Add EmoteOnDamage comp/system for zombies (#14371)
This commit is contained in:
51
Content.Server/Chat/EmoteOnDamageComponent.cs
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51
Content.Server/Chat/EmoteOnDamageComponent.cs
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@@ -0,0 +1,51 @@
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namespace Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Shared.Chat.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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/// <summary>
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/// Causes an entity to automatically emote when taking damage.
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/// </summary>
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[RegisterComponent, Access(typeof(EmoteOnDamageSystem))]
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public sealed class EmoteOnDamageComponent : Component
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{
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/// <summary>
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/// Chance of preforming an emote when taking damage and not on cooldown.
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/// </summary>
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[DataField("emoteChance"), ViewVariables(VVAccess.ReadWrite)]
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public float EmoteChance = 0.5f;
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/// <summary>
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/// A set of emotes that will be randomly picked from.
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/// <see cref="EmotePrototype"/>
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/// </summary>
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[DataField("emotes", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<EmotePrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public HashSet<string> Emotes = new();
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/// <summary>
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/// Also send the emote in chat.
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/// <summary>
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[DataField("withChat"), ViewVariables(VVAccess.ReadWrite)]
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public bool WithChat = false;
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/// <summary>
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/// Hide the chat message from the chat window, only showing the popup.
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/// This does nothing if WithChat is false.
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/// <summary>
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[DataField("hiddenFromChatWindow")]
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public bool HiddenFromChatWindow = false;
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/// <summary>
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/// The simulation time of the last emote preformed due to taking damage.
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/// </summary>
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[DataField("lastEmoteTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastEmoteTime = TimeSpan.Zero;
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/// <summary>
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/// The cooldown between emotes.
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/// </summary>
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[DataField("emoteCooldown"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan EmoteCooldown = TimeSpan.FromSeconds(2);
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}
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82
Content.Server/Chat/Systems/EmoteOnDamageSystem.cs
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82
Content.Server/Chat/Systems/EmoteOnDamageSystem.cs
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namespace Content.Server.Chat.Systems;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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public sealed class EmoteOnDamageSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmoteOnDamageComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<EmoteOnDamageComponent, DamageChangedEvent>(OnDamage);
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}
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private void OnUnpaused(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, ref EntityUnpausedEvent args)
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{
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emoteOnDamage.LastEmoteTime += args.PausedTime;
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}
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private void OnDamage(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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return;
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if (emoteOnDamage.LastEmoteTime + emoteOnDamage.EmoteCooldown > _gameTiming.CurTime)
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return;
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if (emoteOnDamage.Emotes.Count == 0)
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return;
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if (!_random.Prob(emoteOnDamage.EmoteChance))
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return;
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var emote = _random.Pick(emoteOnDamage.Emotes);
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if (emoteOnDamage.WithChat)
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{
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_chatSystem.TryEmoteWithChat(uid, emote, emoteOnDamage.HiddenFromChatWindow);
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}
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else
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{
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_chatSystem.TryEmoteWithoutChat(uid,emote);
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}
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emoteOnDamage.LastEmoteTime = _gameTiming.CurTime;
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}
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/// <summary>
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/// Try to add an emote to the entity, which will be performed at an interval.
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/// </summary>
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public bool AddEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null)
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{
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if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
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return false;
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DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
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return emoteOnDamage.Emotes.Add(emotePrototypeId);
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}
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/// <summary>
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/// Stop preforming an emote.
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/// </summary>
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public bool RemoveEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null)
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{
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if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
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return false;
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DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
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return emoteOnDamage.Emotes.Remove(emotePrototypeId);
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}
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}
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@@ -1,33 +0,0 @@
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namespace Content.Server.Zombies;
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/// <summary>
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/// Indicates a zombie that is "alive", i.e not crit/dead.
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/// Causes it to emote when damaged.
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/// TODO: move this to generic EmoteWhenDamaged comp/system.
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/// </summary>
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[RegisterComponent]
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public sealed class ActiveZombieComponent : Component
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{
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/// <summary>
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/// What emote to preform.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string GroanEmoteId = "Scream";
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/// <summary>
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/// Minimum time between groans.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan DamageGroanCooldown = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Chance to groan.
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/// </summary>
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public float DamageGroanChance = 0.5f;
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/// <summary>
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/// The last time the zombie groaned from taking damage.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastDamageGroan = TimeSpan.Zero;
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}
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@@ -12,7 +12,6 @@ using Content.Shared.Bed.Sleep;
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using Content.Shared.Chemistry.Components;
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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.Emoting.Systems;
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using Content.Server.Speech.EntitySystems;
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using Content.Server.Speech.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.Disease.Events;
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using Content.Shared.Disease.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs;
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@@ -33,6 +32,7 @@ namespace Content.Server.Zombies
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[Dependency] private readonly ServerInventorySystem _inv = 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 ChatSystem _chat = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = 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 IGameTiming _gameTiming = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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@@ -49,12 +49,11 @@ namespace Content.Server.Zombies
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SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
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SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
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SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
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SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
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SubscribeLocalEvent<ActiveZombieComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<ZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
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SubscribeLocalEvent<ActiveZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
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SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<ActiveZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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}
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}
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private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent component, ref TryingToSleepEvent args)
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private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
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{
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{
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args.Cancelled = true;
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args.Cancelled = true;
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}
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}
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@@ -76,11 +75,11 @@ namespace Content.Server.Zombies
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private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
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private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
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{
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{
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//BUG: this won't work when an entity becomes a zombie some other way, such as admin smite
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if (args.NewMobState == MobState.Alive)
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if (args.NewMobState == MobState.Alive)
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{
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{
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// Groaning when damaged
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// Groaning when damaged
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EnsureComp<ActiveZombieComponent>(uid);
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EnsureComp<EmoteOnDamageComponent>(uid);
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_emoteOnDamage.AddEmote(uid, "Scream");
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// Random groaning
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// Random groaning
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EnsureComp<AutoEmoteComponent>(uid);
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EnsureComp<AutoEmoteComponent>(uid);
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@@ -89,20 +88,14 @@ namespace Content.Server.Zombies
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else
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else
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{
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{
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// Stop groaning when damaged
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// Stop groaning when damaged
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RemComp<ActiveZombieComponent>(uid);
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_emoteOnDamage.RemoveEmote(uid, "Scream");
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// Stop random groaning
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// Stop random groaning
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_autoEmote.RemoveEmote(uid, "ZombieGroan");
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_autoEmote.RemoveEmote(uid, "ZombieGroan");
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}
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}
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}
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}
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private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args)
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private void OnSneeze(EntityUid uid, ZombieComponent component, ref AttemptSneezeCoughEvent args)
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{
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if (args.DamageIncreased)
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AttemptDamageGroan(uid, component);
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}
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private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args)
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{
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{
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args.Cancelled = true;
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args.Cancelled = true;
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}
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}
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@@ -179,18 +172,6 @@ namespace Content.Server.Zombies
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}
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}
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}
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}
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private void AttemptDamageGroan(EntityUid uid, ActiveZombieComponent component)
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{
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if (component.LastDamageGroan + component.DamageGroanCooldown > _gameTiming.CurTime)
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return;
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if (_robustRandom.Prob(component.DamageGroanChance))
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return;
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_chat.TryEmoteWithoutChat(uid, component.GroanEmoteId);
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component.LastDamageGroan = _gameTiming.CurTime;
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}
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/// <summary>
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/// <summary>
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/// This is the function to call if you want to unzombify an entity.
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/// This is the function to call if you want to unzombify an entity.
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/// </summary>
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/// </summary>
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@@ -26,8 +26,11 @@ using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.IdentityManagement;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee;
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using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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namespace Content.Server.Zombies
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namespace Content.Server.Zombies
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{
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{
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@@ -47,6 +50,8 @@ namespace Content.Server.Zombies
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[Dependency] private readonly HumanoidAppearanceSystem _sharedHuApp = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _sharedHuApp = default!;
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[Dependency] private readonly IdentitySystem _identity = 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 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 IChatManager _chatMan = 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 IPrototypeManager _proto = default!;
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@@ -65,7 +70,7 @@ namespace Content.Server.Zombies
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if (args.NewMobState == MobState.Dead ||
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if (args.NewMobState == MobState.Dead ||
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args.NewMobState == MobState.Critical)
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args.NewMobState == MobState.Critical)
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{
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{
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ZombifyEntity(uid);
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ZombifyEntity(uid, args.Component);
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}
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}
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}
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}
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@@ -81,12 +86,15 @@ namespace Content.Server.Zombies
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/// rewrite this, but this is how it shall lie eternal. Turn back now.
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/// rewrite this, but this is how it shall lie eternal. Turn back now.
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/// -emo
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/// -emo
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/// </remarks>
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/// </remarks>
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public void ZombifyEntity(EntityUid target)
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public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
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{
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{
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//Don't zombfiy zombies
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//Don't zombfiy zombies
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if (HasComp<ZombieComponent>(target))
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if (HasComp<ZombieComponent>(target))
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return;
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return;
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if (!Resolve(target, ref mobState, logMissing: false))
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return;
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//you're a real zombie now, son.
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//you're a real zombie now, son.
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var zombiecomp = AddComp<ZombieComponent>(target);
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var zombiecomp = AddComp<ZombieComponent>(target);
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@@ -117,6 +125,17 @@ namespace Content.Server.Zombies
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melee.Range = 1.5f;
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melee.Range = 1.5f;
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Dirty(melee);
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Dirty(melee);
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if (mobState.CurrentState == MobState.Alive)
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{
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// Groaning when damaged
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EnsureComp<EmoteOnDamageComponent>(target);
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_emoteOnDamage.AddEmote(target, "Scream");
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// Random groaning
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EnsureComp<AutoEmoteComponent>(target);
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_autoEmote.AddEmote(target, "ZombieGroan");
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}
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//We have specific stuff for humanoid zombies because they matter more
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//We have specific stuff for humanoid zombies because they matter more
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if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
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if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
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{
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{
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Reference in New Issue
Block a user