Zombie Mode 𝓡𝓮𝓭𝓾𝔁 (#18199)
* zombie mode redux * the great zombie changes * fix this * 65 down to 50 * empty * Changes to address stalling * make zombie nukies no longer nukies * actually work
This commit is contained in:
10
Content.Server/Zombies/IncurableZombieComponent.cs
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10
Content.Server/Zombies/IncurableZombieComponent.cs
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@@ -0,0 +1,10 @@
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namespace Content.Server.Zombies;
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/// <summary>
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/// This is used for a zombie that cannot be cured by any methods.
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/// </summary>
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[RegisterComponent]
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public sealed class IncurableZombieComponent : Component
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{
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}
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@@ -1,5 +1,4 @@
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Zombies;
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@@ -10,49 +9,46 @@ namespace Content.Server.Zombies;
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[RegisterComponent]
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public sealed class PendingZombieComponent : Component
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{
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/// <summary>
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/// Damage dealt every second to infected individuals.
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/// </summary>
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[DataField("damage")] public DamageSpecifier Damage = new()
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{
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DamageDict = new ()
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{
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{ "Blunt", 0.8 },
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{ "Toxin", 0.2 },
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{ "Blunt", 0.25 },
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{ "Poison", 0.1 },
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}
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};
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/// <summary>
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/// A multiplier for <see cref="Damage"/> applied when the entity is in critical condition.
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/// </summary>
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[DataField("critDamageMultiplier")]
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public float CritDamageMultiplier = 10f;
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[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextTick;
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/// <summary>
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/// Scales damage over time.
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/// The amount of time left before the infected begins to take damage.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("infectedSecs")]
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public int InfectedSecs;
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[DataField("gracePeriod"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan GracePeriod = TimeSpan.Zero;
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/// <summary>
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/// Number of seconds that a typical infection will last before the player is totally overwhelmed with damage and
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/// dies.
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/// The chance each second that a warning will be shown.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxInfectionLength")]
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public float MaxInfectionLength = 120f;
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[DataField("infectionWarningChance")]
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public float InfectionWarningChance = 0.0166f;
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/// <summary>
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/// Infection warnings are shown as popups, times are in seconds.
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/// -ve times shown to initial zombies (once timer counts from -ve to 0 the infection starts)
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/// +ve warnings are in seconds after being bitten
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/// Infection warnings shown as popups
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/// </summary>
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[DataField("infectionWarnings")]
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public Dictionary<int, string> InfectionWarnings = new()
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public List<string> InfectionWarnings = new()
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{
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{-45, "zombie-infection-warning"},
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{-30, "zombie-infection-warning"},
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{10, "zombie-infection-underway"},
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{25, "zombie-infection-underway"},
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"zombie-infection-warning",
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"zombie-infection-underway"
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};
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/// <summary>
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/// A minimum multiplier applied to Damage once you are in crit to get you dead and ready for your next life
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/// as fast as possible.
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/// </summary>
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[DataField("minimumCritMultiplier")]
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public float MinimumCritMultiplier = 10;
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}
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@@ -1,8 +1,8 @@
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namespace Content.Server.Zombies
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namespace Content.Server.Zombies;
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[RegisterComponent]
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public sealed class ZombieImmuneComponent : Component
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{
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[RegisterComponent]
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public sealed class ZombieImmuneComponent : Component
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{
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//still no
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}
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//still no
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}
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@@ -1,10 +1,7 @@
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using Content.Server.Administration.Commands;
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using Content.Server.Atmos.Components;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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@@ -12,28 +9,33 @@ using Content.Server.Inventory;
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using Content.Server.Mind.Commands;
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using Content.Server.Mind.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Popups;
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using Content.Server.Roles;
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using Content.Server.Speech.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Traitor;
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using Content.Shared.CombatMode;
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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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using Content.Server.Mind;
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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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using Content.Server.RoundEnd;
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using Content.Shared.Humanoid;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.Tools;
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using Content.Shared.Tools.Components;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.Utility;
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namespace Content.Server.Zombies
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{
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@@ -43,32 +45,20 @@ namespace Content.Server.Zombies
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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 class ZombifyOnDeathSystem : EntitySystem
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public sealed partial class ZombieSystem
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{
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[Dependency] private readonly SharedHandsSystem _sharedHands = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly ServerInventorySystem _serverInventory = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _sharedHuApp = default!;
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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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[Dependency] private readonly IdentitySystem _identity = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
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}
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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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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@@ -86,6 +76,7 @@ namespace Content.Server.Zombies
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/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
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/// </summary>
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/// <param name="target">the entity being zombified</param>
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/// <param name="mobState"></param>
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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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@@ -126,8 +117,7 @@ namespace Content.Server.Zombies
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.ClickAnimation = zombiecomp.AttackAnimation;
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melee.WideAnimation = zombiecomp.AttackAnimation;
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melee.Range = 1.5f;
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Dirty(melee);
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melee.Range = 1.2f;
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if (mobState.CurrentState == MobState.Alive)
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{
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@@ -149,24 +139,38 @@ namespace Content.Server.Zombies
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if (TryComp<BloodstreamComponent>(target, out var stream))
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zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
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_sharedHuApp.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
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_sharedHuApp.SetBaseLayerColor(target, HumanoidVisualLayers.Eyes, zombiecomp.EyeColor, humanoid: huApComp);
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_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerColor(target, HumanoidVisualLayers.Eyes, zombiecomp.EyeColor, humanoid: huApComp);
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// this might not resync on clone?
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_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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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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//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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DamageSpecifier dspec = new();
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dspec.DamageDict.Add("Slash", 13);
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dspec.DamageDict.Add("Piercing", 7);
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dspec.DamageDict.Add("Structural", 10);
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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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melee.Damage = dspec;
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// humanoid zombies get to pry open doors and shit
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var tool = EnsureComp<ToolComponent>(target);
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tool.SpeedModifier = 0.75f;
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tool.Qualities = new ("Prying");
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tool.UseSound = new SoundPathSpecifier("/Audio/Items/crowbar.ogg");
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Dirty(tool);
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}
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Dirty(melee);
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//The zombie gets the assigned damage weaknesses and strengths
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_damageable.SetDamageModifierSetId(target, "Zombie");
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@@ -177,51 +181,60 @@ namespace Content.Server.Zombies
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_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
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//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
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_serverInventory.TryUnequip(target, "gloves", true, true);
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_inventory.TryUnequip(target, "gloves", true, true);
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//Should prevent instances of zombies using comms for information they shouldnt be able to have.
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_serverInventory.TryUnequip(target, "ears", true, true);
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_inventory.TryUnequip(target, "ears", true, true);
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//popup
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_popupSystem.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
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_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
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//Make it sentient if it's an animal or something
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if (!HasComp<InputMoverComponent>(target)) //this component is cursed and fucks shit up
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MakeSentientCommand.MakeSentient(target, EntityManager);
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MakeSentientCommand.MakeSentient(target, EntityManager);
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//Make the zombie not die in the cold. Good for space zombies
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if (TryComp<TemperatureComponent>(target, out var tempComp))
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tempComp.ColdDamage.ClampMax(0);
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// Zombies can revive themselves
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_mobThreshold.SetAllowRevives(target, true);
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//Heals the zombie from all the damage it took while human
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if (TryComp<DamageableComponent>(target, out var damageablecomp))
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_damageable.SetAllDamage(target, damageablecomp, 0);
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_mobState.ChangeMobState(target, MobState.Alive);
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_mobThreshold.SetAllowRevives(target, false);
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// Revive them now
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if (TryComp<MobStateComponent>(target, out var mobstate) && mobstate.CurrentState==MobState.Dead)
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_mobState.ChangeMobState(target, MobState.Alive, mobstate);
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var factionComp = EnsureComp<NpcFactionMemberComponent>(target);
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foreach (var id in new List<string>(factionComp.Factions))
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{
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_faction.RemoveFaction(target, id);
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}
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_faction.AddFaction(target, "Zombie");
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//gives it the funny "Zombie ___" name.
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var meta = MetaData(target);
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zombiecomp.BeforeZombifiedEntityName = meta.EntityName;
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meta.EntityName = Loc.GetString("zombie-name-prefix", ("target", meta.EntityName));
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_metaData.SetEntityName(target, Loc.GetString("zombie-name-prefix", ("target", meta.EntityName)), meta);
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_identity.QueueIdentityUpdate(target);
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//He's gotta have a mind
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var mindComp = EnsureComp<MindContainerComponent>(target);
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if (_mindSystem.TryGetMind(target, out var mind, mindComp) && _mindSystem.TryGetSession(mind, out var session))
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if (_mind.TryGetMind(target, out var mind, mindComp) && _mind.TryGetSession(mind, out var session))
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{
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//Zombie role for player manifest
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_mindSystem.AddRole(mind, new ZombieRole(mind, _proto.Index<AntagPrototype>(zombiecomp.ZombieRoleId)));
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_mind.AddRole(mind, new ZombieRole(mind, _protoManager.Index<AntagPrototype>(zombiecomp.ZombieRoleId)));
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//Greeting message for new bebe zombers
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_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
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// Notificate player about new role assignment
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_audioSystem.PlayGlobal(zombiecomp.GreetSoundNotification, session);
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_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
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}
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else
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{
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var htn = EnsureComp<HTNComponent>(target);
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htn.RootTask = "SimpleHostileCompound";
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htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
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_npc.WakeNPC(target, htn);
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}
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if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !mindComp.HasMind) //this specific component gives build test trouble so pop off, ig
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@@ -236,19 +249,25 @@ namespace Content.Server.Zombies
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//Goes through every hand, drops the items in it, then removes the hand
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//may become the source of various bugs.
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foreach (var hand in _sharedHands.EnumerateHands(target))
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if (TryComp<HandsComponent>(target, out var hands))
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{
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_sharedHands.SetActiveHand(target, hand);
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_sharedHands.DoDrop(target, hand);
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_sharedHands.RemoveHand(target, hand.Name);
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foreach (var hand in _hands.EnumerateHands(target))
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{
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_hands.SetActiveHand(target, hand, hands);
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_hands.DoDrop(target, hand, handsComp: hands);
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_hands.RemoveHand(target, hand.Name, hands);
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}
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RemComp(target, hands);
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}
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RemComp<HandsComponent>(target);
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// No longer waiting to become a zombie:
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// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
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RemCompDeferred<PendingZombieComponent>(target);
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//zombie gamemode stuff
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RaiseLocalEvent(new EntityZombifiedEvent(target));
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var ev = new EntityZombifiedEvent(target);
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RaiseLocalEvent(target, ref ev, true);
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//zombies get slowdown once they convert
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_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
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}
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@@ -4,10 +4,8 @@ using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Server.Cloning;
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using Content.Server.Drone.Components;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Chemistry.Components;
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using Content.Server.Emoting.Systems;
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using Content.Server.Speech.EntitySystems;
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using Content.Shared.Damage;
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@@ -24,20 +22,18 @@ using Robust.Shared.Timing;
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namespace Content.Server.Zombies
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{
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public sealed class ZombieSystem : SharedZombieSystem
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public sealed partial class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
|
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[Dependency] private readonly ServerInventorySystem _inv = default!;
|
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[Dependency] private readonly ChatSystem _chat = default!;
|
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
|
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
|
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
|
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
|
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[Dependency] private readonly MetaDataSystem _metaData = default!;
|
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[Dependency] private readonly MobStateSystem _mobState = default!;
|
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[Dependency] private readonly SharedPopupSystem _popup = default!;
|
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|
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@@ -55,61 +51,46 @@ namespace Content.Server.Zombies
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SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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||||
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SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
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SubscribeLocalEvent<PendingZombieComponent, MobStateChangedEvent>(OnPendingMobState);
|
||||
|
||||
SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
|
||||
}
|
||||
|
||||
private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
|
||||
{
|
||||
component.NextTick = _timing.CurTime;
|
||||
component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
var curTime = _timing.CurTime;
|
||||
|
||||
var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
|
||||
// Hurt the living infected
|
||||
var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
|
||||
{
|
||||
// Process only once per second
|
||||
if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
|
||||
if (comp.NextTick > curTime)
|
||||
continue;
|
||||
|
||||
comp.NextTick = curTime;
|
||||
comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
|
||||
|
||||
comp.InfectedSecs += 1;
|
||||
// See if there should be a warning popup for the player.
|
||||
if (comp.InfectionWarnings.TryGetValue(comp.InfectedSecs, out var popupStr))
|
||||
{
|
||||
_popup.PopupEntity(Loc.GetString(popupStr), uid, uid);
|
||||
}
|
||||
|
||||
if (comp.InfectedSecs < 0)
|
||||
{
|
||||
// This zombie has a latent virus, probably set up by ZombieRuleSystem. No damage yet.
|
||||
comp.GracePeriod -= TimeSpan.FromSeconds(1f);
|
||||
if (comp.GracePeriod > TimeSpan.Zero)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Pain of becoming a zombie grows over time
|
||||
// By scaling the number of seconds we have an accessible way to scale this exponential function.
|
||||
// The function was hand tuned to 120 seconds, hence the 120 constant here.
|
||||
var scaledSeconds = (120.0f / comp.MaxInfectionLength) * comp.InfectedSecs;
|
||||
if (_random.Prob(comp.InfectionWarningChance))
|
||||
_popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
|
||||
|
||||
// 1x at 30s, 3x at 60s, 6x at 90s, 10x at 120s. Limit at 20x so we don't gib you.
|
||||
var painMultiple = Math.Min(20f, 0.1f + 0.02f * scaledSeconds + 0.0005f * scaledSeconds * scaledSeconds);
|
||||
if (mobState.CurrentState == MobState.Critical)
|
||||
{
|
||||
// Speed up their transformation when they are (or have been) in crit by ensuring their damage
|
||||
// multiplier is at least 10x
|
||||
painMultiple = Math.Max(comp.MinimumCritMultiplier, painMultiple);
|
||||
}
|
||||
_damageable.TryChangeDamage(uid, comp.Damage * painMultiple, true, false, damage);
|
||||
var multiplier = _mobState.IsCritical(uid, mobState)
|
||||
? comp.CritDamageMultiplier
|
||||
: 1f;
|
||||
|
||||
_damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
|
||||
}
|
||||
|
||||
// Heal the zombified
|
||||
var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
|
||||
{
|
||||
// Process only once per second
|
||||
@@ -118,22 +99,15 @@ namespace Content.Server.Zombies
|
||||
|
||||
comp.NextTick = curTime;
|
||||
|
||||
if (comp.Permadeath)
|
||||
{
|
||||
// No healing
|
||||
if (_mobState.IsDead(uid, mobState))
|
||||
continue;
|
||||
}
|
||||
|
||||
if (mobState.CurrentState == MobState.Alive)
|
||||
{
|
||||
// Gradual healing for living zombies.
|
||||
_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
|
||||
}
|
||||
else if (_random.Prob(comp.ZombieReviveChance))
|
||||
{
|
||||
// There's a small chance to reverse all the zombie's damage (damage.Damage) in one go
|
||||
_damageable.TryChangeDamage(uid, -damage.Damage, true, false, damage);
|
||||
}
|
||||
var multiplier = _mobState.IsCritical(uid, mobState)
|
||||
? comp.PassiveHealingCritMultiplier
|
||||
: 1f;
|
||||
|
||||
// Gradual healing for living zombies.
|
||||
_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -176,28 +150,6 @@ namespace Content.Server.Zombies
|
||||
|
||||
// Stop random groaning
|
||||
_autoEmote.RemoveEmote(uid, "ZombieGroan");
|
||||
|
||||
if (args.NewMobState == MobState.Dead)
|
||||
{
|
||||
// Roll to see if this zombie is not coming back.
|
||||
// Note that due to damage reductions it takes a lot of hits to gib a zombie without this.
|
||||
if (_random.Prob(component.ZombiePermadeathChance))
|
||||
{
|
||||
// You're dead! No reviving for you.
|
||||
_mobThreshold.SetAllowRevives(uid, false);
|
||||
component.Permadeath = true;
|
||||
_popup.PopupEntity(Loc.GetString("zombie-permadeath"), uid, uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPendingMobState(EntityUid uid, PendingZombieComponent pending, MobStateChangedEvent args)
|
||||
{
|
||||
if (args.NewMobState == MobState.Critical)
|
||||
{
|
||||
// Immediately jump to an active virus when you crit
|
||||
pending.InfectedSecs = Math.Max(0, pending.InfectedSecs);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -238,7 +190,7 @@ namespace Content.Server.Zombies
|
||||
|
||||
private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent<ZombieComponent>(args.User, out var zombieComp))
|
||||
if (!TryComp<ZombieComponent>(args.User, out _))
|
||||
return;
|
||||
|
||||
if (!args.HitEntities.Any())
|
||||
@@ -254,29 +206,25 @@ namespace Content.Server.Zombies
|
||||
|
||||
if (HasComp<ZombieComponent>(entity))
|
||||
{
|
||||
args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
|
||||
args.BonusDamage = -args.BaseDamage;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!HasComp<ZombieImmuneComponent>(entity) && _random.Prob(GetZombieInfectionChance(entity, component)))
|
||||
{
|
||||
var pending = EnsureComp<PendingZombieComponent>(entity);
|
||||
pending.MaxInfectionLength = _random.NextFloat(0.25f, 1.0f) * component.ZombieInfectionTurnTime;
|
||||
EnsureComp<PendingZombieComponent>(entity);
|
||||
EnsureComp<ZombifyOnDeathComponent>(entity);
|
||||
}
|
||||
}
|
||||
|
||||
if ((mobState.CurrentState == MobState.Dead || mobState.CurrentState == MobState.Critical)
|
||||
&& !HasComp<ZombieComponent>(entity))
|
||||
if (_mobState.IsIncapacitated(entity, mobState) && !HasComp<ZombieComponent>(entity))
|
||||
{
|
||||
_zombify.ZombifyEntity(entity);
|
||||
ZombifyEntity(entity);
|
||||
args.BonusDamage = -args.BaseDamage;
|
||||
}
|
||||
else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
|
||||
{
|
||||
var healingSolution = new Solution();
|
||||
healingSolution.AddReagent("Bicaridine", 1.00); //if OP, reduce/change chem
|
||||
_bloodstream.TryAddToChemicals(args.User, healingSolution);
|
||||
_damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -286,9 +234,10 @@ namespace Content.Server.Zombies
|
||||
/// </summary>
|
||||
/// <param name="source">the entity having the ZombieComponent</param>
|
||||
/// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
|
||||
/// <param name="zombiecomp"></param>
|
||||
/// <remarks>
|
||||
/// this currently only restore the name and skin/eye color from before zombified
|
||||
/// TODO: reverse everything else done in ZombifyEntity
|
||||
/// TODO: completely rethink how zombies are done to allow reversal.
|
||||
/// </remarks>
|
||||
public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
|
||||
{
|
||||
@@ -297,13 +246,13 @@ namespace Content.Server.Zombies
|
||||
|
||||
foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
|
||||
{
|
||||
_humanoidSystem.SetBaseLayerColor(target, layer, info.Color);
|
||||
_humanoidSystem.SetBaseLayerId(target, layer, info.ID);
|
||||
_humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
|
||||
_humanoidAppearance.SetBaseLayerId(target, layer, info.ID);
|
||||
}
|
||||
_humanoidSystem.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
|
||||
_humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
|
||||
_bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
|
||||
|
||||
MetaData(target).EntityName = zombiecomp.BeforeZombifiedEntityName;
|
||||
_metaData.SetEntityName(target, zombiecomp.BeforeZombifiedEntityName);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user