using Content.Server.Chat;
using Robust.Shared.Random;
using Content.Server.Chat.Managers;
using Content.Server.Station.Systems;
using Content.Shared.MobState.Components;
using Content.Shared.Sound;
using Content.Server.Zombies;
namespace Content.Server.StationEvents.Events
{
///
/// Revives several dead entities as zombies
///
public sealed class ZombieOutbreak : StationEvent
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public override string Name => "ZombieOutbreak";
public override int EarliestStart => 50;
public override float Weight => WeightLow / 2;
public override SoundSpecifier? StartAudio => new SoundPathSpecifier("/Audio/Announcements/bloblarm.ogg");
protected override float EndAfter => 1.0f;
public override int? MaxOccurrences => 1;
public override bool AnnounceEvent => false;
///
/// Finds 1-3 random, dead entities accross the station
/// and turns them into zombies.
///
public override void Startup()
{
base.Startup();
HashSet stationsToNotify = new();
List deadList = new();
foreach (var mobState in _entityManager.EntityQuery())
{
if (mobState.IsDead() || mobState.IsCritical())
deadList.Add(mobState);
}
_random.Shuffle(deadList);
var toInfect = _random.Next(1, 3);
var zombifysys = _entityManager.EntitySysManager.GetEntitySystem();
// Now we give it to people in the list of dead entities earlier.
var entSysMgr = IoCManager.Resolve();
var stationSystem = entSysMgr.GetEntitySystem();
var chatSystem = entSysMgr.GetEntitySystem();
foreach (var target in deadList)
{
if (toInfect-- == 0)
break;
zombifysys.ZombifyEntity(target.Owner);
var station = stationSystem.GetOwningStation(target.Owner);
if(station == null) continue;
stationsToNotify.Add((EntityUid) station);
}
if (!AnnounceEvent)
return;
foreach (var station in stationsToNotify)
{
chatSystem.DispatchStationAnnouncement((EntityUid) station, Loc.GetString("station-event-zombie-outbreak-announcement"),
playDefaultSound: false, colorOverride: Color.DarkMagenta);
}
}
}
}