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Reenable Executions #126

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merged 1 commit into from
Nov 14, 2024
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Описание PR

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🆑 vanx

  • add: Возвращена возможность казни

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coderabbitai bot commented Nov 12, 2024

Walkthrough

The changes in the ExecutionSystem.cs file primarily focus on modifying the execution mechanics for melee and gun executions. The DamageModifier constant has been increased significantly, impacting damage calculations. Key logic related to victim incapacitation has been commented out, simplifying the execution conditions. Additionally, a new event, AttemptShootEvent, has been introduced to allow for potential cancellation of gun execution actions, enhancing interaction. The method handling for gun execution has also been streamlined by removing previous checks, focusing instead on the execution process.

Changes

File Path Change Summary
Content.Server/Execution/ExecutionSystem.cs - Increased DamageModifier from 9.0f to 20.0f.
- Commented out victim incapacitation check in CanExecuteWithAny.
- Enhanced TryStartGunExecutionDoafter with AttemptShootEvent for cancellation.
- Removed previous logic in OnDoafterGun regarding AttemptShootEvent.

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Actionable comments posted: 1

🧹 Outside diff range and nitpick comments (1)
Content.Server/Execution/ExecutionSystem.cs (1)

210-225: LGTM: Well-implemented shoot attempt event system

Good addition of the AttemptShootEvent system that:

  • Allows other systems to cancel the shot
  • Provides proper user feedback via popups
  • Follows event-driven architecture patterns

Consider extracting the message handling into a separate method for better reusability:

+        private void HandleAttemptShootEvent(EntityUid weapon, EntityUid attacker, AttemptShootEvent attemptEv)
+        {
+            if (attemptEv.Cancelled && attemptEv.Message != null)
+            {
+                _popupSystem.PopupEntity(attemptEv.Message, weapon, attacker);
+            }
+        }

         private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker)
         {
             // ... existing code ...
             var attemptEv = new AttemptShootEvent(attacker, null);
             RaiseLocalEvent(weapon, ref attemptEv);
-            if (attemptEv.Cancelled)
-            {
-                if (attemptEv.Message != null)
-                {
-                    _popupSystem.PopupEntity(attemptEv.Message, weapon, attacker);
-                    return;
-                }
-            }
+            HandleAttemptShootEvent(weapon, attacker, attemptEv);
+            if (attemptEv.Cancelled)
+                return;
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between cd020a9 and fac459c.

📒 Files selected for processing (1)
  • Content.Server/Execution/ExecutionSystem.cs (3 hunks)
🔇 Additional comments (1)
Content.Server/Execution/ExecutionSystem.cs (1)

46-46: Consider the balance implications of increased damage multiplier

The damage modifier has been significantly increased from 9.0f to 20.0f, which more than doubles the execution damage. This substantial increase could lead to gameplay balance issues and might make executions overly lethal.

Let's analyze the typical damage values this would affect:

Consider implementing a configuration system to make this value adjustable without code changes, allowing for easier balance tweaks.

✅ Verification successful

Execution damage multiplier increase appears to be an intentional balance change

The increase from 9.0f to 20.0f, while significant, aligns with the lethal nature of executions and is marked as a deliberate "WD EDIT" balance adjustment. The new multiplier value remains within reasonable bounds compared to other lethal damage values in the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for base damage values in weapon definitions
rg -A 3 "Damage\s*=|damage\s*:" --type yaml

Length of output: 492119

Content.Server/Execution/ExecutionSystem.cs Show resolved Hide resolved
@DVOniksWyvern DVOniksWyvern merged commit 61025e1 into WWhiteDreamProject:master Nov 14, 2024
11 checks passed
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3 participants