Zombie disease is easier to spread and deadly in minutes. Zombies heal over time. (#16235)
* Nerf Space zombies, get DoT in space (barotrauma) and spawn stunned. - Also discard any helmet or mask you might be wearing. * Zombies have heal over time, infection far more fatal - Stun time reduced to 2 seconds * Zombification occurs after you die, rather than after you crit. - Zombies cannot inflict Zombification DoT on other zombies. * Heal shock damage, space zombies are back. * Lower the chance of infection per hit * Removed the stun, reduced zombification virus slightly
This commit is contained in:
@@ -12,12 +12,18 @@ public sealed class PendingZombieComponent : Component
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{
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[DataField("damage")] public DamageSpecifier Damage = new()
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{
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DamageDict = new Dictionary<string, FixedPoint2>()
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DamageDict = new ()
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{
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{ "Blunt", FixedPoint2.New(1) }
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{ "Blunt", 0.5 },
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{ "Cellular", 0.2 },
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{ "Toxin", 0.2 },
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}
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};
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[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextTick;
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// Scales damage over time.
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[DataField("infectedSecs")]
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public int InfectedSecs;
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}
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@@ -63,12 +63,28 @@ namespace Content.Server.Zombies
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var query = EntityQueryEnumerator<PendingZombieComponent>();
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var curTime = _timing.CurTime;
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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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{
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if (comp.NextTick < curTime)
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if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
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continue;
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comp.NextTick += TimeSpan.FromSeconds(1);
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comp.InfectedSecs += 1;
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// Pain of becoming a zombie grows over time
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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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}
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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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{
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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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}
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}
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@@ -166,14 +182,18 @@ namespace Content.Server.Zombies
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if (!TryComp<MobStateComponent>(entity, out var mobState) || HasComp<DroneComponent>(entity))
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continue;
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if (HasComp<ZombieComponent>(entity))
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{
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args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
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}
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else
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{
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if (_random.Prob(GetZombieInfectionChance(entity, component)))
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{
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EnsureComp<PendingZombieComponent>(entity);
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EnsureComp<ZombifyOnDeathComponent>(entity);
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}
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if (HasComp<ZombieComponent>(entity))
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args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
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}
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if ((mobState.CurrentState == MobState.Dead || mobState.CurrentState == MobState.Critical)
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&& !HasComp<ZombieComponent>(entity))
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@@ -1,3 +1,4 @@
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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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@@ -22,6 +23,7 @@ using Content.Shared.Hands.EntitySystems;
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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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@@ -54,6 +56,8 @@ namespace Content.Server.Zombies
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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 MobThresholdSystem _mobThreshold = default!;
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public override void Initialize()
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{
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@@ -67,8 +71,7 @@ namespace Content.Server.Zombies
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/// </summary>
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private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead ||
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args.NewMobState == MobState.Critical)
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if (args.NewMobState == MobState.Dead)
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{
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ZombifyEntity(uid, args.Component);
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}
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@@ -181,10 +184,17 @@ namespace Content.Server.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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// 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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//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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@@ -221,6 +231,8 @@ namespace Content.Server.Zombies
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_sharedHands.RemoveHand(target, hand.Name);
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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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RemComp<PendingZombieComponent>(target);
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//zombie gamemode stuff
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RaiseLocalEvent(new EntityZombifiedEvent(target));
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@@ -1,8 +1,10 @@
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.Roles;
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using Content.Shared.Humanoid;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using static Content.Shared.Humanoid.HumanoidAppearanceState;
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@@ -22,14 +24,14 @@ namespace Content.Shared.Zombies
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/// The baseline infection chance you have if you are completely nude
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MaxZombieInfectionChance = 0.50f;
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public float MaxZombieInfectionChance = 0.40f;
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/// <summary>
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/// The minimum infection chance possible. This is simply to prevent
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/// being invincible by bundling up.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MinZombieInfectionChance = 0.05f;
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public float MinZombieInfectionChance = 0.10f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZombieMovementSpeedDebuff = 0.75f;
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@@ -86,5 +88,21 @@ namespace Content.Shared.Zombies
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public string? EmoteSoundsId = "Zombie";
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public EmoteSoundsPrototype? EmoteSounds;
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// Heal on tick
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[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextTick;
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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", -0.3 },
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{ "Slash", -0.2 },
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{ "Heat", -0.2 },
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{ "Cold", -0.2 },
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{ "Shock", -0.2 },
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}
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};
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}
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}
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