fish-station/Content.Server/_Sunrise/Execution/ExecutionSystem.cs
2026-01-08 11:10:34 +03:00

491 lines
19 KiB
C#

using Content.Server.Weapons.Ranged.Systems;
using Content.Shared._Starlight.Weapon.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared._Sunrise.Execution;
using Content.Shared.Body.Components;
using Content.Shared.Kitchen.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 Content.Server.Explosion.EntitySystems;
using Content.Server.Body.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Containers;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Weapons.Hitscan.Components;
using Robust.Shared.Random;
namespace Content.Server._Sunrise.Execution;
/// <summary>
/// Verb for violently murdering cuffed creatures.
/// </summary>
public sealed partial class ExecutionSystem : EntitySystem
{
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = 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!;
[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private const float MeleeExecutionTimeModifier = 5.0f;
private const float GunExecutionTime = 6.0f;
private const float SuicideGunTimeMultiplier = 0.5f;
private const int GunExecutionShots = 1;
private const float AttackRateToSeconds = 1.0f;
private const float OverkillFractionMin = 0.05f;
private const float OverkillFractionMax = 0.20f;
private const float ExplosiveOverkillFractionMin = 2.0f;
private const float ExplosiveOverkillFractionMax = 4.0f;
private const float SuicideExplosionIntensityScale = 0.45f;
private const int SuicideExplosionMaxTileBreak = 0;
private const bool SuicideExplosionCanCreateVacuum = false;
private const string GunChamberContainerId = "gun_chamber";
private const string GunMagazineContainerId = "gun_magazine";
private const string StructuralDamageType = "Structural";
private static readonly string[] NonLethalAmmoIdTokens =
{
"Practice",
"Rubber",
};
private readonly record struct SuicideExplosionInfo(
ProtoId<ExplosionPrototype> ExplosionType,
float TotalIntensity,
float IntensitySlope,
float MaxIntensity,
float TileBreakScale);
/// <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(Entity<SharpComponent> ent, ref GetVerbsEvent<UtilityVerb> args)
{
if (!TryGetVerbContext(ref args, out var attacker, out var weapon, out var victim, out var suicide))
return;
if (!CanExecuteWithMelee(weapon, victim, attacker))
return;
UtilityVerb verb = new()
{
Act = () =>
{
TryStartMeleeExecutionDoafter(weapon, victim, attacker);
},
Impact = LogImpact.High,
Text = suicide ? Loc.GetString("suicide-verb-name") : Loc.GetString("execution-verb-name"),
Message = suicide ? Loc.GetString("suicide-verb-message") : Loc.GetString("execution-verb-message"),
};
args.Verbs.Add(verb);
}
private void OnGetInteractionVerbsGun(Entity<GunComponent> ent, ref GetVerbsEvent<UtilityVerb> args)
{
if (!TryGetVerbContext(ref args, out var attacker, out var weapon, out var victim, out var suicide))
return;
if (!CanExecuteWithGun(weapon, victim, attacker))
return;
UtilityVerb verb = new()
{
Act = () =>
{
TryStartGunExecutionDoafter(weapon, victim, attacker);
},
Impact = LogImpact.High,
Text = suicide ? Loc.GetString("suicide-verb-name") : Loc.GetString("execution-verb-name"),
Message = suicide ? Loc.GetString("suicide-verb-message") : Loc.GetString("execution-verb-message"),
};
args.Verbs.Add(verb);
}
private void TryStartMeleeExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
if (!CanExecuteWithMelee(weapon, victim, attacker))
return;
var executionTime = AttackRateToSeconds / Comp<MeleeWeaponComponent>(weapon).AttackRate * MeleeExecutionTimeModifier;
var internalKey = attacker == victim
? "suicide-popup-melee-initial-internal"
: "execution-popup-melee-initial-internal";
var externalKey = attacker == victim
? "suicide-popup-melee-initial-external"
: "execution-popup-melee-initial-external";
ShowExecutionPopup(internalKey, Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup(externalKey, Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
var doAfter =
new DoAfterArgs(EntityManager, attacker, executionTime, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
{
BreakOnMove = true,
BreakOnDamage = true,
NeedHand = true,
};
_doAfterSystem.TryStartDoAfter(doAfter);
}
private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
{
if (!CanExecuteWithGun(weapon, victim, attacker))
return;
if (!TryComp<GunComponent>(weapon, out var gunComponent))
return;
var shotAttempted = new ShotAttemptedEvent
{
User = attacker,
Used = (weapon, gunComponent),
};
RaiseLocalEvent(weapon, ref shotAttempted);
if (shotAttempted.Cancelled)
{
if (shotAttempted.Message != null)
_popupSystem.PopupEntity(shotAttempted.Message, weapon, attacker);
return;
}
var internalKey = attacker == victim
? "suicide-popup-gun-initial-internal"
: "execution-popup-gun-initial-internal";
var externalKey = attacker == victim
? "suicide-popup-gun-initial-external"
: "execution-popup-gun-initial-external";
ShowExecutionPopup(internalKey, Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup(externalKey, Filter.PvsExcept(attacker), PopupType.MediumCaution, attacker, victim, weapon);
var doAfter =
new DoAfterArgs(EntityManager,
attacker,
attacker == victim ? GunExecutionTime * SuicideGunTimeMultiplier : GunExecutionTime,
new ExecutionDoAfterEvent(),
weapon,
target: victim,
used: weapon)
{
BreakOnMove = true,
BreakOnDamage = true,
NeedHand = true
};
_doAfterSystem.TryStartDoAfter(doAfter);
}
private void OnDoafterMelee(Entity<SharpComponent> ent, ref 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 (!CanExecuteWithMelee(weapon, victim, attacker))
return;
if (!TryComp<MeleeWeaponComponent>(weapon, out var melee))
return;
ApplyExecutionDamage(victim, weapon, melee.Damage, forceLethal: true, OverkillFractionMin, OverkillFractionMax);
_audioSystem.PlayEntity(melee.HitSound, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
var internalKey = attacker == victim
? "suicide-popup-melee-complete-internal"
: "execution-popup-melee-complete-internal";
var externalKey = attacker == victim
? "suicide-popup-melee-complete-external"
: "execution-popup-melee-complete-external";
ShowExecutionPopup(internalKey, Filter.Entities(attacker), PopupType.Medium, attacker, victim, weapon);
ShowExecutionPopup(externalKey, 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(Entity<GunComponent> ent, ref ExecutionDoAfterEvent 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, ent.Comp),
};
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 takeAmmoEvent = new TakeAmmoEvent(
GunExecutionShots,
new List<(EntityUid? Entity, IShootable Shootable)>(),
fromCoordinates,
attacker);
RaiseLocalEvent(weapon, takeAmmoEvent);
// Check if there's any ammo left
if (takeAmmoEvent.Ammo.Count <= 0)
{
_audioSystem.PlayEntity(ent.Comp.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();
SuicideExplosionInfo? explosiveToTrigger = null;
string? firedPrototypeId = null;
// Get some information from IShootable
var ammoUid = takeAmmoEvent.Ammo[0].Entity;
var shootable = takeAmmoEvent.Ammo[0].Shootable;
var isSpent = shootable switch
{
CartridgeAmmoComponent x => x.Spent,
HitScanCartridgeAmmoComponent x => x.Spent,
_ => false
};
if (isSpent)
{
if (ammoUid != null)
{
if (_containerSystem.TryGetContainer(weapon, GunChamberContainerId, out var chamberContainer))
_containerSystem.Remove(ammoUid.Value, chamberContainer);
_transformSystem.DropNextTo(ammoUid.Value, weapon);
}
_audioSystem.PlayEntity(ent.Comp.SoundEmpty, Filter.Pvs(weapon), weapon, true, AudioParams.Default);
ShowExecutionPopup("execution-popup-ammo-empty", Filter.Pvs(weapon), PopupType.Medium, attacker, victim, weapon);
return;
}
switch (takeAmmoEvent.Ammo[0].Shootable)
{
//🌟Starlight🌟 start
case HitScanCartridgeAmmoComponent cartridge:
var hitscanProto = _prototypeManager.Index(cartridge.Hitscan);
firedPrototypeId = cartridge.Hitscan.Id;
if (hitscanProto.Damage is not null)
damage = hitscanProto.Damage * hitscanProto.Count;
cartridge.Spent = true;
_appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
Dirty(ammoUid.Value, cartridge);
if (cartridge.DeleteOnSpawn)
Del(ammoUid.Value);
break;
//🌟Starlight🌟 end
case CartridgeAmmoComponent cartridge:
// Get the damage value
var prototype = _prototypeManager.Index<EntityPrototype>(cartridge.Prototype);
firedPrototypeId = cartridge.Prototype.Id;
prototype.TryGetComponent<ProjectileComponent>(out var projectilePrototype, _componentFactory);
if (projectilePrototype != null)
damage = projectilePrototype.Damage;
else if (prototype.TryGetComponent<HitscanBasicDamageComponent>(out var hitscanDamage, _componentFactory) && hitscanDamage != null)
damage = hitscanDamage.Damage;
if (prototype.TryGetComponent<ExplosiveComponent>(out var explosiveProto, _componentFactory) && explosiveProto != null)
{
explosiveToTrigger = new SuicideExplosionInfo(
explosiveProto.ExplosionType,
explosiveProto.TotalIntensity,
explosiveProto.IntensitySlope,
explosiveProto.MaxIntensity,
explosiveProto.TileBreakScale);
}
prototype.TryGetComponent<ProjectileSpreadComponent>(out var projectileSpread, _componentFactory);
if (projectileSpread != null)
damage *= projectileSpread.Count;
// Expend the cartridge
cartridge.Spent = true;
_appearanceSystem.SetData(ammoUid!.Value, AmmoVisuals.Spent, true);
Dirty(ammoUid.Value, cartridge);
if (cartridge.DeleteOnSpawn)
Del(ammoUid.Value);
break;
case AmmoComponent:
if (ammoUid != null)
firedPrototypeId = MetaData(ammoUid.Value).EntityPrototype?.ID;
TryComp<ProjectileComponent>(ammoUid, out var projectileAmmo);
if (projectileAmmo != null)
damage = projectileAmmo.Damage;
else if (ammoUid != null && TryComp<HitscanBasicDamageComponent>(ammoUid, out var hitscanAmmoDamage) && !hitscanAmmoDamage.Damage.Empty)
damage = hitscanAmmoDamage.Damage;
if (ammoUid != null && TryComp<ExplosiveComponent>(ammoUid.Value, out var explosiveAmmo))
{
explosiveToTrigger = new SuicideExplosionInfo(
explosiveAmmo.ExplosionType,
explosiveAmmo.TotalIntensity,
explosiveAmmo.IntensitySlope,
explosiveAmmo.MaxIntensity,
explosiveAmmo.TileBreakScale);
}
if (ammoUid != null)
Del(ammoUid.Value);
break;
case HitscanAmmoComponent:
if (ammoUid != null)
firedPrototypeId = MetaData(ammoUid.Value).EntityPrototype?.ID;
if (ammoUid != null && TryComp<HitscanBasicDamageComponent>(ammoUid, out var hitscanAmmo) && !hitscanAmmo.Damage.Empty)
damage = hitscanAmmo.Damage;
if (ammoUid != null)
Del(ammoUid.Value);
break;
case HitscanPrototype hitscan:
firedPrototypeId = hitscan.ID;
damage = hitscan.Damage!;
break;
default:
throw new ArgumentOutOfRangeException();
}
var forceLethal = !IsNonLethalAmmo(firedPrototypeId);
var isExplosive = explosiveToTrigger != null;
if (isExplosive && forceLethal)
{
var explosionType = _prototypeManager.Index(explosiveToTrigger!.Value.ExplosionType);
ApplyExecutionDamage(victim, weapon, explosionType.DamagePerIntensity, forceLethal: true, ExplosiveOverkillFractionMin, ExplosiveOverkillFractionMax);
if (TryComp<BloodstreamComponent>(victim, out var bloodstream))
_bloodstreamSystem.SpillAllSolutions((victim, bloodstream));
}
else
ApplyExecutionDamage(victim, weapon, damage, forceLethal, OverkillFractionMin, OverkillFractionMax);
if (explosiveToTrigger != null)
{
var explosive = explosiveToTrigger.Value;
_explosionSystem.QueueExplosion(
victim,
explosive.ExplosionType,
explosive.TotalIntensity * SuicideExplosionIntensityScale,
explosive.IntensitySlope,
explosive.MaxIntensity * SuicideExplosionIntensityScale,
explosive.TileBreakScale,
SuicideExplosionMaxTileBreak,
SuicideExplosionCanCreateVacuum,
attacker);
}
_audioSystem.PlayEntity(ent.Comp.SoundGunshot, Filter.Pvs(weapon), weapon, false, AudioParams.Default);
// Popups
var internalKey = attacker != victim
? "execution-popup-gun-complete-internal"
: "suicide-popup-gun-complete-internal";
var externalKey = attacker != victim
? "execution-popup-gun-complete-external"
: "suicide-popup-gun-complete-external";
ShowExecutionPopup(internalKey, Filter.Entities(attacker), PopupType.LargeCaution, attacker, victim, weapon);
ShowExecutionPopup(externalKey, Filter.PvsExcept(attacker), PopupType.LargeCaution, attacker, victim, weapon);
}
}