Zombies recover faster from crit. They heal Piercing damage (#16325)
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@@ -14,6 +14,8 @@ using Content.Shared.Damage;
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using Content.Shared.Inventory;
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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.Popups;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Zombies;
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using Robust.Shared.Prototypes;
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@@ -35,6 +37,9 @@ namespace Content.Server.Zombies
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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 MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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@@ -60,12 +65,15 @@ namespace Content.Server.Zombies
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PendingZombieComponent>();
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var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent>();
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var curTime = _timing.CurTime;
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var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
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// Hurt the living infected
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while (query.MoveNext(out var uid, out var comp))
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while (query.MoveNext(out var uid, out var comp, out var damage))
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{
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// Process only once per second
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if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
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continue;
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@@ -74,18 +82,34 @@ namespace Content.Server.Zombies
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// 1x at 30s, 3x at 60s, 6x at 90s, 10x at 120s.
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var pain_multiple = 0.1 + 0.02 * comp.InfectedSecs + 0.0005 * comp.InfectedSecs * comp.InfectedSecs;
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comp.NextTick = curTime;
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_damageable.TryChangeDamage(uid, comp.Damage * pain_multiple, true, false);
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_damageable.TryChangeDamage(uid, comp.Damage * pain_multiple, true, false, damage);
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}
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var zomb_query = EntityQueryEnumerator<ZombieComponent>();
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// Heal the zombified
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while (zomb_query.MoveNext(out var uid, out var comp))
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while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Process only once per second
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if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
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continue;
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comp.NextTick = curTime;
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_damageable.TryChangeDamage(uid, comp.Damage, true, false);
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if (comp.Permadeath)
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{
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// No healing
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continue;
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}
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if (mobState.CurrentState == MobState.Alive)
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{
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// Gradual healing for living zombies.
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_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
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}
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else if (_random.Prob(comp.ZombieReviveChance))
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{
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// There's a small chance to reverse all the zombie's damage (damage.Damage) in one go
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_damageable.TryChangeDamage(uid, -damage.Damage, true, false, damage);
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}
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}
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}
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@@ -128,6 +152,19 @@ namespace Content.Server.Zombies
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// Stop random groaning
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_autoEmote.RemoveEmote(uid, "ZombieGroan");
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if (args.NewMobState == MobState.Dead)
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{
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// Roll to see if this zombie is not coming back.
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// Note that due to damage reductions it takes a lot of hits to gib a zombie without this.
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if (_random.Prob(component.ZombiePermadeathChance))
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{
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// You're dead! No reviving for you.
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_mobThreshold.SetAllowRevives(uid, false);
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component.Permadeath = true;
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_popup.PopupEntity(Loc.GetString("zombie-permadeath"), uid, uid);
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}
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}
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}
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}
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