fish-station/Content.Server/_Sunrise/Execution/ExecutionSystem.Helpers.cs

306 lines
9.7 KiB
C#

using System.Linq;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Explosion.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Components;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Silicons.Borgs.Components;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Containers;
namespace Content.Server._Sunrise.Execution;
public sealed partial class ExecutionSystem
{
private static bool TryGetVerbContext(
ref GetVerbsEvent<UtilityVerb> args,
out EntityUid attacker,
out EntityUid weapon,
out EntityUid victim,
out bool suicide)
{
attacker = default;
weapon = default;
victim = default;
suicide = false;
if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
return false;
attacker = args.User;
weapon = args.Using.Value;
victim = args.Target;
suicide = attacker == victim;
return true;
}
private bool CanExecuteWithAny(EntityUid victim, EntityUid attacker)
{
// No point executing someone if they can't take damage
if (!HasComp<DamageableComponent>(victim))
return false;
// You can't execute something that cannot die
if (!TryComp<MobStateComponent>(victim, out var mobState))
return false;
// You can't execute borgs
if (HasComp<BorgChassisComponent>(victim))
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;
return true;
}
private bool CanExecuteWithMelee(EntityUid weapon, EntityUid victim, EntityUid user)
{
if (!CanExecuteWithAny(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(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;
if (TryComp<DamageableComponent>(victim, out var damageable))
{
if (TryComp<BatteryAmmoProviderComponent>(weapon, out var battery) &&
!PrototypeHasLethalEffect(damageable, battery.Prototype))
{
return false;
}
if (HasNonLethalAmmoPrototype(weapon))
return false;
}
return true;
}
private bool HasNonLethalAmmoPrototype(EntityUid weapon)
{
if (TryComp<BallisticAmmoProviderComponent>(weapon, out var ballistic) &&
ballistic.Proto != null &&
IsNonLethalAmmo(ballistic.Proto.Value))
{
return true;
}
if (TryComp<RevolverAmmoProviderComponent>(weapon, out var revolver) &&
revolver.FillPrototype != null &&
IsNonLethalAmmo(revolver.FillPrototype))
{
return true;
}
if (TryComp<BasicEntityAmmoProviderComponent>(weapon, out var basic) &&
IsNonLethalAmmo(basic.Proto))
{
return true;
}
if (_containerSystem.TryGetContainer(weapon, GunMagazineContainerId, out var container) &&
container is ContainerSlot slot &&
slot.ContainedEntity is { } magEntity)
{
if (TryComp<BallisticAmmoProviderComponent>(magEntity, out var magBallistic) &&
magBallistic.Proto != null &&
IsNonLethalAmmo(magBallistic.Proto.Value))
{
return true;
}
if (TryComp<BasicEntityAmmoProviderComponent>(magEntity, out var magBasic) &&
IsNonLethalAmmo(magBasic.Proto))
{
return true;
}
}
return false;
}
// Чтобы не убивало от пустых патрон
// Вероятно можно было сделать это более элегантно, но лень переделывать сейча. Сорян
private bool PrototypeHasLethalEffect(DamageableComponent damageable, EntProtoId ammoPrototype)
{
var proto = _prototypeManager.Index<EntityPrototype>(ammoPrototype);
if (proto.TryGetComponent<ExplosiveComponent>(out _, _componentFactory))
return true;
DamageSpecifier? damage = null;
if (proto.TryGetComponent<ProjectileComponent>(out var projectile, _componentFactory) && projectile != null && !projectile.Damage.Empty)
damage = projectile.Damage;
else if (proto.TryGetComponent<HitscanBasicDamageComponent>(out var hitscan, _componentFactory) && hitscan != null && !hitscan.Damage.Empty)
damage = hitscan.Damage;
if (damage == null)
return false;
foreach (var (type, value) in damage.DamageDict)
{
if (value > FixedPoint2.Zero && damageable.Damage.DamageDict.ContainsKey(type))
return true;
}
return false;
}
private static bool IsNonLethalAmmo(string? prototypeId)
{
if (string.IsNullOrWhiteSpace(prototypeId))
return false;
foreach (var token in NonLethalAmmoIdTokens)
{
if (prototypeId.Contains(token, StringComparison.OrdinalIgnoreCase))
return true;
}
return false;
}
private static DamageSpecifier FilterToSupportedDamage(DamageableComponent damageable, DamageSpecifier damage)
{
if (damage.Empty)
return new DamageSpecifier();
var filtered = new DamageSpecifier();
foreach (var (type, value) in damage.DamageDict)
{
if (value <= FixedPoint2.Zero)
continue;
if (!damageable.Damage.DamageDict.ContainsKey(type))
continue;
filtered.DamageDict[type] = value;
}
return filtered;
}
private bool ApplyExecutionDamage(
EntityUid victim,
EntityUid weapon,
DamageSpecifier baseDamage,
bool forceLethal,
float overkillFractionMin,
float overkillFractionMax)
{
if (!TryComp<DamageableComponent>(victim, out var damageable))
return false;
var damage = FilterToSupportedDamage(damageable, baseDamage);
if (damage.Empty || !damage.AnyPositive())
return false;
if (!forceLethal)
{
_damageableSystem.ChangeDamage(
victim,
damage,
ignoreResistances: false,
origin: weapon,
ignoreVariance: true,
ignoreGlobalModifiers: false);
return true;
}
if (!TryComp<MobThresholdsComponent>(victim, out var thresholds))
return false;
damage.DamageDict.Remove(StructuralDamageType);
if (damage.Empty || !damage.AnyPositive())
return false;
var lethalRemaining = thresholds.Thresholds.Keys.Last() - damageable.TotalDamage;
if (lethalRemaining <= FixedPoint2.Zero)
return true;
var overkillFraction = _random.NextFloat(overkillFractionMin, overkillFractionMax);
var overkill = lethalRemaining * overkillFraction;
var totalToApply = lethalRemaining + overkill;
var finalDamage = DistributeDamage(damage, totalToApply);
if (finalDamage.Empty || !finalDamage.AnyPositive())
return false;
_damageableSystem.ChangeDamage(
victim,
finalDamage,
ignoreResistances: true,
origin: weapon,
ignoreVariance: true,
ignoreGlobalModifiers: true);
return true;
}
private static DamageSpecifier DistributeDamage(DamageSpecifier weights, FixedPoint2 total)
{
if (total <= FixedPoint2.Zero)
return new DamageSpecifier();
var result = new DamageSpecifier(weights);
var weightsTotal = result.GetTotal();
if (weightsTotal <= FixedPoint2.Zero)
return new DamageSpecifier();
foreach (var type in result.DamageDict.Keys.ToArray())
{
var value = result.DamageDict[type];
if (value <= FixedPoint2.Zero)
{
result.DamageDict.Remove(type);
continue;
}
// Сделано по патерну SharedSuicideSystem
result.DamageDict[type] = Math.Ceiling((double)(value * total / weightsTotal));
}
return result;
}
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);
}
}