using System.Linq; using Robust.Shared.Random; using Content.Server.Body.Systems; using Content.Server.Disease.Components; using Content.Server.Drone.Components; using Content.Server.Weapon.Melee; using Content.Shared.Chemistry.Components; using Content.Shared.MobState.Components; using Content.Server.Disease; using Content.Shared.Inventory; using Content.Server.Popups; using Robust.Shared.Player; using Content.Server.Inventory; using Robust.Shared.Prototypes; namespace Content.Server.Zombies { public sealed class ZombieSystem : EntitySystem { [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 IPrototypeManager _protoManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMeleeHit); } private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component) { float 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 float 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 (EntityUid 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.IsDead() || mobState.IsCritical()) && !HasComp(entity)) { _zombify.ZombifyEntity(entity); args.BonusDamage = -args.BaseDamage; } else if (mobState.IsAlive()) //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); } } } } }