using Content.Shared.Damage;
using Content.Shared.Hands.EntitySystems;
using Content.Server.Disease.Components;
using Content.Server.Body.Components;
using Content.Server.Atmos.Components;
using Content.Server.Nutrition.Components;
using Robust.Shared.Player;
using Content.Server.Popups;
using Content.Server.Speech.Components;
using Content.Server.Body.Systems;
using Content.Server.CombatMode;
using Content.Server.Inventory;
using Content.Server.Mind.Components;
using Content.Server.Chat.Managers;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Hands.Components;
using Content.Server.Mind.Commands;
using Content.Server.Temperature.Components;
using Content.Shared.Movement.Components;
using Robust.Shared.Prototypes;
using Content.Shared.Roles;
using Content.Server.Traitor;
using Content.Shared.Zombies;
using Content.Shared.Popups;
using Content.Server.Atmos.Miasma;
using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
using Content.Shared.Humanoid;
using Content.Shared.Mobs;
using Content.Shared.Movement.Systems;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
namespace Content.Server.Zombies
{
///
/// Handles zombie propagation and inherent zombie traits
///
///
/// Don't Shitcode Open Inside
///
public sealed class ZombifyOnDeathSystem : EntitySystem
{
[Dependency] private readonly SharedHandsSystem _sharedHands = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ServerInventorySystem _serverInventory = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly HumanoidAppearanceSystem _sharedHuApp = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnDamageChanged);
}
///
/// Handles an entity turning into a zombie when they die or go into crit
///
private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Dead ||
args.NewMobState == MobState.Critical)
{
ZombifyEntity(uid);
}
}
///
/// This is the general purpose function to call if you want to zombify an entity.
/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
///
/// the entity being zombified
///
/// ALRIGHT BIG BOY. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
/// This function is the god function for zombie stuff, and it is cursed. I have
/// attempted to label everything thouroughly for your sanity. I have attempted to
/// rewrite this, but this is how it shall lie eternal. Turn back now.
/// -emo
///
public void ZombifyEntity(EntityUid target)
{
//Don't zombfiy zombies
if (HasComp(target))
return;
//you're a real zombie now, son.
var zombiecomp = AddComp(target);
//we need to basically remove all of these because zombies shouldn't
//get diseases, breath, be thirst, be hungry, or die in space
RemComp(target);
RemComp(target);
RemComp(target);
RemComp(target);
RemComp(target);
//funny voice
EnsureComp(target).Accent = "zombie";
var rotting = EnsureComp(target);
rotting.DealDamage = false;
//This is needed for stupid entities that fuck up combat mode component
//in an attempt to make an entity not attack. This is the easiest way to do it.
RemComp(target);
var combat = AddComp(target);
combat.IsInCombatMode = true;
var vocal = EnsureComp(target);
var scream = new SoundCollectionSpecifier ("ZombieScreams");
vocal.FemaleScream = scream;
vocal.MaleScream = scream;
//This is the actual damage of the zombie. We assign the visual appearance
//and range here because of stuff we'll find out later
var melee = EnsureComp(target);
melee.ClickAnimation = zombiecomp.AttackAnimation;
melee.WideAnimation = zombiecomp.AttackAnimation;
melee.Range = 1.5f;
Dirty(melee);
//We have specific stuff for humanoid zombies because they matter more
if (TryComp(target, out var huApComp)) //huapcomp
{
//store some values before changing them in case the humanoid get cloned later
zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
_sharedHuApp.SetSkinColor(target, zombiecomp.SkinColor, humanoid: huApComp);
_sharedHuApp.SetBaseLayerColor(target, HumanoidVisualLayers.Eyes, zombiecomp.EyeColor, humanoid: huApComp);
// this might not resync on clone?
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
//This is done here because non-humanoids shouldn't get baller damage
//lord forgive me for the hardcoded damage
DamageSpecifier dspec = new();
dspec.DamageDict.Add("Slash", 13);
dspec.DamageDict.Add("Piercing", 7);
dspec.DamageDict.Add("Structural", 10);
melee.Damage = dspec;
}
//The zombie gets the assigned damage weaknesses and strengths
_damageable.SetDamageModifierSetId(target, "Zombie");
//This makes it so the zombie doesn't take bloodloss damage.
//NOTE: they are supposed to bleed, just not take damage
_bloodstream.SetBloodLossThreshold(target, 0f);
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
_serverInventory.TryUnequip(target, "gloves", true, true);
//popup
_popupSystem.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
//Make it sentient if it's an animal or something
if (!HasComp(target)) //this component is cursed and fucks shit up
MakeSentientCommand.MakeSentient(target, EntityManager);
//Make the zombie not die in the cold. Good for space zombies
if (TryComp(target, out var tempComp))
tempComp.ColdDamage.ClampMax(0);
//Heals the zombie from all the damage it took while human
if (TryComp(target, out var damageablecomp))
_damageable.SetAllDamage(damageablecomp, 0);
//gives it the funny "Zombie ___" name.
var meta = MetaData(target);
zombiecomp.BeforeZombifiedEntityName = meta.EntityName;
meta.EntityName = Loc.GetString("zombie-name-prefix", ("target", meta.EntityName));
_identity.QueueIdentityUpdate(target);
//He's gotta have a mind
var mindcomp = EnsureComp(target);
if (mindcomp.Mind != null && mindcomp.Mind.TryGetSession(out var session))
{
//Zombie role for player manifest
mindcomp.Mind.AddRole(new TraitorRole(mindcomp.Mind, _proto.Index(zombiecomp.ZombieRoleId)));
//Greeting message for new bebe zombers
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
}
if (!HasComp(target) && !mindcomp.HasMind) //this specific component gives build test trouble so pop off, ig
{
//yet more hardcoding. Visit zombie.ftl for more information.
EntityManager.EnsureComponent(target, out var ghostcomp);
ghostcomp.RoleName = Loc.GetString("zombie-generic");
ghostcomp.RoleDescription = Loc.GetString("zombie-role-desc");
ghostcomp.RoleRules = Loc.GetString("zombie-role-rules");
}
//Goes through every hand, drops the items in it, then removes the hand
//may become the source of various bugs.
foreach (var hand in _sharedHands.EnumerateHands(target))
{
_sharedHands.SetActiveHand(target, hand);
_sharedHands.DoDrop(target, hand);
_sharedHands.RemoveHand(target, hand.Name);
}
RemComp(target);
//zombie gamemode stuff
RaiseLocalEvent(new EntityZombifiedEvent(target));
//zombies get slowdown once they convert
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
}
}
}