Files
tbd-station-14/Content.Server/Zombies/ZombieSystem.cs
2022-09-07 11:59:27 +10:00

163 lines
6.2 KiB
C#

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.Shared.MobState;
using Content.Server.Inventory;
using Robust.Shared.Prototypes;
using Content.Server.Speech;
using Content.Server.Chat.Systems;
using Content.Shared.Damage;
using Content.Shared.Zombies;
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 VocalSystem _vocal = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
SubscribeLocalEvent<ActiveZombieComponent, DamageChangedEvent>(OnDamage);
}
private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
{
if (args.CurrentMobState == DamageState.Alive)
EnsureComp<ActiveZombieComponent>(uid);
else
RemComp<ActiveZombieComponent>(uid);
}
private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args)
{
if (args.DamageIncreased)
DoGroan(uid, component);
}
private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component)
{
var baseChance = component.MaxZombieInfectionChance;
if (!TryComp<InventoryComponent>(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<ZombieComponent>(args.User, out var zombieComp))
return;
if (!args.HitEntities.Any())
return;
foreach (var entity in args.HitEntities)
{
if (args.User == entity)
continue;
if (!TryComp<MobStateComponent>(entity, out var mobState) || HasComp<DroneComponent>(entity))
continue;
if (HasComp<DiseaseCarrierComponent>(entity) && _robustRandom.Prob(GetZombieInfectionChance(entity, component)))
_disease.TryAddDisease(entity, "ActiveZombieVirus");
if (HasComp<ZombieComponent>(entity))
args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
if ((mobState.CurrentState == DamageState.Dead || mobState.CurrentState == DamageState.Critical)
&& !HasComp<ZombieComponent>(entity))
{
_zombify.ZombifyEntity(entity);
args.BonusDamage = -args.BaseDamage;
}
else if (mobState.CurrentState == DamageState.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
_chat.TrySendInGameICMessage(uid, "[automated zombie groan]", InGameICChatType.Speak, false);
else
_vocal.TryScream(uid);
component.LastDamageGroanCooldown = component.GroanCooldown;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var zombiecomp in EntityQuery<ActiveZombieComponent>())
{
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);
}
}
}
}