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

@@ -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>