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- using Content.Server.Atmos.Components;
- using Content.Server.Body.Components;
- using Content.Server.Chat;
- using Content.Server.Chat.Managers;
- using Content.Server.Ghost.Roles.Components;
- using Content.Server.Humanoid;
- using Content.Server.IdentityManagement;
- using Content.Server.Inventory;
- using Content.Server.Mind;
- using Content.Server.Mind.Commands;
- using Content.Server.NPC;
- using Content.Server.NPC.HTN;
- using Content.Server.NPC.Systems;
- using Content.Server.Speech.Components;
- using Content.Server.Temperature.Components;
- using Content.Shared.CombatMode;
- using Content.Shared.CombatMode.Pacification;
- using Content.Shared.Damage;
- using Content.Shared.Hands.Components;
- using Content.Shared.Hands.EntitySystems;
- using Content.Shared.Humanoid;
- using Content.Shared.Interaction.Components;
- using Content.Shared.Mobs;
- using Content.Shared.Mobs.Components;
- using Content.Shared.Movement.Pulling.Components;
- using Content.Shared.Movement.Systems;
- using Content.Shared.NameModifier.EntitySystems;
- using Content.Shared.NPC.Systems;
- using Content.Shared.Nutrition.AnimalHusbandry;
- using Content.Shared.Nutrition.Components;
- using Content.Shared.Popups;
- using Content.Shared.Weapons.Melee;
- using Content.Shared.Zombies;
- using Content.Shared.Prying.Components;
- using Content.Shared.Traits.Assorted;
- using Robust.Shared.Audio.Systems;
- using Content.Shared.Ghost.Roles.Components;
- using Content.Shared.Tag;
- namespace Content.Server.Zombies;
- /// <summary>
- /// Handles zombie propagation and inherent zombie traits
- /// </summary>
- /// <remarks>
- /// Don't Shitcode Open Inside
- /// </remarks>
- public sealed partial class ZombieSystem
- {
- [Dependency] private readonly SharedAudioSystem _audio = default!;
- [Dependency] private readonly IChatManager _chatMan = default!;
- [Dependency] private readonly SharedCombatModeSystem _combat = default!;
- [Dependency] private readonly NpcFactionSystem _faction = default!;
- [Dependency] private readonly SharedHandsSystem _hands = default!;
- [Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
- [Dependency] private readonly IdentitySystem _identity = default!;
- [Dependency] private readonly ServerInventorySystem _inventory = default!;
- [Dependency] private readonly MindSystem _mind = default!;
- [Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
- [Dependency] private readonly NPCSystem _npc = default!;
- [Dependency] private readonly TagSystem _tag = default!;
- [Dependency] private readonly NameModifierSystem _nameMod = default!;
- /// <summary>
- /// Handles an entity turning into a zombie when they die or go into crit
- /// </summary>
- private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
- {
- if (args.NewMobState == MobState.Dead)
- {
- ZombifyEntity(uid, args.Component);
- }
- }
- /// <summary>
- /// This is the general purpose function to call if you want to zombify an entity.
- /// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
- /// </summary>
- /// <param name="target">the entity being zombified</param>
- /// <param name="mobState"></param>
- /// <remarks>
- /// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
- /// This function is the god function for zombie stuff, and it is cursed. I have
- /// attempted to label everything thouroughly for your sanity. I have attempted to
- /// rewrite this, but this is how it shall lie eternal. Turn back now.
- /// -emo
- /// </remarks>
- public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
- {
- //Don't zombfiy zombies
- if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
- return;
- if (!Resolve(target, ref mobState, logMissing: false))
- return;
- //you're a real zombie now, son.
- var zombiecomp = AddComp<ZombieComponent>(target);
- //we need to basically remove all of these because zombies shouldn't
- //get diseases, breath, be thirst, be hungry, die in space, have offspring or be paraplegic.
- RemComp<RespiratorComponent>(target);
- RemComp<BarotraumaComponent>(target);
- RemComp<HungerComponent>(target);
- RemComp<ThirstComponent>(target);
- RemComp<ReproductiveComponent>(target);
- RemComp<ReproductivePartnerComponent>(target);
- RemComp<LegsParalyzedComponent>(target);
- RemComp<ComplexInteractionComponent>(target);
- //funny voice
- var accentType = "zombie";
- if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
- accentType = accent.Accent;
- EnsureComp<ReplacementAccentComponent>(target).Accent = accentType;
- //This is needed for stupid entities that fuck up combat mode component
- //in an attempt to make an entity not attack. This is the easiest way to do it.
- var combat = EnsureComp<CombatModeComponent>(target);
- RemComp<PacifiedComponent>(target);
- _combat.SetCanDisarm(target, false, combat);
- _combat.SetInCombatMode(target, true, combat);
- //This is the actual damage of the zombie. We assign the visual appearance
- //and range here because of stuff we'll find out later
- var melee = EnsureComp<MeleeWeaponComponent>(target);
- melee.Animation = zombiecomp.AttackAnimation;
- melee.WideAnimation = zombiecomp.AttackAnimation;
- melee.AltDisarm = false;
- melee.Range = 1.2f;
- melee.Angle = 0.0f;
- melee.HitSound = zombiecomp.BiteSound;
- if (mobState.CurrentState == MobState.Alive)
- {
- // Groaning when damaged
- EnsureComp<EmoteOnDamageComponent>(target);
- _emoteOnDamage.AddEmote(target, "Scream");
- // Random groaning
- EnsureComp<AutoEmoteComponent>(target);
- _autoEmote.AddEmote(target, "ZombieGroan");
- }
- //We have specific stuff for humanoid zombies because they matter more
- if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
- {
- //store some values before changing them in case the humanoid get cloned later
- zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
- zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
- zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
- if (TryComp<BloodstreamComponent>(target, out var stream))
- zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
- _humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
- // Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
- huApComp.EyeColor = zombiecomp.EyeColor;
- // this might not resync on clone?
- _humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
- _humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
- _humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
- _humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
- //This is done here because non-humanoids shouldn't get baller damage
- //lord forgive me for the hardcoded damage
- DamageSpecifier dspec = new()
- {
- DamageDict = new()
- {
- { "Slash", 13 },
- { "Piercing", 7 },
- { "Structural", 10 }
- }
- };
- melee.Damage = dspec;
- // humanoid zombies get to pry open doors and shit
- var pryComp = EnsureComp<PryingComponent>(target);
- pryComp.SpeedModifier = 0.75f;
- pryComp.PryPowered = true;
- pryComp.Force = true;
- Dirty(target, pryComp);
- }
- Dirty(target, melee);
- //The zombie gets the assigned damage weaknesses and strengths
- _damageable.SetDamageModifierSetId(target, "Zombie");
- //This makes it so the zombie doesn't take bloodloss damage.
- //NOTE: they are supposed to bleed, just not take damage
- _bloodstream.SetBloodLossThreshold(target, 0f);
- //Give them zombie blood
- _bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
- //This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
- _inventory.TryUnequip(target, "gloves", true, true);
- //Should prevent instances of zombies using comms for information they shouldnt be able to have.
- _inventory.TryUnequip(target, "ears", true, true);
- //popup
- _popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
- //Make it sentient if it's an animal or something
- MakeSentientCommand.MakeSentient(target, EntityManager);
- //Make the zombie not die in the cold. Good for space zombies
- if (TryComp<TemperatureComponent>(target, out var tempComp))
- tempComp.ColdDamage.ClampMax(0);
- //Heals the zombie from all the damage it took while human
- if (TryComp<DamageableComponent>(target, out var damageablecomp))
- _damageable.SetAllDamage(target, damageablecomp, 0);
- _mobState.ChangeMobState(target, MobState.Alive);
- _faction.ClearFactions(target, dirty: false);
- _faction.AddFaction(target, "Zombie");
- //gives it the funny "Zombie ___" name.
- _nameMod.RefreshNameModifiers(target);
- _identity.QueueIdentityUpdate(target);
- var htn = EnsureComp<HTNComponent>(target);
- htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
- htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
- _npc.SleepNPC(target, htn);
- //He's gotta have a mind
- var hasMind = _mind.TryGetMind(target, out var mindId, out _);
- if (hasMind && _mind.TryGetSession(mindId, out var session))
- {
- //Zombie role for player manifest
- _role.MindAddRole(mindId, "MindRoleZombie", mind: null, silent: true);
- //Greeting message for new bebe zombers
- _chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
- }
- else
- {
- _npc.WakeNPC(target, htn);
- }
- if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
- {
- //yet more hardcoding. Visit zombie.ftl for more information.
- var ghostRole = EnsureComp<GhostRoleComponent>(target);
- EnsureComp<GhostTakeoverAvailableComponent>(target);
- ghostRole.RoleName = Loc.GetString("zombie-generic");
- ghostRole.RoleDescription = Loc.GetString("zombie-role-desc");
- ghostRole.RoleRules = Loc.GetString("zombie-role-rules");
- }
- if (TryComp<HandsComponent>(target, out var handsComp))
- {
- _hands.RemoveHands(target);
- RemComp(target, handsComp);
- }
- // Sloth: What the fuck?
- // How long until compregistry lmao.
- RemComp<PullerComponent>(target);
- // No longer waiting to become a zombie:
- // Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
- RemCompDeferred<PendingZombieComponent>(target);
- //zombie gamemode stuff
- var ev = new EntityZombifiedEvent(target);
- RaiseLocalEvent(target, ref ev, true);
- //zombies get slowdown once they convert
- _movementSpeedModifier.RefreshMovementSpeedModifiers(target);
- //Need to prevent them from getting an item, they have no hands.
- // Also prevents them from becoming a Survivor. They're undead.
- _tag.AddTag(target, "InvalidForGlobalSpawnSpell");
- }
- }
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