Add EmoteOnDamage comp/system for zombies (#14371)

This commit is contained in:
0x6273
2023-03-23 15:52:46 +01:00
committed by GitHub
parent 35c237b9e1
commit 21e5aea8ca
5 changed files with 162 additions and 62 deletions

View File

@@ -1,33 +0,0 @@
namespace Content.Server.Zombies;
/// <summary>
/// Indicates a zombie that is "alive", i.e not crit/dead.
/// Causes it to emote when damaged.
/// TODO: move this to generic EmoteWhenDamaged comp/system.
/// </summary>
[RegisterComponent]
public sealed class ActiveZombieComponent : Component
{
/// <summary>
/// What emote to preform.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public string GroanEmoteId = "Scream";
/// <summary>
/// Minimum time between groans.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan DamageGroanCooldown = TimeSpan.FromSeconds(2);
/// <summary>
/// Chance to groan.
/// </summary>
public float DamageGroanChance = 0.5f;
/// <summary>
/// The last time the zombie groaned from taking damage.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan LastDamageGroan = TimeSpan.Zero;
}

View File

@@ -12,7 +12,6 @@ using Content.Shared.Bed.Sleep;
using Content.Shared.Chemistry.Components;
using Content.Server.Emoting.Systems;
using Content.Server.Speech.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.Disease.Events;
using Content.Shared.Inventory;
using Content.Shared.Mobs;
@@ -33,6 +32,7 @@ namespace Content.Server.Zombies
[Dependency] private readonly ServerInventorySystem _inv = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
@@ -49,12 +49,11 @@ namespace Content.Server.Zombies
SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
SubscribeLocalEvent<ActiveZombieComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<ActiveZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
SubscribeLocalEvent<ActiveZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<ZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
}
private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent component, ref TryingToSleepEvent args)
private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
{
args.Cancelled = true;
}
@@ -76,11 +75,11 @@ namespace Content.Server.Zombies
private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
{
//BUG: this won't work when an entity becomes a zombie some other way, such as admin smite
if (args.NewMobState == MobState.Alive)
{
// Groaning when damaged
EnsureComp<ActiveZombieComponent>(uid);
EnsureComp<EmoteOnDamageComponent>(uid);
_emoteOnDamage.AddEmote(uid, "Scream");
// Random groaning
EnsureComp<AutoEmoteComponent>(uid);
@@ -89,20 +88,14 @@ namespace Content.Server.Zombies
else
{
// Stop groaning when damaged
RemComp<ActiveZombieComponent>(uid);
_emoteOnDamage.RemoveEmote(uid, "Scream");
// Stop random groaning
_autoEmote.RemoveEmote(uid, "ZombieGroan");
}
}
private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args)
{
if (args.DamageIncreased)
AttemptDamageGroan(uid, component);
}
private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args)
private void OnSneeze(EntityUid uid, ZombieComponent component, ref AttemptSneezeCoughEvent args)
{
args.Cancelled = true;
}
@@ -179,18 +172,6 @@ namespace Content.Server.Zombies
}
}
private void AttemptDamageGroan(EntityUid uid, ActiveZombieComponent component)
{
if (component.LastDamageGroan + component.DamageGroanCooldown > _gameTiming.CurTime)
return;
if (_robustRandom.Prob(component.DamageGroanChance))
return;
_chat.TryEmoteWithoutChat(uid, component.GroanEmoteId);
component.LastDamageGroan = _gameTiming.CurTime;
}
/// <summary>
/// This is the function to call if you want to unzombify an entity.
/// </summary>

View File

@@ -26,8 +26,11 @@ using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
using Content.Shared.Humanoid;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Weapons.Melee;
using Content.Server.Chat;
using Content.Server.Chat.Systems;
namespace Content.Server.Zombies
{
@@ -47,6 +50,8 @@ namespace Content.Server.Zombies
[Dependency] private readonly HumanoidAppearanceSystem _sharedHuApp = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
@@ -65,7 +70,7 @@ namespace Content.Server.Zombies
if (args.NewMobState == MobState.Dead ||
args.NewMobState == MobState.Critical)
{
ZombifyEntity(uid);
ZombifyEntity(uid, args.Component);
}
}
@@ -81,12 +86,15 @@ namespace Content.Server.Zombies
/// rewrite this, but this is how it shall lie eternal. Turn back now.
/// -emo
/// </remarks>
public void ZombifyEntity(EntityUid target)
public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
{
//Don't zombfiy zombies
if (HasComp<ZombieComponent>(target))
return;
if (!Resolve(target, ref mobState, logMissing: false))
return;
//you're a real zombie now, son.
var zombiecomp = AddComp<ZombieComponent>(target);
@@ -117,6 +125,17 @@ namespace Content.Server.Zombies
melee.Range = 1.5f;
Dirty(melee);
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
{