Add AutoEmote comp/system, updates to zombie code (#13932)

* Add AutoEmote comp/system

* Reduce groan chance so it's the same as before

Old code did 0.2 and then 0.5, now it's just one Prob(0.1)

* Fix typo, curTime var, don't log Resolve

* Maybe fix pausing?

* Fix mistake

* Update NextEmoteTime if an auto emote is removed

* Fix stuff

Get CurTime outside update loop
Use MapInit instead of ComponentInit
Fix a typo in a comment
Debug assert prototype ID in RemoveEmote
Do += PausedTime in OnUnpaused
Add prototype as arg to ResetTimer to avoid an indexing
This commit is contained in:
0x6273
2023-03-02 20:23:56 +01:00
committed by GitHub
parent 3bb4dd97aa
commit 72269c7a77
7 changed files with 260 additions and 58 deletions

View File

@@ -1,5 +1,6 @@
using System.Linq;
using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Systems;
using Content.Server.Cloning;
using Content.Server.Disease;
@@ -7,14 +8,10 @@ using Content.Server.Disease.Components;
using Content.Server.Drone.Components;
using Content.Server.Humanoid;
using Content.Server.Inventory;
using Content.Server.Speech;
using Content.Shared.Bed.Sleep;
using Content.Shared.Chemistry.Components;
using Content.Server.Chat.Systems;
using Content.Server.Emoting.Systems;
using Content.Server.Speech.EntitySystems;
using Content.Shared.Movement.Systems;
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage;
using Content.Shared.Disease.Events;
using Content.Shared.Inventory;
@@ -24,6 +21,7 @@ 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
{
@@ -34,6 +32,8 @@ namespace Content.Server.Zombies
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly ServerInventorySystem _inv = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
@@ -52,7 +52,6 @@ namespace Content.Server.Zombies
SubscribeLocalEvent<ActiveZombieComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<ActiveZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
SubscribeLocalEvent<ActiveZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
}
private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent component, ref TryingToSleepEvent args)
@@ -77,16 +76,30 @@ 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);
// Random groaning
EnsureComp<AutoEmoteComponent>(uid);
_autoEmote.AddEmote(uid, "ZombieGroan");
}
else
{
// Stop groaning when damaged
RemComp<ActiveZombieComponent>(uid);
// Stop random groaning
_autoEmote.RemoveEmote(uid, "ZombieGroan");
}
}
private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args)
{
if (args.DamageIncreased)
DoGroan(uid, component);
AttemptDamageGroan(uid, component);
}
private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args)
@@ -166,40 +179,16 @@ namespace Content.Server.Zombies
}
}
private void DoGroan(EntityUid uid, ActiveZombieComponent component)
private void AttemptDamageGroan(EntityUid uid, ActiveZombieComponent component)
{
if (component.LastDamageGroanCooldown > 0)
if (component.LastDamageGroan + component.DamageGroanCooldown > _gameTiming.CurTime)
return;
if (_robustRandom.Prob(0.5f)) //this message is never seen by players so it just says this for admins
// What? Is this REALLY the best way we have of letting admins know there are zombies in a round?
// [automated maintainer groan]
_chat.TrySendInGameICMessage(uid, "[automated zombie groan]", InGameICChatType.Speak, false);
else
_chat.TryEmoteWithoutChat(uid, component.GroanEmoteId);
if (_robustRandom.Prob(component.DamageGroanChance))
return;
component.LastDamageGroanCooldown = component.GroanCooldown;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var zombiecomp in EntityQuery<ActiveZombieComponent>())
{
zombiecomp.Accumulator += frameTime;
zombiecomp.LastDamageGroanCooldown -= frameTime;
if (zombiecomp.Accumulator < zombiecomp.RandomGroanAttempt)
continue;
zombiecomp.Accumulator -= zombiecomp.RandomGroanAttempt;
if (!_robustRandom.Prob(zombiecomp.GroanChance))
continue;
//either do a random accent line or scream
DoGroan(zombiecomp.Owner, zombiecomp);
}
_chat.TryEmoteWithoutChat(uid, component.GroanEmoteId);
component.LastDamageGroan = _gameTiming.CurTime;
}
/// <summary>