using Content.Shared.Antag;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.Humanoid;
using Content.Shared.Roles;
using Content.Shared.StatusIcon;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Zombies;
[RegisterComponent, NetworkedComponent]
public sealed partial class ZombieComponent : Component
{
///
/// The baseline infection chance you have if you are completely nude
///
[ViewVariables(VVAccess.ReadWrite)]
public float MaxZombieInfectionChance = 0.80f;
///
/// The minimum infection chance possible. This is simply to prevent
/// being invincible by bundling up.
///
[ViewVariables(VVAccess.ReadWrite)]
public float MinZombieInfectionChance = 0.25f;
[ViewVariables(VVAccess.ReadWrite)]
public float ZombieMovementSpeedDebuff = 0.70f;
///
/// The skin color of the zombie
///
[DataField("skinColor")]
public Color SkinColor = new(0.45f, 0.51f, 0.29f);
///
/// The eye color of the zombie
///
[DataField("eyeColor")]
public Color EyeColor = new(0.96f, 0.13f, 0.24f);
///
/// The base layer to apply to any 'external' humanoid layers upon zombification.
///
[DataField("baseLayerExternal")]
public string BaseLayerExternal = "MobHumanoidMarkingMatchSkin";
///
/// The attack arc of the zombie
///
[DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string AttackAnimation = "WeaponArcBite";
///
/// The role prototype of the zombie antag role
///
[DataField("zombieRoleId", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string ZombieRoleId = "Zombie";
///
/// The CustomBaseLayers of the humanoid to restore in case of cloning
///
[DataField("beforeZombifiedCustomBaseLayers")]
public Dictionary BeforeZombifiedCustomBaseLayers = new();
///
/// The skin color of the humanoid to restore in case of cloning
///
[DataField("beforeZombifiedSkinColor")]
public Color BeforeZombifiedSkinColor;
///
/// The eye color of the humanoid to restore in case of cloning
///
[DataField("beforeZombifiedEyeColor")]
public Color BeforeZombifiedEyeColor;
[DataField("emoteId", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string? EmoteSoundsId = "Zombie";
public EmoteSoundsPrototype? EmoteSounds;
[DataField("nextTick", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
[DataField("zombieStatusIcon")]
public ProtoId StatusIcon { get; set; } = "ZombieFaction";
///
/// Healing each second
///
[DataField("passiveHealing")]
public DamageSpecifier PassiveHealing = new()
{
DamageDict = new()
{
{ "Blunt", -0.4 },
{ "Slash", -0.2 },
{ "Piercing", -0.2 },
{ "Heat", -0.02 },
{ "Shock", -0.02 }
}
};
///
/// A multiplier applied to when the entity is in critical condition.
///
[DataField("passiveHealingCritMultiplier")]
public float PassiveHealingCritMultiplier = 2f;
///
/// Healing given when a zombie bites a living being.
///
[DataField("healingOnBite")]
public DamageSpecifier HealingOnBite = new()
{
DamageDict = new()
{
{ "Blunt", -2 },
{ "Slash", -2 },
{ "Piercing", -2 }
}
};
///
/// Hit sound on zombie bite.
///
[DataField]
public SoundSpecifier BiteSound = new SoundPathSpecifier("/Audio/Effects/bite.ogg");
///
/// The blood reagent of the humanoid to restore in case of cloning
///
[DataField("beforeZombifiedBloodReagent")]
public string BeforeZombifiedBloodReagent = string.Empty;
///
/// The blood reagent to give the zombie. In case you want zombies that bleed milk, or something.
///
[DataField("newBloodReagent", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string NewBloodReagent = "ZombieBlood";
}