Zombie Mode 𝓡𝓮𝓭𝓾𝔁 (#18199)
* zombie mode redux * the great zombie changes * fix this * 65 down to 50 * empty * Changes to address stalling * make zombie nukies no longer nukies * actually work
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@@ -4,10 +4,8 @@ using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Server.Cloning;
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using Content.Server.Drone.Components;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Shared.Bed.Sleep;
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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.Speech.EntitySystems;
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using Content.Shared.Damage;
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@@ -24,20 +22,18 @@ using Robust.Shared.Timing;
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namespace Content.Server.Zombies
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{
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public sealed class ZombieSystem : SharedZombieSystem
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public sealed partial class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = 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 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 MetaDataSystem _metaData = 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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@@ -55,61 +51,46 @@ namespace Content.Server.Zombies
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SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
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SubscribeLocalEvent<PendingZombieComponent, MobStateChangedEvent>(OnPendingMobState);
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SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
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}
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private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
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{
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component.NextTick = _timing.CurTime;
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component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
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}
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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, DamageableComponent, MobStateComponent>();
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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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var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
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while (query.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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if (comp.NextTick > curTime)
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continue;
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comp.NextTick = curTime;
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comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
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comp.InfectedSecs += 1;
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// See if there should be a warning popup for the player.
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if (comp.InfectionWarnings.TryGetValue(comp.InfectedSecs, out var popupStr))
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{
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_popup.PopupEntity(Loc.GetString(popupStr), uid, uid);
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}
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if (comp.InfectedSecs < 0)
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{
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// This zombie has a latent virus, probably set up by ZombieRuleSystem. No damage yet.
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comp.GracePeriod -= TimeSpan.FromSeconds(1f);
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if (comp.GracePeriod > TimeSpan.Zero)
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continue;
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}
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// Pain of becoming a zombie grows over time
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// By scaling the number of seconds we have an accessible way to scale this exponential function.
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// The function was hand tuned to 120 seconds, hence the 120 constant here.
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var scaledSeconds = (120.0f / comp.MaxInfectionLength) * comp.InfectedSecs;
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if (_random.Prob(comp.InfectionWarningChance))
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_popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
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// 1x at 30s, 3x at 60s, 6x at 90s, 10x at 120s. Limit at 20x so we don't gib you.
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var painMultiple = Math.Min(20f, 0.1f + 0.02f * scaledSeconds + 0.0005f * scaledSeconds * scaledSeconds);
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if (mobState.CurrentState == MobState.Critical)
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{
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// Speed up their transformation when they are (or have been) in crit by ensuring their damage
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// multiplier is at least 10x
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painMultiple = Math.Max(comp.MinimumCritMultiplier, painMultiple);
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}
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_damageable.TryChangeDamage(uid, comp.Damage * painMultiple, true, false, damage);
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var multiplier = _mobState.IsCritical(uid, mobState)
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? comp.CritDamageMultiplier
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: 1f;
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_damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
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}
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// Heal the zombified
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var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
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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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@@ -118,22 +99,15 @@ namespace Content.Server.Zombies
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comp.NextTick = curTime;
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if (comp.Permadeath)
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{
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// No healing
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if (_mobState.IsDead(uid, mobState))
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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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var multiplier = _mobState.IsCritical(uid, mobState)
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? comp.PassiveHealingCritMultiplier
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: 1f;
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// Gradual healing for living zombies.
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_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
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}
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}
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@@ -176,28 +150,6 @@ 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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private void OnPendingMobState(EntityUid uid, PendingZombieComponent pending, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Critical)
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{
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// Immediately jump to an active virus when you crit
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pending.InfectedSecs = Math.Max(0, pending.InfectedSecs);
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}
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}
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@@ -238,7 +190,7 @@ namespace Content.Server.Zombies
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private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
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{
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if (!EntityManager.TryGetComponent<ZombieComponent>(args.User, out var zombieComp))
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if (!TryComp<ZombieComponent>(args.User, out _))
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return;
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if (!args.HitEntities.Any())
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@@ -254,29 +206,25 @@ namespace Content.Server.Zombies
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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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args.BonusDamage = -args.BaseDamage;
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}
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else
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{
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if (!HasComp<ZombieImmuneComponent>(entity) && _random.Prob(GetZombieInfectionChance(entity, component)))
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{
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var pending = EnsureComp<PendingZombieComponent>(entity);
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pending.MaxInfectionLength = _random.NextFloat(0.25f, 1.0f) * component.ZombieInfectionTurnTime;
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EnsureComp<PendingZombieComponent>(entity);
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EnsureComp<ZombifyOnDeathComponent>(entity);
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}
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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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if (_mobState.IsIncapacitated(entity, mobState) && !HasComp<ZombieComponent>(entity))
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{
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_zombify.ZombifyEntity(entity);
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ZombifyEntity(entity);
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args.BonusDamage = -args.BaseDamage;
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}
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else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
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{
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var healingSolution = new Solution();
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healingSolution.AddReagent("Bicaridine", 1.00); //if OP, reduce/change chem
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_bloodstream.TryAddToChemicals(args.User, healingSolution);
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_damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
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}
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}
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}
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@@ -286,9 +234,10 @@ namespace Content.Server.Zombies
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/// </summary>
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/// <param name="source">the entity having the ZombieComponent</param>
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/// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
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/// <param name="zombiecomp"></param>
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/// <remarks>
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/// this currently only restore the name and skin/eye color from before zombified
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/// TODO: reverse everything else done in ZombifyEntity
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/// TODO: completely rethink how zombies are done to allow reversal.
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/// </remarks>
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public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
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{
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@@ -297,13 +246,13 @@ namespace Content.Server.Zombies
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foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
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{
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_humanoidSystem.SetBaseLayerColor(target, layer, info.Color);
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_humanoidSystem.SetBaseLayerId(target, layer, info.ID);
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_humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
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_humanoidAppearance.SetBaseLayerId(target, layer, info.ID);
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}
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_humanoidSystem.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
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_humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
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_bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
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MetaData(target).EntityName = zombiecomp.BeforeZombifiedEntityName;
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_metaData.SetEntityName(target, zombiecomp.BeforeZombifiedEntityName);
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return true;
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}
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