SetInCombatMode(attacker, prev);
+        component.Executing = false;
+        args.Handled = true;
+
+        if (internalMsg != null && externalMsg != null)
+        {
+            ShowExecutionInternalPopup(internalMsg, attacker, victim, uid);
+            ShowExecutionExternalPopup(externalMsg, attacker, victim, uid);
+        }
+    }
+
+    private void OnGetMeleeDamage(EntityUid uid, ExecutionComponent comp, ref GetMeleeDamageEvent args)
+    {
+        if (!TryComp<MeleeWeaponComponent>(uid, out var melee) ||
+            !TryComp<ExecutionComponent>(uid, out var execComp) ||
+            !execComp.Executing)
+        {
+            return;
+        }
+
+        var bonus = melee.Damage * execComp.DamageModifier - melee.Damage;
+        args.Damage += bonus;
+    }
+
+    private void ShowExecutionInternalPopup(string locString,
+        EntityUid attacker, EntityUid victim, EntityUid weapon, bool predict = true)
+    {
+        if (predict)
+        {
+            _popupSystem.PopupClient(
+                Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
+                attacker,
+                attacker,
+                PopupType.Medium
+            );
+        }
+        else
+        {
+            _popupSystem.PopupEntity(
+                Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
+                attacker,
+                Filter.Entities(attacker),
+                true,
+                PopupType.Medium
+            );
+        }
+
+    }
+
+    private void ShowExecutionExternalPopup(string locString, EntityUid attacker, EntityUid victim, EntityUid weapon)
+    {
+        _popupSystem.PopupEntity(
+            Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
+            attacker,
+            Filter.PvsExcept(attacker),
+            true,
+            PopupType.MediumCaution
+            );
+    }
+}
index f57e873653962b71dd6eb4a0959e2ef676984d52..027dc039398abbe99488e1f634a8fe801cf29ea3 100644 (file)
@@ -34,7 +34,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
         base.Initialize();
 
         SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
-        SubscribeLocalEvent<ProjectileComponent, AfterProjectileHitEvent>(AfterProjectileHit);
         SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileHitEvent>(OnEmbedProjectileHit);
         SubscribeLocalEvent<EmbeddableProjectileComponent, ThrowDoHitEvent>(OnEmbedThrowDoHit);
         SubscribeLocalEvent<EmbeddableProjectileComponent, ActivateInWorldEvent>(OnEmbedActivate);
@@ -163,18 +162,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
     {
         args.Cancel("pacified-cannot-throw-embed");
     }
-
-    /// <summary>
-    /// Checks if the projectile is allowed to penetrate the target it hit.
-    /// </summary>
-    private void AfterProjectileHit(EntityUid uid, ProjectileComponent component, ref AfterProjectileHitEvent args)
-    {
-        //Overrides the original DeleteOnCollide if the projectile passes all penetration checks.
-        //This is to prevent having to set DeleteOnCollide to false on every prototype
-        //you want to give the ability to penetrate entities.
-        if(component.DeleteOnCollide)
-            component.DeleteOnCollide = false;
-    }
 }
 
 [Serializable, NetSerializable]
@@ -206,4 +193,4 @@ public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target
 /// Raised after a projectile has dealt it's damage.
 /// </summary>
 [ByRefEvent]
-public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);
+public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target);
index 40925ad614c943a32706fa4cb8efb578a54f64c0..6325d953300adb639480c83e2e83e7136d02c20d 100644 (file)
@@ -19,7 +19,7 @@ public record struct ShotAttemptedEvent
 
     public bool Cancelled { get; private set; }
 
-    /// </summary>
+    /// <summary>
     /// Prevent the gun from shooting
     /// </summary>
     public void Cancel()
@@ -27,7 +27,7 @@ public record struct ShotAttemptedEvent
         Cancelled = true;
     }
 
-    /// </summary>
+    /// <summary>
     /// Allow the gun to shoot again, only use if you know what you are doing
     /// </summary>
     public void Uncancel()
index ba22ba2cdc8fe0cd5e172d346bee2c9a0b65a60e..2132dd2631978caeffbb89403c82fb152983898e 100644 (file)
@@ -21,6 +21,7 @@ using Content.Shared.Weapons.Melee;
 using Content.Shared.Weapons.Melee.Events;
 using Content.Shared.Weapons.Ranged.Components;
 using Content.Shared.Weapons.Ranged.Events;
+using JetBrains.Annotations;
 using Robust.Shared.Audio;
 using Robust.Shared.Audio.Systems;
 using Robust.Shared.Containers;
@@ -143,7 +144,7 @@ public abstract partial class SharedGunSystem : EntitySystem
 
         gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
         Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
-        AttemptShoot(user.Value, ent, gun);
+        AttemptShootInternal(user.Value, ent, gun);
     }
 
     private void OnStopShootRequest(RequestStopShootEvent ev, EntitySessionEventArgs args)
@@ -207,13 +208,38 @@ public abstract partial class SharedGunSystem : EntitySystem
         Dirty(uid, gun);
     }
 
+    /// <summary>
+    /// Attempts to shoot the specified target directly.
+    /// This may bypass projectiles firing etc.
+    /// </summary>
+    public bool AttemptDirectShoot(EntityUid user, EntityUid gunUid, EntityUid target, GunComponent gun)
+    {
+        // Unique name so people don't think it's "shoot towards" and not "I will teleport a bullet into them".
+        gun.ShootCoordinates = Transform(target).Coordinates;
+
+        if (!TryTakeAmmo(user, gunUid, gun, out _, out _, out var args))
+        {
+            gun.ShootCoordinates = null;
+            return false;
+        }
+
+        var result = ShootDirect(gunUid, gun, target, args.Ammo, user: user);
+        gun.ShootCoordinates = null;
+        return result;
+    }
+
+    protected virtual bool ShootDirect(EntityUid gunUid, GunComponent gun, EntityUid target, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityUid user)
+    {
+        return false;
+    }
+
     /// <summary>
     /// Attempts to shoot at the target coordinates. Resets the shot counter after every shot.
     /// </summary>
     public void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun, EntityCoordinates toCoordinates)
     {
         gun.ShootCoordinates = toCoordinates;
-        AttemptShoot(user, gunUid, gun);
+        AttemptShootInternal(user, gunUid, gun);
         gun.ShotCounter = 0;
     }
 
@@ -224,20 +250,35 @@ public abstract partial class SharedGunSystem : EntitySystem
     {
         var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
         gun.ShootCoordinates = coordinates;
-        AttemptShoot(gunUid, gunUid, gun);
+        AttemptShootInternal(gunUid, gunUid, gun);
         gun.ShotCounter = 0;
     }
 
-    private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
+    private void AttemptShootInternal(EntityUid user, EntityUid gunUid, GunComponent gun)
     {
-        if (gun.FireRateModified <= 0f ||
-            !_actionBlockerSystem.CanAttack(user))
+        if (!TryTakeAmmo(user, gunUid, gun, out var fromCoordinates, out var toCoordinates, out var args))
             return;
 
-        var toCoordinates = gun.ShootCoordinates;
+        Shoot(gunUid, gun, args.Ammo, fromCoordinates, toCoordinates, out var userImpulse, user: user);
 
-        if (toCoordinates == null)
-            return;
+        if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
+        {
+            if (_gravity.IsWeightless(user, userPhysics))
+                CauseImpulse(fromCoordinates, toCoordinates, user, userPhysics);
+        }
+    }
+
+    /// <summary>
+    /// Validates if a gun can currently shoot.
+    /// </summary>
+    [Pure]
+    private bool CanShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
+    {
+        if (gun.FireRateModified <= 0f ||
+            !_actionBlockerSystem.CanAttack(user))
+        {
+            return false;
+        }
 
         var curTime = Timing.CurTime;
 
@@ -249,17 +290,42 @@ public abstract partial class SharedGunSystem : EntitySystem
         };
         RaiseLocalEvent(gunUid, ref prevention);
         if (prevention.Cancelled)
-            return;
+            return false;
 
         RaiseLocalEvent(user, ref prevention);
         if (prevention.Cancelled)
-            return;
+            return false;
 
         // Need to do this to play the clicking sound for empty automatic weapons
         // but not play anything for burst fire.
         if (gun.NextFire > curTime)
-            return;
+            return false;
+
+        return true;
+    }
+
+    /// <summary>
+    /// Tries to return ammo prepped for shooting if a gun is available to shoot.
+    /// </summary>
+    private bool TryTakeAmmo(
+        EntityUid user,
+        EntityUid gunUid, GunComponent gun,
+        out EntityCoordinates fromCoordinates,
+        out EntityCoordinates toCoordinates,
+        [NotNullWhen(true)] out TakeAmmoEvent? args)
+    {
+        toCoordinates = EntityCoordinates.Invalid;
+        fromCoordinates = EntityCoordinates.Invalid;
+        args = null;
+
+        if (!CanShoot(user, gunUid, gun))
+            return false;
 
+        if (gun.ShootCoordinates == null)
+            return false;
+
+        toCoordinates = gun.ShootCoordinates.Value;
+        var curTime = Timing.CurTime;
         var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
 
         // First shot
@@ -307,10 +373,11 @@ public abstract partial class SharedGunSystem : EntitySystem
             }
 
             gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
-            return;
+            return false;
         }
 
-        var fromCoordinates = Transform(user).Coordinates;
+        fromCoordinates = Transform(user).Coordinates;
+
         // Remove ammo
         var ev = new TakeAmmoEvent(shots, new List<(EntityUid? Entity, IShootable Shootable)>(), fromCoordinates, user);
 
@@ -345,24 +412,18 @@ public abstract partial class SharedGunSystem : EntitySystem
                 // May cause prediction issues? Needs more tweaking
                 gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
                 Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
-                return;
+                return false;
             }
 
-            return;
+            return false;
         }
 
         // Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
-        Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
         var shotEv = new GunShotEvent(user, ev.Ammo);
         RaiseLocalEvent(gunUid, ref shotEv);
 
-        if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
-        {
-            if (_gravity.IsWeightless(user, userPhysics))
-                CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics);
-        }
-
-        Dirty(gunUid, gun);
+        args = ev;
+        return true;
     }
 
     public void Shoot(
index 8bdf32616666cb772a9e16a49156bfda7b4cc807..5bd4613e8c3fc7a78b461efd08296ddf30d77137 100644 (file)
@@ -14,17 +14,7 @@ execution-popup-gun-clumsy-internal = You miss {$victim}'s head and shoot your f
 execution-popup-gun-clumsy-external = {$attacker} misses {$victim} and shoots {POSS-ADJ($attacker)} foot instead!
 execution-popup-gun-empty = {CAPITALIZE(THE($weapon))} clicks.
 
-suicide-popup-gun-initial-internal = You place the muzzle of {THE($weapon)} in your mouth.
-suicide-popup-gun-initial-external = {$attacker} places the muzzle of {THE($weapon)} in {POSS-ADJ($attacker)} mouth.
-suicide-popup-gun-complete-internal = You shoot yourself in the head!
-suicide-popup-gun-complete-external = {$attacker} shoots {REFLEXIVE($attacker)} in the head!
-
 execution-popup-melee-initial-internal = You ready {THE($weapon)} against {$victim}'s throat.
 execution-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against the throat of {$victim}.
 execution-popup-melee-complete-internal = You slit the throat of {$victim}!
 execution-popup-melee-complete-external = {$attacker} slits the throat of {$victim}!
-
-suicide-popup-melee-initial-internal = You ready {THE($weapon)} against your throat.
-suicide-popup-melee-initial-external = {$attacker} readies {POSS-ADJ($attacker)} {$weapon} against {POSS-ADJ($attacker)} throat.
-suicide-popup-melee-complete-internal = You slit your throat with {THE($weapon)}!
-suicide-popup-melee-complete-external = {$attacker} slits {POSS-ADJ($attacker)} throat with {THE($weapon)}!
\ No newline at end of file
index ff28cc44db66b845158927aafbb5300b74f17346..4a83cd455d7d1cffc3b395df0576e7fc25786d14 100644 (file)
@@ -1,4 +1,4 @@
-butcherable-different-tool = You are going to need a different tool to butcher { THE($target) }.
+butcherable-different-tool = You need a different tool to butcher { THE($target) }.
 butcherable-knife-butchered-success = You butcher { THE($target) } with { THE($knife) }.
 butcherable-need-knife = Use a sharp object to butcher { THE($target) }.
 butcherable-not-in-container = { CAPITALIZE(THE($target)) } can't be in a container.
index 62468b46150f9c3a14b5c4cb43cccabf808005e6..a86965f96f20010a85f152fcee6671da8370b445 100644 (file)
@@ -6,6 +6,8 @@
   description:  A small piece of crystal.
   components:
   - type: Sharp
+  - type: Execution
+    doAfterDuration: 4.0
   - type: Sprite
     layers:
       - sprite: Objects/Materials/Shards/crystal.rsi
index fa57f90c18f7d0e7f0f56ddfd552f210e400cc08..22d5cdefe4504e1560d46d6b9cedb6453e2583a2 100644 (file)
@@ -5,6 +5,8 @@
   description: It's a shard of some unknown material.
   components:
   - type: Sharp
+  - type: Execution
+    doAfterDuration: 4.0
   - type: Sprite
     layers:
       - sprite: Objects/Materials/Shards/shard.rsi
index b7c73f5e0cc84acdf30738eac5561c7d3425e6c6..98bc92968b2022be709c496feb8712d27a78960d 100644 (file)
@@ -5,6 +5,8 @@
   description: In Space Glasgow this is called a conversation starter.
   components:
   - type: Sharp
+  - type: Execution
+    doAfterDuration: 4.0
   - type: MeleeWeapon
     attackRate: 1.5
     damage:
index 9d685e1ddc0e0c31b816841067f9963b430ed2bd..236ed2068137104289c04159b53fef4da1b61890 100644 (file)
@@ -19,6 +19,7 @@
       path: /Audio/Weapons/Guns/Empty/lmg_empty.ogg
   - type: StaticPrice
     price: 500
+  - type: Execution
   # No chamber because HMG may want its own
 
 - type: entity
index 49b2eeaada1370f9d0d539176a9e6de4abfdfbc9..499a950e785eb3d769bed245c448af7897ddfeb3 100644 (file)
@@ -60,6 +60,7 @@
     price: 500
   - type: UseDelay
     delay: 1
+  - type: Execution
 
 - type: entity
   name: L6 SAW
index 8b31bf40ed700eddb3501b157fa2a2ee3cbd3dac..80de02c6dadae54afdd54098bf7a1face10b2059 100644 (file)
@@ -19,6 +19,7 @@
     containers:
       ballistic-ammo: !type:Container
         ents: []
+  - type: Execution
 
 - type: entity
   name: china lake
index 9507eada3bd796226899fd91520d203f2180a2d9..2b2c6fe95551987bb0842a860075e1f52d4ccf76 100644 (file)
@@ -65,6 +65,7 @@
   - type: Appearance
   - type: StaticPrice
     price: 500
+  - type: Execution
 
 - type: entity
   name: viper
   name: N1984
   parent: BaseWeaponPistol
   id: WeaponPistolN1984 # the spaces in description are for formatting.
-  description: The sidearm of any self respecting officer.     Comes in .45 magnum, the lord's caliber. 
+  description: The sidearm of any self respecting officer.     Comes in .45 magnum, the lord's caliber.
   components:
   - type: Sprite
     sprite: Objects/Weapons/Guns/Pistols/N1984.rsi
index 5bc8125ebaa9accf3c2f26310e054c870d92f163..93e8b1a6690ee4b3ea12916ddda778ddf74d46f7 100644 (file)
@@ -49,6 +49,7 @@
       gun_chamber: !type:ContainerSlot
   - type: StaticPrice
     price: 500
+  - type: Execution
 
 - type: entity
   name: AKMS
index b693bdba370a3e3d0f057af82a5c1cdd72cbc36b..ea82be46bc6b67407ab8a4b157928c906a29af86 100644 (file)
@@ -54,6 +54,7 @@
       gun_chamber: !type:ContainerSlot
   - type: StaticPrice
     price: 500
+  - type: Execution
 
 - type: entity
   name: Atreides
index f43df5f37cb040149a19f7e68d6485b3a3f6e5d1..70ed96876e8e3d04cf77ff9372fb58d5e825cab5 100644 (file)
@@ -42,6 +42,7 @@
         ents: []
   - type: StaticPrice
     price: 500
+  - type: Execution
 
 - type: entity
   name: Bulldog
@@ -98,6 +99,7 @@
   - type: Appearance
   - type: StaticPrice
     price: 500
+  - type: Execution
 
 - type: entity
   name: double-barreled shotgun
index 753f109a174cdd71e2cf1e3a23d1852ca84ab3f0..6640e98f5f48f164c302bc0b18a474916942d3c8 100644 (file)
@@ -36,6 +36,7 @@
         ents: []
   - type: StaticPrice
     price: 500
+  - type: Execution
 
 - type: entity
   name: Kardashev-Mosin
index cfcc0a01cd1f26d486af1c3a1e6287a723e3b296..2a07fd4fe0213afc60b226d4b39765272d8dbb0f 100644 (file)
@@ -36,3 +36,4 @@
     quickEquip: false
     slots:
     - Belt
+  - type: Execution
index ae1f5df3c154f84a81c770b686fa630f52f3e587..add776422dbf811ed915b22f7c786a50d1192d80 100644 (file)
     containers:
       storagebase: !type:Container
         ents: []
+  - type: Execution
 
 # shoots bullets instead of throwing them, no other changes
 - type: entity
index 497876f3596824d69ca55031af5d4144792f0fd6..267e3a7891fa87759544483feadd34b6920e9aa3 100644 (file)
@@ -5,6 +5,8 @@
   description: A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter.\r
   components:\r
   - type: Sharp\r
+  - type: Execution\r
+    doAfterDuration: 4.0\r
   - type: Sprite\r
     sprite: Objects/Weapons/Melee/armblade.rsi\r
     state: icon\r
index b46ee096336039820b600a998bcd1c770b6eb33e..aadb9942448c673bf8b505b3ef640f4109b529d9 100644 (file)
@@ -8,6 +8,8 @@
     tags:
     - FireAxe
   - type: Sharp
+  - type: Execution
+    doAfterDuration: 4.0
   - type: Sprite
     sprite: Objects/Weapons/Melee/fireaxe.rsi
     state: icon
index 106e8bf4400e241ead2f4c6918eb4e3f9fc14e07..432da5efe952d2a2943f11ee1bfdface6c06e927 100644 (file)
@@ -7,6 +7,8 @@
     tags:
     - Knife
   - type: Sharp
+  - type: Execution
+    doAfterDuration: 4.0
   - type: Utensil
     types:
       - Knife
index 05cac3ae7b7ce319e42b2cc5e2afc6ada3075bf5..d27c6c68831f7a329b57942b4d7be50ab42c485e 100644 (file)
@@ -1,10 +1,21 @@
 - type: entity
-  name: captain's sabre
+  name: Sword
   parent: BaseItem
+  id: BaseSword
+  description: A sharp sword.
+  abstract: true
+  components:
+    - type: Sharp
+    - type: Execution
+      doAfterDuration: 4.0
+    - type: DisarmMalus
+
+- type: entity
+  name: captain's sabre
+  parent: BaseSword
   id: CaptainSabre
   description: A ceremonial weapon belonging to the captain of the station.
   components:
-  - type: Sharp
   - type: Sprite
     sprite: Objects/Weapons/Melee/captain_sabre.rsi
     state: icon
   - type: Tag
     tags:
     - CaptainSabre
-  - type: DisarmMalus
 
 - type: entity
   name: katana
-  parent: BaseItem
+  parent: BaseSword
   id: Katana
   description: Ancient craftwork made with not so ancient plasteel.
   components:
-  - type: Sharp
   - type: Tag
     tags:
     - Katana
@@ -51,7 +60,6 @@
   - type: Item
     size: Normal
     sprite: Objects/Weapons/Melee/katana.rsi
-  - type: DisarmMalus
 
 - type: entity
   name: energy katana
 
 - type: entity
   name: machete
-  parent: BaseItem
+  parent: BaseSword
   id: Machete
   description: A large, vicious looking blade.
   components:
-  - type: Sharp
   - type: Tag
     tags:
     - Machete
   - type: Item
     size: Normal
     sprite: Objects/Weapons/Melee/machete.rsi
-  - type: DisarmMalus
 
 - type: entity
   name: claymore
-  parent: BaseItem
+  parent: BaseSword
   id: Claymore
   description: An ancient war blade.
   components:
-  - type: Sharp
   - type: Sprite
     sprite: Objects/Weapons/Melee/claymore.rsi
     state: icon
     sprite: Objects/Weapons/Melee/claymore.rsi
     slots:
     - back
-  - type: DisarmMalus
 
 - type: entity
   name: cutlass
-  parent: BaseItem
+  parent: BaseSword
   id: Cutlass
   description: A wickedly curved blade, often seen in the hands of space pirates.
   components:
-  - type: Sharp
   - type: Tag
     tags:
     - Machete
   - type: Item
     size: Normal
     sprite: Objects/Weapons/Melee/cutlass.rsi
-  - type: DisarmMalus
 
 - type: entity
   name: The Throngler
-  parent: BaseItem
+  parent: BaseSword
   id: Throngler
   description: Why would you make this?
   components:
-    - type: Sharp
     - type: Sprite
       sprite: Objects/Weapons/Melee/Throngler2.rsi
       state: icon
     - type: Item
       size: Ginormous
       sprite: Objects/Weapons/Melee/Throngler-in-hand.rsi
-    - type: DisarmMalus