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

@@ -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
{