From 21e5aea8ca0a47ad1f062fea2b9563280aa3b773 Mon Sep 17 00:00:00 2001 From: 0x6273 <0x40@keemail.me> Date: Thu, 23 Mar 2023 15:52:46 +0100 Subject: [PATCH] Add EmoteOnDamage comp/system for zombies (#14371) --- Content.Server/Chat/EmoteOnDamageComponent.cs | 51 ++++++++++++ .../Chat/Systems/EmoteOnDamageSystem.cs | 82 +++++++++++++++++++ .../Zombies/ActiveZombieComponent.cs | 33 -------- Content.Server/Zombies/ZombieSystem.cs | 35 ++------ .../Zombies/ZombifyOnDeathSystem.cs | 23 +++++- 5 files changed, 162 insertions(+), 62 deletions(-) create mode 100644 Content.Server/Chat/EmoteOnDamageComponent.cs create mode 100644 Content.Server/Chat/Systems/EmoteOnDamageSystem.cs delete mode 100644 Content.Server/Zombies/ActiveZombieComponent.cs diff --git a/Content.Server/Chat/EmoteOnDamageComponent.cs b/Content.Server/Chat/EmoteOnDamageComponent.cs new file mode 100644 index 0000000000..f2c7dc5b7e --- /dev/null +++ b/Content.Server/Chat/EmoteOnDamageComponent.cs @@ -0,0 +1,51 @@ +namespace Content.Server.Chat; + +using Content.Server.Chat.Systems; +using Content.Shared.Chat.Prototypes; +using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; +using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set; + +/// +/// Causes an entity to automatically emote when taking damage. +/// +[RegisterComponent, Access(typeof(EmoteOnDamageSystem))] +public sealed class EmoteOnDamageComponent : Component +{ + /// + /// Chance of preforming an emote when taking damage and not on cooldown. + /// + [DataField("emoteChance"), ViewVariables(VVAccess.ReadWrite)] + public float EmoteChance = 0.5f; + + /// + /// A set of emotes that will be randomly picked from. + /// + /// + [DataField("emotes", customTypeSerializer: typeof(PrototypeIdHashSetSerializer)), ViewVariables(VVAccess.ReadWrite)] + public HashSet Emotes = new(); + + /// + /// Also send the emote in chat. + /// + [DataField("withChat"), ViewVariables(VVAccess.ReadWrite)] + public bool WithChat = false; + + /// + /// Hide the chat message from the chat window, only showing the popup. + /// This does nothing if WithChat is false. + /// + [DataField("hiddenFromChatWindow")] + public bool HiddenFromChatWindow = false; + + /// + /// The simulation time of the last emote preformed due to taking damage. + /// + [DataField("lastEmoteTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)] + public TimeSpan LastEmoteTime = TimeSpan.Zero; + + /// + /// The cooldown between emotes. + /// + [DataField("emoteCooldown"), ViewVariables(VVAccess.ReadWrite)] + public TimeSpan EmoteCooldown = TimeSpan.FromSeconds(2); +} diff --git a/Content.Server/Chat/Systems/EmoteOnDamageSystem.cs b/Content.Server/Chat/Systems/EmoteOnDamageSystem.cs new file mode 100644 index 0000000000..ae14399c25 --- /dev/null +++ b/Content.Server/Chat/Systems/EmoteOnDamageSystem.cs @@ -0,0 +1,82 @@ +namespace Content.Server.Chat.Systems; + +using Content.Shared.Chat.Prototypes; +using Content.Shared.Damage; +using Robust.Shared.Prototypes; +using Robust.Shared.Random; +using Robust.Shared.Timing; +using Robust.Shared.Utility; + +public sealed class EmoteOnDamageSystem : EntitySystem +{ + [Dependency] private readonly IGameTiming _gameTiming = default!; + [Dependency] private readonly IPrototypeManager _prototypeManager = default!; + [Dependency] private readonly IRobustRandom _random = default!; + [Dependency] private readonly ChatSystem _chatSystem = default!; + + public override void Initialize() + { + base.Initialize(); + + SubscribeLocalEvent(OnUnpaused); + SubscribeLocalEvent(OnDamage); + } + + private void OnUnpaused(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, ref EntityUnpausedEvent args) + { + emoteOnDamage.LastEmoteTime += args.PausedTime; + } + + private void OnDamage(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, DamageChangedEvent args) + { + if (!args.DamageIncreased) + return; + + if (emoteOnDamage.LastEmoteTime + emoteOnDamage.EmoteCooldown > _gameTiming.CurTime) + return; + + if (emoteOnDamage.Emotes.Count == 0) + return; + + if (!_random.Prob(emoteOnDamage.EmoteChance)) + return; + + var emote = _random.Pick(emoteOnDamage.Emotes); + if (emoteOnDamage.WithChat) + { + _chatSystem.TryEmoteWithChat(uid, emote, emoteOnDamage.HiddenFromChatWindow); + } + else + { + _chatSystem.TryEmoteWithoutChat(uid,emote); + } + + emoteOnDamage.LastEmoteTime = _gameTiming.CurTime; + } + + /// + /// Try to add an emote to the entity, which will be performed at an interval. + /// + public bool AddEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null) + { + if (!Resolve(uid, ref emoteOnDamage, logMissing: false)) + return false; + + DebugTools.Assert(_prototypeManager.HasIndex(emotePrototypeId), "Prototype not found. Did you make a typo?"); + + return emoteOnDamage.Emotes.Add(emotePrototypeId); + } + + /// + /// Stop preforming an emote. + /// + public bool RemoveEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null) + { + if (!Resolve(uid, ref emoteOnDamage, logMissing: false)) + return false; + + DebugTools.Assert(_prototypeManager.HasIndex(emotePrototypeId), "Prototype not found. Did you make a typo?"); + + return emoteOnDamage.Emotes.Remove(emotePrototypeId); + } +} diff --git a/Content.Server/Zombies/ActiveZombieComponent.cs b/Content.Server/Zombies/ActiveZombieComponent.cs deleted file mode 100644 index f6584330ea..0000000000 --- a/Content.Server/Zombies/ActiveZombieComponent.cs +++ /dev/null @@ -1,33 +0,0 @@ -namespace Content.Server.Zombies; - -/// -/// Indicates a zombie that is "alive", i.e not crit/dead. -/// Causes it to emote when damaged. -/// TODO: move this to generic EmoteWhenDamaged comp/system. -/// -[RegisterComponent] -public sealed class ActiveZombieComponent : Component -{ - /// - /// What emote to preform. - /// - [ViewVariables(VVAccess.ReadWrite)] - public string GroanEmoteId = "Scream"; - - /// - /// Minimum time between groans. - /// - [ViewVariables(VVAccess.ReadWrite)] - public TimeSpan DamageGroanCooldown = TimeSpan.FromSeconds(2); - - /// - /// Chance to groan. - /// - public float DamageGroanChance = 0.5f; - - /// - /// The last time the zombie groaned from taking damage. - /// - [ViewVariables(VVAccess.ReadWrite)] - public TimeSpan LastDamageGroan = TimeSpan.Zero; -} diff --git a/Content.Server/Zombies/ZombieSystem.cs b/Content.Server/Zombies/ZombieSystem.cs index 181b14a439..eafc6a54e0 100644 --- a/Content.Server/Zombies/ZombieSystem.cs +++ b/Content.Server/Zombies/ZombieSystem.cs @@ -12,7 +12,6 @@ using Content.Shared.Bed.Sleep; using Content.Shared.Chemistry.Components; using Content.Server.Emoting.Systems; using Content.Server.Speech.EntitySystems; -using Content.Shared.Damage; using Content.Shared.Disease.Events; using Content.Shared.Inventory; using Content.Shared.Mobs; @@ -33,6 +32,7 @@ namespace Content.Server.Zombies [Dependency] private readonly ServerInventorySystem _inv = default!; [Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly AutoEmoteSystem _autoEmote = default!; + [Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IPrototypeManager _protoManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!; @@ -49,12 +49,11 @@ namespace Content.Server.Zombies SubscribeLocalEvent(OnMeleeHit); SubscribeLocalEvent(OnMobState); SubscribeLocalEvent(OnZombieCloning); - SubscribeLocalEvent(OnDamage); - SubscribeLocalEvent(OnSneeze); - SubscribeLocalEvent(OnSleepAttempt); + SubscribeLocalEvent(OnSneeze); + SubscribeLocalEvent(OnSleepAttempt); } - private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent component, ref TryingToSleepEvent args) + private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args) { args.Cancelled = true; } @@ -76,11 +75,11 @@ 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(uid); + EnsureComp(uid); + _emoteOnDamage.AddEmote(uid, "Scream"); // Random groaning EnsureComp(uid); @@ -89,20 +88,14 @@ namespace Content.Server.Zombies else { // Stop groaning when damaged - RemComp(uid); + _emoteOnDamage.RemoveEmote(uid, "Scream"); // Stop random groaning _autoEmote.RemoveEmote(uid, "ZombieGroan"); } } - private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args) - { - if (args.DamageIncreased) - AttemptDamageGroan(uid, component); - } - - private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args) + private void OnSneeze(EntityUid uid, ZombieComponent component, ref AttemptSneezeCoughEvent args) { args.Cancelled = true; } @@ -179,18 +172,6 @@ namespace Content.Server.Zombies } } - private void AttemptDamageGroan(EntityUid uid, ActiveZombieComponent component) - { - if (component.LastDamageGroan + component.DamageGroanCooldown > _gameTiming.CurTime) - return; - - if (_robustRandom.Prob(component.DamageGroanChance)) - return; - - _chat.TryEmoteWithoutChat(uid, component.GroanEmoteId); - component.LastDamageGroan = _gameTiming.CurTime; - } - /// /// This is the function to call if you want to unzombify an entity. /// diff --git a/Content.Server/Zombies/ZombifyOnDeathSystem.cs b/Content.Server/Zombies/ZombifyOnDeathSystem.cs index 9202e7fcef..7cf12b1328 100644 --- a/Content.Server/Zombies/ZombifyOnDeathSystem.cs +++ b/Content.Server/Zombies/ZombifyOnDeathSystem.cs @@ -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 /// - public void ZombifyEntity(EntityUid target) + public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null) { //Don't zombfiy zombies if (HasComp(target)) return; + if (!Resolve(target, ref mobState, logMissing: false)) + return; + //you're a real zombie now, son. var zombiecomp = AddComp(target); @@ -117,6 +125,17 @@ namespace Content.Server.Zombies melee.Range = 1.5f; Dirty(melee); + if (mobState.CurrentState == MobState.Alive) + { + // Groaning when damaged + EnsureComp(target); + _emoteOnDamage.AddEmote(target, "Scream"); + + // Random groaning + EnsureComp(target); + _autoEmote.AddEmote(target, "ZombieGroan"); + } + //We have specific stuff for humanoid zombies because they matter more if (TryComp(target, out var huApComp)) //huapcomp {