2022-06-12 01:53:13 -04:00
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using Content.Server.Atmos.Components;
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2023-04-07 11:21:12 -07:00
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using Content.Server.Body.Components;
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using Content.Server.Chat;
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2022-06-12 01:53:13 -04:00
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using Content.Server.Chat.Managers;
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using Content.Server.Ghost.Roles.Components;
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2023-04-07 11:21:12 -07:00
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.Inventory;
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2023-08-28 16:53:24 -07:00
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using Content.Server.Mind;
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2022-06-12 01:53:13 -04:00
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using Content.Server.Mind.Commands;
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2023-08-28 16:53:24 -07:00
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using Content.Server.NPC;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.Systems;
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2023-06-07 10:15:22 +03:00
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using Content.Server.Roles;
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2023-04-07 11:21:12 -07:00
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using Content.Server.Speech.Components;
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2022-06-12 01:53:13 -04:00
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using Content.Server.Temperature.Components;
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2023-04-08 13:16:48 -07:00
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using Content.Shared.CombatMode;
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2023-11-08 02:27:49 +01:00
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using Content.Shared.CombatMode.Pacification;
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2023-04-07 11:21:12 -07:00
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Shared.Humanoid;
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2023-01-13 16:57:10 -08:00
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using Content.Shared.Mobs;
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2023-03-23 15:52:46 +01:00
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using Content.Shared.Mobs.Components;
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2023-05-09 14:24:40 +12:00
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using Content.Shared.Mobs.Systems;
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2022-07-26 20:35:34 -04:00
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using Content.Shared.Movement.Systems;
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2023-04-02 22:42:30 -04:00
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using Content.Shared.Nutrition.Components;
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2023-04-07 11:21:12 -07:00
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using Content.Shared.Popups;
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2023-08-30 21:46:11 -07:00
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using Content.Shared.Roles;
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2023-07-25 17:31:35 -04:00
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using Content.Shared.Tools.Components;
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2023-04-07 11:21:12 -07:00
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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2023-07-25 17:31:35 -04:00
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using Robust.Shared.Audio;
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2023-09-28 11:34:21 +00:00
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using Content.Shared.Prying.Components;
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2022-06-12 01:53:13 -04:00
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namespace Content.Server.Zombies
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{
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/// <summary>
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2022-07-05 23:42:51 -04:00
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/// Handles zombie propagation and inherent zombie traits
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2022-06-12 01:53:13 -04:00
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/// </summary>
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2022-07-05 23:42:51 -04:00
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/// <remarks>
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/// Don't Shitcode Open Inside
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/// </remarks>
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public sealed partial class ZombieSystem
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2022-06-12 01:53:13 -04:00
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{
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly NpcFactionSystem _faction = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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2022-07-10 23:54:48 -07:00
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[Dependency] private readonly IdentitySystem _identity = default!;
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2022-07-26 20:35:34 -04:00
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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2023-04-08 13:16:48 -07:00
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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2022-06-12 01:53:13 -04:00
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[Dependency] private readonly IChatManager _chatMan = default!;
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2023-07-25 17:31:35 -04:00
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[Dependency] private readonly MindSystem _mind = default!;
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2023-08-30 21:46:11 -07:00
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[Dependency] private readonly SharedRoleSystem _roles = default!;
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2023-05-09 14:24:40 +12:00
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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2023-07-25 17:31:35 -04:00
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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2022-06-12 01:53:13 -04:00
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/// <summary>
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/// Handles an entity turning into a zombie when they die or go into crit
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/// </summary>
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private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
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{
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2023-05-09 14:24:40 +12:00
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if (args.NewMobState == MobState.Dead)
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2022-06-12 01:53:13 -04:00
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{
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2023-03-23 15:52:46 +01:00
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ZombifyEntity(uid, args.Component);
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2022-06-12 01:53:13 -04:00
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}
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}
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/// <summary>
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2022-07-05 23:42:51 -04:00
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/// This is the general purpose function to call if you want to zombify an entity.
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/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
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2022-06-12 01:53:13 -04:00
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/// </summary>
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/// <param name="target">the entity being zombified</param>
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2023-07-25 17:31:35 -04:00
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/// <param name="mobState"></param>
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2022-07-05 23:42:51 -04:00
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/// <remarks>
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/// ALRIGHT BIG BOY. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
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/// This function is the god function for zombie stuff, and it is cursed. I have
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2022-07-10 23:54:48 -07:00
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/// attempted to label everything thouroughly for your sanity. I have attempted to
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2022-07-05 23:42:51 -04:00
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/// rewrite this, but this is how it shall lie eternal. Turn back now.
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/// -emo
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/// </remarks>
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2023-03-23 15:52:46 +01:00
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public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
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2022-06-12 01:53:13 -04:00
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{
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2022-07-05 23:42:51 -04:00
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//Don't zombfiy zombies
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2023-08-12 17:39:58 -04:00
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if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
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2022-06-12 01:53:13 -04:00
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return;
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2023-03-23 15:52:46 +01:00
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if (!Resolve(target, ref mobState, logMissing: false))
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return;
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2022-07-05 23:42:51 -04:00
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//you're a real zombie now, son.
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var zombiecomp = AddComp<ZombieComponent>(target);
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2022-08-08 13:56:28 +10:00
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//we need to basically remove all of these because zombies shouldn't
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//get diseases, breath, be thirst, be hungry, or die in space
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2022-06-12 01:53:13 -04:00
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RemComp<RespiratorComponent>(target);
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RemComp<BarotraumaComponent>(target);
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RemComp<HungerComponent>(target);
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RemComp<ThirstComponent>(target);
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2023-05-06 00:18:55 -04:00
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//funny voice
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EnsureComp<ReplacementAccentComponent>(target).Accent = "zombie";
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2022-08-08 13:56:28 +10:00
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//This is needed for stupid entities that fuck up combat mode component
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//in an attempt to make an entity not attack. This is the easiest way to do it.
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2023-09-09 16:14:17 -07:00
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var combat = EnsureComp<CombatModeComponent>(target);
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2023-11-08 02:27:49 +01:00
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RemComp<PacifiedComponent>(target);
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2023-09-09 16:14:17 -07:00
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_combat.SetCanDisarm(target, false, combat);
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2023-04-08 13:16:48 -07:00
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_combat.SetInCombatMode(target, true, combat);
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2022-06-12 01:53:13 -04:00
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2022-08-08 13:56:28 +10:00
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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2022-06-12 01:53:13 -04:00
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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2023-09-28 16:20:29 -07:00
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melee.Animation = zombiecomp.AttackAnimation;
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2022-11-09 07:28:49 +11:00
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melee.WideAnimation = zombiecomp.AttackAnimation;
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2023-07-25 17:31:35 -04:00
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melee.Range = 1.2f;
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2022-07-05 23:42:51 -04:00
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2023-03-23 15:52:46 +01:00
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if (mobState.CurrentState == MobState.Alive)
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{
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// Groaning when damaged
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EnsureComp<EmoteOnDamageComponent>(target);
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_emoteOnDamage.AddEmote(target, "Scream");
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// Random groaning
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EnsureComp<AutoEmoteComponent>(target);
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_autoEmote.AddEmote(target, "ZombieGroan");
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}
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2022-07-05 23:42:51 -04:00
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//We have specific stuff for humanoid zombies because they matter more
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2023-01-24 13:38:19 +13:00
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if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
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2022-07-05 23:42:51 -04:00
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{
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2023-01-23 00:36:03 +01:00
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//store some values before changing them in case the humanoid get cloned later
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zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
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2023-08-23 07:51:59 +03:00
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zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
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2023-01-23 00:36:03 +01:00
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zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
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2023-07-09 15:01:35 -07:00
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if (TryComp<BloodstreamComponent>(target, out var stream))
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zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
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2023-01-23 00:36:03 +01:00
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2023-07-25 17:31:35 -04:00
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_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
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2023-08-23 07:51:59 +03:00
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// Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
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huApComp.EyeColor = zombiecomp.EyeColor;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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// this might not resync on clone?
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2023-07-25 17:31:35 -04:00
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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2022-07-05 23:42:51 -04:00
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2022-08-08 13:56:28 +10:00
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//This is done here because non-humanoids shouldn't get baller damage
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//lord forgive me for the hardcoded damage
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2023-07-25 17:31:35 -04:00
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DamageSpecifier dspec = new()
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{
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DamageDict = new()
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{
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{ "Slash", 13 },
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{ "Piercing", 7 },
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{ "Structural", 10 }
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}
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};
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2022-07-05 23:42:51 -04:00
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melee.Damage = dspec;
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2023-07-25 17:31:35 -04:00
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// humanoid zombies get to pry open doors and shit
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2023-09-28 11:34:21 +00:00
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var pryComp = EnsureComp<PryingComponent>(target);
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pryComp.SpeedModifier = 0.75f;
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pryComp.PryPowered = true;
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pryComp.Force = true;
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Dirty(target, pryComp);
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2022-07-05 23:42:51 -04:00
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}
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2022-06-12 01:53:13 -04:00
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2023-07-25 17:31:35 -04:00
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Dirty(melee);
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2022-07-05 23:42:51 -04:00
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//The zombie gets the assigned damage weaknesses and strengths
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2022-06-12 01:53:13 -04:00
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_damageable.SetDamageModifierSetId(target, "Zombie");
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2022-07-05 23:42:51 -04:00
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2022-08-08 13:56:28 +10:00
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//This makes it so the zombie doesn't take bloodloss damage.
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//NOTE: they are supposed to bleed, just not take damage
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2022-06-12 01:53:13 -04:00
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_bloodstream.SetBloodLossThreshold(target, 0f);
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2023-07-09 15:01:35 -07:00
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//Give them zombie blood
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_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
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2022-06-12 01:53:13 -04:00
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2022-07-05 23:42:51 -04:00
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//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
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2023-07-25 17:31:35 -04:00
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_inventory.TryUnequip(target, "gloves", true, true);
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2023-03-23 12:17:32 -04:00
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//Should prevent instances of zombies using comms for information they shouldnt be able to have.
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2023-07-25 17:31:35 -04:00
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_inventory.TryUnequip(target, "ears", true, true);
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2022-06-12 01:53:13 -04:00
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2022-07-05 23:42:51 -04:00
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//popup
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2023-07-25 17:31:35 -04:00
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_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
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2022-07-05 23:42:51 -04:00
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//Make it sentient if it's an animal or something
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2023-07-25 17:31:35 -04:00
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MakeSentientCommand.MakeSentient(target, EntityManager);
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2022-07-05 23:42:51 -04:00
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//Make the zombie not die in the cold. Good for space zombies
|
2022-06-12 01:53:13 -04:00
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if (TryComp<TemperatureComponent>(target, out var tempComp))
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tempComp.ColdDamage.ClampMax(0);
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2022-07-05 23:42:51 -04:00
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//Heals the zombie from all the damage it took while human
|
2022-06-12 01:53:13 -04:00
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if (TryComp<DamageableComponent>(target, out var damageablecomp))
|
2023-03-13 00:19:05 +11:00
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_damageable.SetAllDamage(target, damageablecomp, 0);
|
2023-07-25 17:31:35 -04:00
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|
_mobState.ChangeMobState(target, MobState.Alive);
|
2022-06-12 01:53:13 -04:00
|
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|
2023-07-25 17:31:35 -04:00
|
|
|
var factionComp = EnsureComp<NpcFactionMemberComponent>(target);
|
|
|
|
|
foreach (var id in new List<string>(factionComp.Factions))
|
|
|
|
|
{
|
|
|
|
|
_faction.RemoveFaction(target, id);
|
|
|
|
|
}
|
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|
_faction.AddFaction(target, "Zombie");
|
2023-05-09 14:24:40 +12:00
|
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|
|
2022-07-05 23:42:51 -04:00
|
|
|
//gives it the funny "Zombie ___" name.
|
2022-11-19 11:07:09 -05:00
|
|
|
var meta = MetaData(target);
|
2023-01-23 00:36:03 +01:00
|
|
|
zombiecomp.BeforeZombifiedEntityName = meta.EntityName;
|
2023-07-25 17:31:35 -04:00
|
|
|
_metaData.SetEntityName(target, Loc.GetString("zombie-name-prefix", ("target", meta.EntityName)), meta);
|
2022-06-12 01:53:13 -04:00
|
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|
|
2022-07-10 23:54:48 -07:00
|
|
|
_identity.QueueIdentityUpdate(target);
|
|
|
|
|
|
2022-07-05 23:42:51 -04:00
|
|
|
//He's gotta have a mind
|
2023-08-28 16:53:24 -07:00
|
|
|
var hasMind = _mind.TryGetMind(target, out var mindId, out _);
|
|
|
|
|
if (hasMind && _mind.TryGetSession(mindId, out var session))
|
2022-07-05 23:42:51 -04:00
|
|
|
{
|
|
|
|
|
//Zombie role for player manifest
|
2023-08-28 16:53:24 -07:00
|
|
|
_roles.MindAddRole(mindId, new ZombieRoleComponent { PrototypeId = zombiecomp.ZombieRoleId });
|
2023-06-18 11:33:19 -07:00
|
|
|
|
2022-07-05 23:42:51 -04:00
|
|
|
//Greeting message for new bebe zombers
|
|
|
|
|
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
|
2023-06-07 10:15:22 +03:00
|
|
|
|
|
|
|
|
// Notificate player about new role assignment
|
2023-07-25 17:31:35 -04:00
|
|
|
_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
var htn = EnsureComp<HTNComponent>(target);
|
2023-09-28 11:34:21 +00:00
|
|
|
htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
|
2023-07-25 17:31:35 -04:00
|
|
|
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
|
|
|
|
|
_npc.WakeNPC(target, htn);
|
2022-07-05 23:42:51 -04:00
|
|
|
}
|
2022-06-12 01:53:13 -04:00
|
|
|
|
2023-08-28 16:53:24 -07:00
|
|
|
if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
|
2022-06-12 01:53:13 -04:00
|
|
|
{
|
2022-07-05 23:42:51 -04:00
|
|
|
//yet more hardcoding. Visit zombie.ftl for more information.
|
2023-04-12 06:32:14 -07:00
|
|
|
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");
|
2022-06-12 01:53:13 -04:00
|
|
|
}
|
|
|
|
|
|
2023-08-13 20:51:20 +01:00
|
|
|
if (TryComp<HandsComponent>(target, out var handsComp))
|
2022-06-12 01:53:13 -04:00
|
|
|
{
|
2023-08-13 20:51:20 +01:00
|
|
|
_hands.RemoveHands(target);
|
|
|
|
|
RemComp(target, handsComp);
|
2022-06-12 01:53:13 -04:00
|
|
|
}
|
2023-07-25 17:31:35 -04:00
|
|
|
|
2023-05-09 14:24:40 +12:00
|
|
|
// No longer waiting to become a zombie:
|
2023-05-16 17:59:39 +12:00
|
|
|
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
|
|
|
|
|
RemCompDeferred<PendingZombieComponent>(target);
|
2022-06-12 01:53:13 -04:00
|
|
|
|
2022-07-05 23:42:51 -04:00
|
|
|
//zombie gamemode stuff
|
2023-07-25 17:31:35 -04:00
|
|
|
var ev = new EntityZombifiedEvent(target);
|
|
|
|
|
RaiseLocalEvent(target, ref ev, true);
|
2022-07-26 20:35:34 -04:00
|
|
|
//zombies get slowdown once they convert
|
|
|
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
|
2022-06-12 01:53:13 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|