zombie event overhaul (#10874)

This commit is contained in:
Nemanja
2022-08-29 22:35:19 -04:00
committed by GitHub
parent e789e1df2a
commit 0b52ac9389
5 changed files with 19 additions and 60 deletions

View File

@@ -2,8 +2,8 @@ using System.Linq;
using Content.Server.Actions;
using Content.Server.Chat.Managers;
using Content.Server.Disease;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Mind.Components;
using Content.Server.MobState;
using Content.Server.Players;
using Content.Server.Popups;
using Content.Server.Preferences.Managers;
@@ -13,7 +13,6 @@ using Content.Server.Zombies;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.CCVar;
using Content.Shared.CharacterAppearance.Components;
using Content.Shared.FixedPoint;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Content.Shared.Preferences;
@@ -40,6 +39,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly ActionsSystem _action = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
private Dictionary<string, string> _initialInfectedNames = new();
@@ -90,8 +90,8 @@ public sealed class ZombieRuleSystem : GameRuleSystem
("username", player.Value)));
}
///Gets a bunch of the living players and displays them if they're under a threshold.
///InitialInfected is used for the threshold because it scales with the player count well.
//Gets a bunch of the living players and displays them if they're under a threshold.
//InitialInfected is used for the threshold because it scales with the player count well.
if (livingHumans.Count > 0 && livingHumans.Count <= _initialInfectedNames.Count)
{
ev.AddLine("");
@@ -203,16 +203,16 @@ public sealed class ZombieRuleSystem : GameRuleSystem
livingHumans = new();
foreach (var ent in allPlayers)
foreach (var (_, mob) in allPlayers)
{
if (ent.Item2.IsAlive())
if (_mobState.IsAlive(mob.Owner, mob))
{
totalPlayers.Add(ent.Item2.Owner);
totalPlayers.Add(mob.Owner);
if (allZombers.HasComponent(ent.Item1.Owner))
livingZombies.Add(ent.Item2.Owner);
if (allZombers.HasComponent(mob.Owner))
livingZombies.Add(mob.Owner);
else
livingHumans.Add(ent.Item2.Owner);
livingHumans.Add(mob.Owner);
}
}
return ((float) livingZombies.Count) / (float) totalPlayers.Count;
@@ -300,7 +300,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
var messageWrapper = Loc.GetString("chat-manager-server-wrap-message");
//gets the names now in case the players leave.
if (inCharacterName != null)
//this gets unhappy if people with the same name get chose. Probably shouldn't happen.
_initialInfectedNames.Add(inCharacterName, mind.Session.Name);
// I went all the way to ChatManager.cs and all i got was this lousy T-shirt

View File

@@ -1,41 +0,0 @@
using Content.Shared.MobState.Components;
using Content.Server.Zombies;
namespace Content.Server.StationEvents.Events
{
/// <summary>
/// Revives several dead entities as zombies
/// </summary>
public sealed class ZombieOutbreak : StationEventSystem
{
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
public override string Prototype => "ZombieOutbreak";
/// <summary>
/// Finds 1-3 random, dead entities across the station
/// and turns them into zombies.
/// </summary>
public override void Started()
{
base.Started();
List<MobStateComponent> deadList = new();
foreach (var mobState in EntityManager.EntityQuery<MobStateComponent>())
{
if (mobState.IsDead() || mobState.IsCritical())
deadList.Add(mobState);
}
RobustRandom.Shuffle(deadList);
var toInfect = RobustRandom.Next(1, 3);
foreach (var target in deadList)
{
if (toInfect-- == 0)
break;
_zombify.ZombifyEntity(target.Owner);
}
}
}
}

View File

@@ -18,14 +18,14 @@ namespace Content.Server.Zombies
/// The baseline infection chance you have if you are completely nude
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MaxZombieInfectionChance = 0.75f;
public float MaxZombieInfectionChance = 0.50f;
/// <summary>
/// The minimum infection chance possible. This is simply to prevent
/// being invincible by bundling up.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MinZombieInfectionChance = 0.1f;
public float MinZombieInfectionChance = 0.05f;
[ViewVariables(VVAccess.ReadWrite)]
public float ZombieMovementSpeedDebuff = 0.75f;

View File

@@ -61,7 +61,7 @@ namespace Content.Server.Zombies
private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component)
{
float baseChance = component.MaxZombieInfectionChance;
var baseChance = component.MaxZombieInfectionChance;
if (!TryComp<InventoryComponent>(uid, out var inventoryComponent))
return baseChance;
@@ -90,7 +90,7 @@ namespace Content.Server.Zombies
var max = component.MaxZombieInfectionChance;
var min = component.MinZombieInfectionChance;
//gets a value between the max and min based on how many items the entity is wearing
float chance = (max-min) * ((total - items)/total) + min;
var chance = (max-min) * ((total - items)/total) + min;
return chance;
}
@@ -102,7 +102,7 @@ namespace Content.Server.Zombies
if (!args.HitEntities.Any())
return;
foreach (EntityUid entity in args.HitEntities)
foreach (var entity in args.HitEntities)
{
if (args.User == entity)
continue;
@@ -131,7 +131,7 @@ namespace Content.Server.Zombies
}
}
public void DoGroan(EntityUid uid, ActiveZombieComponent component)
private void DoGroan(EntityUid uid, ActiveZombieComponent component)
{
if (component.LastDamageGroanCooldown > 0)
return;

View File

@@ -158,7 +158,7 @@
id: ZombieOutbreak
config:
!type:StationEventRuleConfiguration
id: ZombieOutbreak
id: Zombie
earliestStart: 50
weight: 2.5
endAfter: 1