using System.Linq; using Content.Server.Body.Systems; using Content.Server.Chat; using Content.Server.Chat.Systems; using Content.Server.Cloning; using Content.Server.Drone.Components; using Content.Server.Humanoid; using Content.Server.Inventory; using Content.Shared.Bed.Sleep; using Content.Shared.Chemistry.Components; using Content.Server.Emoting.Systems; using Content.Server.Speech.EntitySystems; using Content.Shared.Damage; using Content.Shared.Inventory; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.Popups; using Content.Shared.Weapons.Melee.Events; using Content.Shared.Zombies; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Server.Zombies { public sealed class ZombieSystem : SharedZombieSystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IPrototypeManager _protoManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly BloodstreamSystem _bloodstream = default!; [Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly ZombifyOnDeathSystem _zombify = default!; [Dependency] private readonly ServerInventorySystem _inv = default!; [Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly AutoEmoteSystem _autoEmote = default!; [Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!; [Dependency] private readonly MobThresholdSystem _mobThreshold = default!; [Dependency] private readonly MobStateSystem _mobState = default!; [Dependency] private readonly SharedPopupSystem _popup = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartup); SubscribeLocalEvent(OnEmote, before: new []{typeof(VocalSystem), typeof(BodyEmotesSystem)}); SubscribeLocalEvent(OnMeleeHit); SubscribeLocalEvent(OnMobState); SubscribeLocalEvent(OnZombieCloning); SubscribeLocalEvent(OnSleepAttempt); SubscribeLocalEvent(OnPendingMapInit); SubscribeLocalEvent(OnPendingMobState); } private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args) { component.NextTick = _timing.CurTime; } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); var curTime = _timing.CurTime; var zombQuery = EntityQueryEnumerator(); // Hurt the living infected while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState)) { // Process only once per second if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime) continue; comp.NextTick = curTime; comp.InfectedSecs += 1; // See if there should be a warning popup for the player. if (comp.InfectionWarnings.TryGetValue(comp.InfectedSecs, out var popupStr)) { _popup.PopupEntity(Loc.GetString(popupStr), uid, uid); } if (comp.InfectedSecs < 0) { // This zombie has a latent virus, probably set up by ZombieRuleSystem. No damage yet. continue; } // Pain of becoming a zombie grows over time // By scaling the number of seconds we have an accessible way to scale this exponential function. // The function was hand tuned to 120 seconds, hence the 120 constant here. var scaledSeconds = (120.0f / comp.MaxInfectionLength) * comp.InfectedSecs; // 1x at 30s, 3x at 60s, 6x at 90s, 10x at 120s. Limit at 20x so we don't gib you. var painMultiple = Math.Min(20f, 0.1f + 0.02f * scaledSeconds + 0.0005f * scaledSeconds * scaledSeconds); if (mobState.CurrentState == MobState.Critical) { // Speed up their transformation when they are (or have been) in crit by ensuring their damage // multiplier is at least 10x painMultiple = Math.Max(comp.MinimumCritMultiplier, painMultiple); } _damageable.TryChangeDamage(uid, comp.Damage * painMultiple, true, false, damage); } // Heal the zombified while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState)) { // Process only once per second if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime) continue; comp.NextTick = curTime; if (comp.Permadeath) { // No healing continue; } if (mobState.CurrentState == MobState.Alive) { // Gradual healing for living zombies. _damageable.TryChangeDamage(uid, comp.Damage, true, false, damage); } else if (_random.Prob(comp.ZombieReviveChance)) { // There's a small chance to reverse all the zombie's damage (damage.Damage) in one go _damageable.TryChangeDamage(uid, -damage.Damage, true, false, damage); } } } private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args) { args.Cancelled = true; } private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args) { if (component.EmoteSoundsId == null) return; _protoManager.TryIndex(component.EmoteSoundsId, out component.EmoteSounds); } private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args) { // always play zombie emote sounds and ignore others if (args.Handled) return; args.Handled = _chat.TryPlayEmoteSound(uid, component.EmoteSounds, args.Emote); } private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args) { if (args.NewMobState == MobState.Alive) { // Groaning when damaged EnsureComp(uid); _emoteOnDamage.AddEmote(uid, "Scream"); // Random groaning EnsureComp(uid); _autoEmote.AddEmote(uid, "ZombieGroan"); } else { // Stop groaning when damaged _emoteOnDamage.RemoveEmote(uid, "Scream"); // Stop random groaning _autoEmote.RemoveEmote(uid, "ZombieGroan"); if (args.NewMobState == MobState.Dead) { // Roll to see if this zombie is not coming back. // Note that due to damage reductions it takes a lot of hits to gib a zombie without this. if (_random.Prob(component.ZombiePermadeathChance)) { // You're dead! No reviving for you. _mobThreshold.SetAllowRevives(uid, false); component.Permadeath = true; _popup.PopupEntity(Loc.GetString("zombie-permadeath"), uid, uid); } } } } private void OnPendingMobState(EntityUid uid, PendingZombieComponent pending, MobStateChangedEvent args) { if (args.NewMobState == MobState.Critical) { // Immediately jump to an active virus when you crit pending.InfectedSecs = Math.Max(0, pending.InfectedSecs); } } 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)) { args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient; } else { if (_random.Prob(GetZombieInfectionChance(entity, component))) { var pending = EnsureComp(entity); pending.MaxInfectionLength = _random.NextFloat(0.25f, 1.0f) * component.ZombieInfectionTurnTime; EnsureComp(entity); } } if ((mobState.CurrentState == MobState.Dead || mobState.CurrentState == MobState.Critical) && !HasComp(entity)) { _zombify.ZombifyEntity(entity); args.BonusDamage = -args.BaseDamage; } else if (mobState.CurrentState == MobState.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); } } } /// /// This is the function to call if you want to unzombify an entity. /// /// the entity having the ZombieComponent /// the entity you want to unzombify (different from source in case of cloning, for example) /// /// this currently only restore the name and skin/eye color from before zombified /// TODO: reverse everything else done in ZombifyEntity /// public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp) { if (!Resolve(source, ref zombiecomp)) return false; foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers) { _humanoidSystem.SetBaseLayerColor(target, layer, info.Color); _humanoidSystem.SetBaseLayerId(target, layer, info.ID); } _humanoidSystem.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor); MetaData(target).EntityName = zombiecomp.BeforeZombifiedEntityName; return true; } private void OnZombieCloning(EntityUid uid, ZombieComponent zombiecomp, ref CloningEvent args) { if (UnZombify(args.Source, args.Target, zombiecomp)) args.NameHandled = true; } } }