# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
373 lines
15 KiB
C#
373 lines
15 KiB
C#
using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Execution;
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using Content.Shared.FixedPoint;
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using Content.Shared.Ghost;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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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.Tag;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Commands;
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[TestFixture]
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public sealed class SuicideCommandTests
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{
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[TestPrototypes]
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private const string Prototypes = @"
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- type: entity
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id: SharpTestObject
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name: very sharp test object
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components:
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- type: Item
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- type: MeleeWeapon
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damage:
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types:
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Slash: 5
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- type: Execution
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- type: entity
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id: MixedDamageTestObject
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name: mixed damage test object
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components:
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- type: Item
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- type: MeleeWeapon
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damage:
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types:
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Slash: 5
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Blunt: 5
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- type: Execution
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- type: entity
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id: TestMaterialReclaimer
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name: test version of the material reclaimer
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components:
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- type: MaterialReclaimer";
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private static readonly ProtoId<TagPrototype> CannotSuicideTag = "CannotSuicide";
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private static readonly ProtoId<DamageTypePrototype> DamageType = "Slash";
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/// <summary>
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/// Run the suicide command in the console
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/// Should successfully kill the player and ghost them
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/// </summary>
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[Test]
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public async Task TestSuicide()
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{
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await using var pair = await PoolManager.GetServerClient(new PoolSettings
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{
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Connected = true,
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Dirty = true,
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DummyTicker = false
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});
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var server = pair.Server;
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var consoleHost = server.ResolveDependency<IConsoleHost>();
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var entManager = server.ResolveDependency<IEntityManager>();
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var playerMan = server.ResolveDependency<IPlayerManager>();
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var mindSystem = entManager.System<SharedMindSystem>();
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var mobStateSystem = entManager.System<MobStateSystem>();
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// We need to know the player and whether they can be hurt, killed, and whether they have a mind
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var player = playerMan.Sessions.First().AttachedEntity!.Value;
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var mind = mindSystem.GetMind(player);
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MindComponent mindComponent = default;
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MobStateComponent mobStateComp = default;
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await server.WaitPost(() =>
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{
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if (mind != null)
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mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
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mobStateComp = entManager.GetComponent<MobStateComponent>(player);
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});
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// Check that running the suicide command kills the player
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// and properly ghosts them without them being able to return to their body
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await server.WaitAssertion(() =>
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{
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consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
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Assert.Multiple(() =>
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{
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Assert.That(mobStateSystem.IsDead(player, mobStateComp));
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Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
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!ghostComp.CanReturnToBody);
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});
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});
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// Run the suicide command while the player is already injured
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/// This should only deal as much damage as necessary to get to the dead threshold
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/// </summary>
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[Test]
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public async Task TestSuicideWhileDamaged()
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{
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await using var pair = await PoolManager.GetServerClient(new PoolSettings
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{
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Connected = true,
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Dirty = true,
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DummyTicker = false
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});
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var server = pair.Server;
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var consoleHost = server.ResolveDependency<IConsoleHost>();
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var entManager = server.ResolveDependency<IEntityManager>();
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var playerMan = server.ResolveDependency<IPlayerManager>();
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var protoMan = server.ResolveDependency<IPrototypeManager>();
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var damageableSystem = entManager.System<DamageableSystem>();
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var mindSystem = entManager.System<SharedMindSystem>();
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var mobStateSystem = entManager.System<MobStateSystem>();
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|
|
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
|
|
var player = playerMan.Sessions.First().AttachedEntity!.Value;
|
|
var mind = mindSystem.GetMind(player);
|
|
|
|
MindComponent mindComponent = default;
|
|
MobStateComponent mobStateComp = default;
|
|
MobThresholdsComponent mobThresholdsComp = default;
|
|
DamageableComponent damageableComp = default;
|
|
await server.WaitPost(() =>
|
|
{
|
|
if (mind != null)
|
|
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
|
|
|
|
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
|
|
mobThresholdsComp = entManager.GetComponent<MobThresholdsComponent>(player);
|
|
damageableComp = entManager.GetComponent<DamageableComponent>(player);
|
|
|
|
if (protoMan.TryIndex(DamageType, out var slashProto))
|
|
damageableSystem.TryChangeDamage(player, new DamageSpecifier(slashProto, FixedPoint2.New(46.5)), useModifier: false, useVariance: false); // Sunrise-Edit
|
|
});
|
|
|
|
// Check that running the suicide command kills the player
|
|
// and properly ghosts them without them being able to return to their body
|
|
// and that all the damage is concentrated in the Slash category
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
|
|
var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(mobStateSystem.IsDead(player, mobStateComp));
|
|
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
|
|
!ghostComp.CanReturnToBody);
|
|
Assert.That(damageableComp.Damage.GetTotal(), Is.EqualTo(lethalDamageThreshold));
|
|
});
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Run the suicide command in the console
|
|
/// Should only ghost the player but not kill them
|
|
/// </summary>
|
|
[Test]
|
|
public async Task TestSuicideWhenCannotSuicide()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient(new PoolSettings
|
|
{
|
|
Connected = true,
|
|
Dirty = true,
|
|
DummyTicker = false
|
|
});
|
|
var server = pair.Server;
|
|
var consoleHost = server.ResolveDependency<IConsoleHost>();
|
|
var entManager = server.ResolveDependency<IEntityManager>();
|
|
var playerMan = server.ResolveDependency<IPlayerManager>();
|
|
var mindSystem = entManager.System<SharedMindSystem>();
|
|
var mobStateSystem = entManager.System<MobStateSystem>();
|
|
var tagSystem = entManager.System<TagSystem>();
|
|
|
|
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
|
|
var player = playerMan.Sessions.First().AttachedEntity!.Value;
|
|
var mind = mindSystem.GetMind(player);
|
|
MindComponent mindComponent = default;
|
|
MobStateComponent mobStateComp = default;
|
|
await server.WaitPost(() =>
|
|
{
|
|
if (mind != null)
|
|
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
|
|
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
|
|
});
|
|
|
|
tagSystem.AddTag(player, CannotSuicideTag);
|
|
|
|
// Check that running the suicide command kills the player
|
|
// and properly ghosts them without them being able to return to their body
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(mobStateSystem.IsAlive(player, mobStateComp));
|
|
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
|
|
!ghostComp.CanReturnToBody);
|
|
});
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Run the suicide command while the player is holding an execution-capable weapon
|
|
/// </summary>
|
|
[Test]
|
|
public async Task TestSuicideByHeldItem()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient(new PoolSettings
|
|
{
|
|
Connected = true,
|
|
Dirty = true,
|
|
DummyTicker = false
|
|
});
|
|
var server = pair.Server;
|
|
var consoleHost = server.ResolveDependency<IConsoleHost>();
|
|
var entManager = server.ResolveDependency<IEntityManager>();
|
|
var playerMan = server.ResolveDependency<IPlayerManager>();
|
|
|
|
var handsSystem = entManager.System<SharedHandsSystem>();
|
|
var mindSystem = entManager.System<SharedMindSystem>();
|
|
var mobStateSystem = entManager.System<MobStateSystem>();
|
|
var transformSystem = entManager.System<TransformSystem>();
|
|
var damageableSystem = entManager.System<DamageableSystem>();
|
|
|
|
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
|
|
var player = playerMan.Sessions.First().AttachedEntity!.Value;
|
|
var mind = mindSystem.GetMind(player);
|
|
|
|
MindComponent mindComponent = default;
|
|
MobStateComponent mobStateComp = default;
|
|
MobThresholdsComponent mobThresholdsComp = default;
|
|
DamageableComponent damageableComp = default;
|
|
HandsComponent handsComponent = default;
|
|
await server.WaitPost(() =>
|
|
{
|
|
if (mind != null)
|
|
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
|
|
|
|
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
|
|
mobThresholdsComp = entManager.GetComponent<MobThresholdsComponent>(player);
|
|
damageableComp = entManager.GetComponent<DamageableComponent>(player);
|
|
handsComponent = entManager.GetComponent<HandsComponent>(player);
|
|
});
|
|
|
|
// Spawn the weapon of choice and put it in the player's hands
|
|
await server.WaitPost(() =>
|
|
{
|
|
var item = entManager.SpawnEntity("SharpTestObject", transformSystem.GetMapCoordinates(player));
|
|
Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHandId!));
|
|
entManager.TryGetComponent<ExecutionComponent>(item, out var executionComponent);
|
|
Assert.That(executionComponent, Is.Not.EqualTo(null));
|
|
});
|
|
|
|
// Check that running the suicide command kills the player
|
|
// and properly ghosts them without them being able to return to their body
|
|
// and that all the damage is concentrated in the Slash category
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// Heal all damage first (possible low pressure damage taken)
|
|
damageableSystem.SetAllDamage(player, damageableComp, 0);
|
|
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
|
|
var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(mobStateSystem.IsDead(player, mobStateComp));
|
|
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
|
|
!ghostComp.CanReturnToBody);
|
|
Assert.That(damageableComp.Damage.DamageDict["Slash"], Is.EqualTo(lethalDamageThreshold));
|
|
});
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Run the suicide command while the player is holding an execution-capable weapon
|
|
/// with damage spread between slash and blunt
|
|
/// </summary>
|
|
[Test]
|
|
public async Task TestSuicideByHeldItemSpreadDamage()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient(new PoolSettings
|
|
{
|
|
Connected = true,
|
|
Dirty = true,
|
|
DummyTicker = false
|
|
});
|
|
var server = pair.Server;
|
|
var consoleHost = server.ResolveDependency<IConsoleHost>();
|
|
var entManager = server.ResolveDependency<IEntityManager>();
|
|
var playerMan = server.ResolveDependency<IPlayerManager>();
|
|
|
|
var handsSystem = entManager.System<SharedHandsSystem>();
|
|
var mindSystem = entManager.System<SharedMindSystem>();
|
|
var mobStateSystem = entManager.System<MobStateSystem>();
|
|
var transformSystem = entManager.System<TransformSystem>();
|
|
var damageableSystem = entManager.System<DamageableSystem>();
|
|
|
|
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
|
|
var player = playerMan.Sessions.First().AttachedEntity!.Value;
|
|
var mind = mindSystem.GetMind(player);
|
|
|
|
MindComponent mindComponent = default;
|
|
MobStateComponent mobStateComp = default;
|
|
MobThresholdsComponent mobThresholdsComp = default;
|
|
DamageableComponent damageableComp = default;
|
|
HandsComponent handsComponent = default;
|
|
await server.WaitPost(() =>
|
|
{
|
|
if (mind != null)
|
|
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
|
|
|
|
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
|
|
mobThresholdsComp = entManager.GetComponent<MobThresholdsComponent>(player);
|
|
damageableComp = entManager.GetComponent<DamageableComponent>(player);
|
|
handsComponent = entManager.GetComponent<HandsComponent>(player);
|
|
});
|
|
|
|
// Spawn the weapon of choice and put it in the player's hands
|
|
await server.WaitPost(() =>
|
|
{
|
|
var item = entManager.SpawnEntity("MixedDamageTestObject", transformSystem.GetMapCoordinates(player));
|
|
Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHandId!));
|
|
entManager.TryGetComponent<ExecutionComponent>(item, out var executionComponent);
|
|
Assert.That(executionComponent, Is.Not.EqualTo(null));
|
|
});
|
|
|
|
// Check that running the suicide command kills the player
|
|
// and properly ghosts them without them being able to return to their body
|
|
// and that slash damage is split in half
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// Heal all damage first (possible low pressure damage taken)
|
|
damageableSystem.SetAllDamage(player, damageableComp, 0);
|
|
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
|
|
var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(mobStateSystem.IsDead(player, mobStateComp));
|
|
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
|
|
!ghostComp.CanReturnToBody);
|
|
Assert.That(damageableComp.Damage.DamageDict["Slash"], Is.EqualTo(lethalDamageThreshold / 2));
|
|
});
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|