using System.Linq; using Robust.Shared.Random; using Content.Server.Body.Systems; using Content.Server.Disease.Components; using Content.Server.Drone.Components; using Content.Shared.Chemistry.Components; using Content.Shared.MobState.Components; using Content.Server.Disease; using Content.Shared.Inventory; using Content.Shared.MobState; using Content.Server.Inventory; using Robust.Shared.Prototypes; using Content.Server.Speech; using Content.Server.Chat.Systems; using Content.Shared.Movement.Systems; using Content.Shared.Damage; using Content.Shared.Weapons.Melee.Events; using Content.Shared.Zombies; namespace Content.Server.Zombies { public sealed class ZombieSystem : SharedZombieSystem { [Dependency] private readonly DiseaseSystem _disease = default!; [Dependency] private readonly BloodstreamSystem _bloodstream = default!; [Dependency] private readonly ZombifyOnDeathSystem _zombify = default!; [Dependency] private readonly ServerInventorySystem _inv = default!; [Dependency] private readonly VocalSystem _vocal = default!; [Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly IPrototypeManager _protoManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMeleeHit); SubscribeLocalEvent(OnMobState); SubscribeLocalEvent(OnDamage); } private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args) { if (args.CurrentMobState == DamageState.Alive) EnsureComp(uid); else RemComp(uid); } private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args) { if (args.DamageIncreased) DoGroan(uid, component); } private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component) { var baseChance = component.MaxZombieInfectionChance; if (!TryComp(uid, out var inventoryComponent)) return baseChance; var enumerator = new InventorySystem.ContainerSlotEnumerator(uid, inventoryComponent.TemplateId, _protoManager, _inv, SlotFlags.FEET | SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.GLOVES | SlotFlags.MASK | SlotFlags.NECK | SlotFlags.INNERCLOTHING | SlotFlags.OUTERCLOTHING); var items = 0f; var total = 0f; while (enumerator.MoveNext(out var con)) { total++; if (con.ContainedEntity != null) items++; } 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 var chance = (max-min) * ((total - items)/total) + min; return chance; } private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args) { if (!EntityManager.TryGetComponent(args.User, out var zombieComp)) return; if (!args.HitEntities.Any()) return; foreach (var entity in args.HitEntities) { if (args.User == entity) continue; if (!TryComp(entity, out var mobState) || HasComp(entity)) continue; if (HasComp(entity) && _robustRandom.Prob(GetZombieInfectionChance(entity, component))) _disease.TryAddDisease(entity, "ActiveZombieVirus"); if (HasComp(entity)) args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient; if ((mobState.CurrentState == DamageState.Dead || mobState.CurrentState == DamageState.Critical) && !HasComp(entity)) { _zombify.ZombifyEntity(entity); args.BonusDamage = -args.BaseDamage; } else if (mobState.CurrentState == DamageState.Alive) //heals when zombies bite live entities { var healingSolution = new Solution(); healingSolution.AddReagent("Bicaridine", 1.00); //if OP, reduce/change chem _bloodstream.TryAddToChemicals(args.User, healingSolution); } } } private void DoGroan(EntityUid uid, ActiveZombieComponent component) { if (component.LastDamageGroanCooldown > 0) return; if (_robustRandom.Prob(0.5f)) //this message is never seen by players so it just says this for admins // What? Is this REALLY the best way we have of letting admins know there are zombies in a round? // [automated maintainer groan] _chat.TrySendInGameICMessage(uid, "[automated zombie groan]", InGameICChatType.Speak, false); else _vocal.TryScream(uid); component.LastDamageGroanCooldown = component.GroanCooldown; } public override void Update(float frameTime) { base.Update(frameTime); foreach (var zombiecomp in EntityQuery()) { zombiecomp.Accumulator += frameTime; zombiecomp.LastDamageGroanCooldown -= frameTime; if (zombiecomp.Accumulator < zombiecomp.RandomGroanAttempt) continue; zombiecomp.Accumulator -= zombiecomp.RandomGroanAttempt; if (!_robustRandom.Prob(zombiecomp.GroanChance)) continue; //either do a random accent line or scream DoGroan(zombiecomp.Owner, zombiecomp); } } } }