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- using System.Linq;
- using Content.Server.Actions;
- using Content.Server.Body.Systems;
- using Content.Server.Chat;
- using Content.Server.Chat.Systems;
- using Content.Server.Emoting.Systems;
- using Content.Server.Speech.EntitySystems;
- using Content.Server.Roles;
- using Content.Shared.Anomaly.Components;
- using Content.Shared.Bed.Sleep;
- using Content.Shared.Cloning.Events;
- using Content.Shared.Damage;
- using Content.Shared.Humanoid;
- using Content.Shared.Inventory;
- using Content.Shared.Mind;
- using Content.Shared.Mind.Components;
- using Content.Shared.Mobs;
- using Content.Shared.Mobs.Components;
- using Content.Shared.Mobs.Systems;
- using Content.Shared.Popups;
- using Content.Shared.Roles;
- using Content.Shared.Weapons.Melee.Events;
- using Content.Shared.Zombies;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- namespace Content.Server.Zombies
- {
- public sealed partial class ZombieSystem : SharedZombieSystem
- {
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly IPrototypeManager _protoManager = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly BloodstreamSystem _bloodstream = default!;
- [Dependency] private readonly DamageableSystem _damageable = default!;
- [Dependency] private readonly ChatSystem _chat = default!;
- [Dependency] private readonly ActionsSystem _actions = default!;
- [Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
- [Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
- [Dependency] private readonly MobStateSystem _mobState = default!;
- [Dependency] private readonly SharedPopupSystem _popup = default!;
- [Dependency] private readonly SharedRoleSystem _role = default!;
- public const SlotFlags ProtectiveSlots =
- SlotFlags.FEET |
- SlotFlags.HEAD |
- SlotFlags.EYES |
- SlotFlags.GLOVES |
- SlotFlags.MASK |
- SlotFlags.NECK |
- SlotFlags.INNERCLOTHING |
- SlotFlags.OUTERCLOTHING;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
- SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
- new[] { typeof(VocalSystem), typeof(BodyEmotesSystem) });
- SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
- SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
- SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
- SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
- SubscribeLocalEvent<ZombieComponent, GetCharactedDeadIcEvent>(OnGetCharacterDeadIC);
- SubscribeLocalEvent<ZombieComponent, MindAddedMessage>(OnMindAdded);
- SubscribeLocalEvent<ZombieComponent, MindRemovedMessage>(OnMindRemoved);
- SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
- SubscribeLocalEvent<PendingZombieComponent, BeforeRemoveAnomalyOnDeathEvent>(OnBeforeRemoveAnomalyOnDeath);
- SubscribeLocalEvent<IncurableZombieComponent, MapInitEvent>(OnPendingMapInit);
- SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
- }
- private void OnBeforeRemoveAnomalyOnDeath(Entity<PendingZombieComponent> ent, ref BeforeRemoveAnomalyOnDeathEvent args)
- {
- // Pending zombies (e.g. infected non-zombies) do not remove their hosted anomaly on death.
- // Current zombies DO remove the anomaly on death.
- args.Cancelled = true;
- }
- private void OnPendingMapInit(EntityUid uid, IncurableZombieComponent component, MapInitEvent args)
- {
- _actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
- }
- private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
- {
- if (_mobState.IsDead(uid))
- {
- ZombifyEntity(uid);
- return;
- }
- component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
- component.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace);
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- var curTime = _timing.CurTime;
- // Hurt the living infected
- var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
- while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
- {
- // Process only once per second
- if (comp.NextTick > curTime)
- continue;
- comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
- comp.GracePeriod -= TimeSpan.FromSeconds(1f);
- if (comp.GracePeriod > TimeSpan.Zero)
- continue;
- if (_random.Prob(comp.InfectionWarningChance))
- _popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
- var multiplier = _mobState.IsCritical(uid, mobState)
- ? comp.CritDamageMultiplier
- : 1f;
- _damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
- }
- // Heal the zombified
- var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
- while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
- {
- // Process only once per second
- if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
- continue;
- comp.NextTick = curTime;
- if (_mobState.IsDead(uid, mobState))
- continue;
- var multiplier = _mobState.IsCritical(uid, mobState)
- ? comp.PassiveHealingCritMultiplier
- : 1f;
- // Gradual healing for living zombies.
- _damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
- }
- }
- private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
- {
- args.Cancelled = true;
- }
- private void OnGetCharacterDeadIC(EntityUid uid, ZombieComponent component, ref GetCharactedDeadIcEvent args)
- {
- args.Dead = true;
- }
- private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
- {
- if (component.EmoteSoundsId == null)
- return;
- _protoManager.TryIndex(component.EmoteSoundsId, out component.EmoteSounds);
- }
- private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
- {
- // always play zombie emote sounds and ignore others
- if (args.Handled)
- return;
- args.Handled = _chat.TryPlayEmoteSound(uid, component.EmoteSounds, args.Emote);
- }
- private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
- {
- if (args.NewMobState == MobState.Alive)
- {
- // Groaning when damaged
- EnsureComp<EmoteOnDamageComponent>(uid);
- _emoteOnDamage.AddEmote(uid, "Scream");
- // Random groaning
- EnsureComp<AutoEmoteComponent>(uid);
- _autoEmote.AddEmote(uid, "ZombieGroan");
- }
- else
- {
- // Stop groaning when damaged
- _emoteOnDamage.RemoveEmote(uid, "Scream");
- // Stop random groaning
- _autoEmote.RemoveEmote(uid, "ZombieGroan");
- }
- }
- private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component)
- {
- var max = component.MaxZombieInfectionChance;
- if (!_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator, ProtectiveSlots))
- return max;
- var items = 0f;
- var total = 0f;
- while (enumerator.MoveNext(out var con))
- {
- total++;
- if (con.ContainedEntity != null)
- items++;
- }
- if (total == 0)
- return max;
- // Everyone knows that when it comes to zombies, socks & sandals provide just as much protection as an
- // armored vest. Maybe these should be weighted per-item. I.e. some kind of coverage/protection component.
- // Or at the very least different weights per slot.
- var min = component.MinZombieInfectionChance;
- //gets a value between the max and min based on how many items the entity is wearing
- var chance = (max - min) * ((total - items) / total) + min;
- return chance;
- }
- private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
- {
- if (!TryComp<ZombieComponent>(args.User, out _))
- return;
- if (!args.HitEntities.Any())
- return;
- foreach (var entity in args.HitEntities)
- {
- if (args.User == entity)
- continue;
- if (!TryComp<MobStateComponent>(entity, out var mobState))
- continue;
- if (HasComp<ZombieComponent>(entity))
- {
- args.BonusDamage = -args.BaseDamage;
- }
- else
- {
- if (!HasComp<ZombieImmuneComponent>(entity) && !HasComp<NonSpreaderZombieComponent>(args.User) && _random.Prob(GetZombieInfectionChance(entity, component)))
- {
- EnsureComp<PendingZombieComponent>(entity);
- EnsureComp<ZombifyOnDeathComponent>(entity);
- }
- }
- if (_mobState.IsIncapacitated(entity, mobState) && !HasComp<ZombieComponent>(entity) && !HasComp<ZombieImmuneComponent>(entity))
- {
- ZombifyEntity(entity);
- args.BonusDamage = -args.BaseDamage;
- }
- else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
- {
- _damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
- }
- }
- }
- /// <summary>
- /// This is the function to call if you want to unzombify an entity.
- /// </summary>
- /// <param name="source">the entity having the ZombieComponent</param>
- /// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
- /// <param name="zombiecomp"></param>
- /// <remarks>
- /// this currently only restore the skin/eye color from before zombified
- /// TODO: completely rethink how zombies are done to allow reversal.
- /// </remarks>
- public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
- {
- if (!Resolve(source, ref zombiecomp))
- return false;
- foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
- {
- _humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
- _humanoidAppearance.SetBaseLayerId(target, layer, info.Id);
- }
- if (TryComp<HumanoidAppearanceComponent>(target, out var appcomp))
- {
- appcomp.EyeColor = zombiecomp.BeforeZombifiedEyeColor;
- }
- _humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor, false);
- _bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
- return true;
- }
- private void OnZombieCloning(Entity<ZombieComponent> ent, ref CloningEvent args)
- {
- UnZombify(ent.Owner, args.CloneUid, ent.Comp);
- }
- // Make sure players that enter a zombie (for example via a ghost role or the mind swap spell) count as an antagonist.
- private void OnMindAdded(Entity<ZombieComponent> ent, ref MindAddedMessage args)
- {
- if (!_role.MindHasRole<ZombieRoleComponent>(args.Mind))
- _role.MindAddRole(args.Mind, "MindRoleZombie", mind: args.Mind.Comp);
- }
- // Remove the role when getting cloned, getting gibbed and borged, or leaving the body via any other method.
- private void OnMindRemoved(Entity<ZombieComponent> ent, ref MindRemovedMessage args)
- {
- _role.MindTryRemoveRole<ZombieRoleComponent>(args.Mind);
- }
- }
- }
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