Files
tbd-station-14/Content.Shared/Zombies/ZombieComponent.cs
pathetic meowmeow 8894eca118 Offbrand medical (#3366)
* Offbrand medical

* what if we regrade

* zombies are mostly there thats it thats a wrap xd

* here's changeling

* some bonus gut punches

* start working on the guidebook

* fix rsi and yaml lints

* my agrichem so fits

* we stay rejuvenated

* my china so laked

* debrute

* fix suicide

* fix the suicide tests

* my surgery so requires laying down

* the guidebook continues

* READ KEB PAGES

* keb vascular recoupler

* read keb medicine

* fix yaml lint

* fix the EntityRemoveConstructionGraphStep

* fix overlay init

* scalpels are not a food tool

* return of the programmer art

* my line so nieuw

* boxes deserve veins too

* mrrrp yaml

* what if we redid brain damage alerts

* bloot pressure

* kill mannitol drowsiness

* get licensed

* my read so me

* get feedbacked nerd

* fine-tune the heart stoppage conditions

* cryostasis adjustments, guidebook adjustments, fix negative strain issues

* my surgery so table

* fix heart surgery and guidebook

* medicine & defibrillator pass

* iv bags and stands

* prefills

* janet gets very sidetracked

* mostly finished iv stuff

* what if we fixed the guidebook

* halve decapoid cryostasis

* my medicines so IV

* finetune cryostasis

* less logspam

* metabolism-aware iv stands and cryopods

* give people painkillers

* yaml lint real

* fix blood build

* finish rebase

* tidy up localization

* clean up my yaml beasties...

* soft curve after exceeding maximum damage

* husks/bonedeaths

Grabbag of Offmed fixes & improvements (#3461)

* CPR moment

* Mob AI fix

* Fix brain oxygenation not updating on regeneration

* sorry gamers you cannot resist the pull

* Troll combat abilities more in softcrit

praying rn (#3467)

dont have CPR be 50% (#3468)

Make offbrand murder easier to contend with (#3473)

* e

* disrupt people in softcrit when attacking them

* ok gamers we're gaming

* forgor

Hopefully final pass before Offbrand merge (#3475)

First pass of Offbrand adjustments (#3477)

Swap blood pressure values in health analyzer (#3476)

Systolic over diastolic

Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>

Offbrand pass 2: Mostly bugfixes (#3480)

Fix zeds causing PVS reloads (#3482)

Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)

* set up surgery ui

* test fail real

Pain/braingasps (#3487)

Offmed bundle 5 - the evil one (#3489)

* Evil cavity surgery

* les borgues

* nicotine moment

* epinephrine RNG

* legalese

* test fail real

* ok jamers cope with c4

Pass 6
2025-09-27 22:36:57 -04:00

179 lines
5.6 KiB
C#

using Content.Shared.Chat.Prototypes;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Humanoid;
using Content.Shared.Roles;
using Content.Shared.StatusIcon;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Zombies;
[RegisterComponent, NetworkedComponent]
public sealed partial class ZombieComponent : Component
{
/// <summary>
/// The baseline infection chance you have if you have no protective gear
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float BaseZombieInfectionChance = 0.75f;
/// <summary>
/// The minimum infection chance possible. This is simply to prevent
/// being overly protected by bundling up.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MinZombieInfectionChance = 0.05f;
/// <summary>
/// How effective each resistance type on a piece of armor is. Using a damage specifier for this seems illegal.
/// </summary>
public DamageSpecifier ResistanceEffectiveness = new()
{
DamageDict = new ()
{
{"Slash", 0.5},
{"Piercing", 0.3},
{"Blunt", 0.1},
}
};
[ViewVariables(VVAccess.ReadWrite)]
public float ZombieMovementSpeedDebuff = 0.70f;
/// <summary>
/// The skin color of the zombie
/// </summary>
[DataField("skinColor")]
public Color SkinColor = new(0.45f, 0.51f, 0.29f);
/// <summary>
/// The eye color of the zombie
/// </summary>
[DataField("eyeColor")]
public Color EyeColor = new(0.96f, 0.13f, 0.24f);
/// <summary>
/// The base layer to apply to any 'external' humanoid layers upon zombification.
/// </summary>
[DataField("baseLayerExternal")]
public string BaseLayerExternal = "MobHumanoidMarkingMatchSkin";
/// <summary>
/// The attack arc of the zombie
/// </summary>
[DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string AttackAnimation = "WeaponArcBite";
/// <summary>
/// The role prototype of the zombie antag role
/// </summary>
[DataField("zombieRoleId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
public string ZombieRoleId = "Zombie";
/// <summary>
/// The CustomBaseLayers of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedCustomBaseLayers")]
public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> BeforeZombifiedCustomBaseLayers = new ();
/// <summary>
/// The skin color of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedSkinColor")]
public Color BeforeZombifiedSkinColor;
/// <summary>
/// The eye color of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedEyeColor")]
public Color BeforeZombifiedEyeColor;
[DataField("emoteId")]
public ProtoId<EmoteSoundsPrototype>? EmoteSoundsId = "Zombie";
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
[DataField("zombieStatusIcon")]
public ProtoId<FactionIconPrototype> StatusIcon { get; set; } = "ZombieFaction";
/// <summary>
/// Healing each second
/// </summary>
[DataField("passiveHealing")]
public DamageSpecifier PassiveHealing = new()
{
DamageDict = new ()
{
{ "Blunt", -0.4 },
{ "Slash", -0.2 },
{ "Piercing", -0.2 },
{ "Heat", -0.02 },
{ "Shock", -0.02 }
}
};
/// <summary>
/// A multiplier applied to <see cref="PassiveHealing"/> when the entity is in critical condition.
/// </summary>
[DataField("passiveHealingCritMultiplier")]
public float PassiveHealingCritMultiplier = 2f;
/// <summary>
/// Healing given when a zombie bites a living being.
/// </summary>
[DataField("healingOnBite")]
public DamageSpecifier HealingOnBite = new()
{
DamageDict = new()
{
{ "Blunt", -2 },
{ "Slash", -2 },
{ "Piercing", -2 }
}
};
/// <summary>
/// The damage dealt on bite, dehardcoded for your enjoyment
/// </summary>
[DataField]
public DamageSpecifier DamageOnBite = new()
{
DamageDict = new()
{
// { "Slash", 13 }, Offbrand - slash is too fast a crit
{ "Piercing", 7 },
{ "Structural", 10 }
}
};
/// <summary>
/// Path to antagonist alert sound.
/// </summary>
[DataField("greetSoundNotification")]
public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
/// <summary>
/// Hit sound on zombie bite.
/// </summary>
[DataField]
public SoundSpecifier BiteSound = new SoundPathSpecifier("/Audio/Effects/bite.ogg");
/// <summary>
/// The blood reagent of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedBloodReagent")]
public string BeforeZombifiedBloodReagent = string.Empty;
/// <summary>
/// The blood reagent to give the zombie. In case you want zombies that bleed milk, or something.
/// </summary>
[DataField("newBloodReagent", customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string NewBloodReagent = "ZombieBlood";
}