using System.Linq; using Content.Server.Body.Systems; using Content.Server.Chat.Systems; using Content.Server.Cloning; using Content.Server.Disease; using Content.Server.Disease.Components; using Content.Server.Drone.Components; using Content.Server.Humanoid; using Content.Server.Inventory; using Content.Server.Speech; using Content.Shared.Bed.Sleep; using Content.Shared.Chemistry.Components; using Content.Server.Chat.Systems; using Content.Server.Emoting.Systems; using Content.Server.Speech.EntitySystems; using Content.Shared.Movement.Systems; using Content.Shared.Bed.Sleep; using Content.Shared.Damage; using Content.Shared.Disease.Events; using Content.Shared.Inventory; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Weapons.Melee.Events; using Content.Shared.Zombies; using Robust.Shared.Prototypes; using Robust.Shared.Random; 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 ChatSystem _chat = default!; [Dependency] private readonly IPrototypeManager _protoManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartup); SubscribeLocalEvent(OnEmote, before: new []{typeof(VocalSystem), typeof(BodyEmotesSystem)}); SubscribeLocalEvent(OnMeleeHit); SubscribeLocalEvent(OnMobState); SubscribeLocalEvent(OnZombieCloning); SubscribeLocalEvent(OnDamage); SubscribeLocalEvent(OnSneeze); SubscribeLocalEvent(OnSleepAttempt); } private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent 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) EnsureComp(uid); else RemComp(uid); } private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args) { if (args.DamageIncreased) DoGroan(uid, component); } private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args) { args.Cancelled = true; } 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 == 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); } } } 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 _chat.TryEmoteWithoutChat(uid, component.GroanEmoteId); 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); } } /// /// 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; } } }