Files
tbd-station-14/Content.Server/Zombies/ZombifyOnDeathSystem.cs
Flipp Syder 5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00

213 lines
9.9 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Hands.EntitySystems;
using Content.Server.Disease.Components;
using Content.Server.Body.Components;
using Content.Server.Atmos.Components;
using Content.Server.Nutrition.Components;
using Robust.Shared.Player;
using Content.Server.Popups;
using Content.Server.Speech.Components;
using Content.Server.Body.Systems;
using Content.Server.CombatMode;
using Content.Server.Inventory;
using Content.Server.Mind.Components;
using Content.Server.Chat.Managers;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Hands.Components;
using Content.Server.Mind.Commands;
using Content.Server.Temperature.Components;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.Movement.Components;
using Content.Shared.MobState;
using Robust.Shared.Prototypes;
using Content.Shared.Roles;
using Content.Server.Traitor;
using Content.Shared.Zombies;
using Content.Shared.Popups;
using Content.Server.Atmos.Miasma;
using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
using Content.Shared.Humanoid;
using Content.Shared.Movement.Systems;
using Robust.Shared.Audio;
namespace Content.Server.Zombies
{
/// <summary>
/// Handles zombie propagation and inherent zombie traits
/// </summary>
/// <remarks>
/// Don't Shitcode Open Inside
/// </remarks>
public sealed class ZombifyOnDeathSystem : EntitySystem
{
[Dependency] private readonly SharedHandsSystem _sharedHands = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ServerInventorySystem _serverInventory = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly HumanoidSystem _sharedHuApp = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
}
/// <summary>
/// Handles an entity turning into a zombie when they die or go into crit
/// </summary>
private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
{
if (args.CurrentMobState == DamageState.Dead ||
args.CurrentMobState == DamageState.Critical)
{
ZombifyEntity(uid);
}
}
/// <summary>
/// This is the general purpose function to call if you want to zombify an entity.
/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
/// </summary>
/// <param name="target">the entity being zombified</param>
/// <remarks>
/// ALRIGHT BIG BOY. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
/// This function is the god function for zombie stuff, and it is cursed. I have
/// attempted to label everything thouroughly for your sanity. I have attempted to
/// rewrite this, but this is how it shall lie eternal. Turn back now.
/// -emo
/// </remarks>
public void ZombifyEntity(EntityUid target)
{
//Don't zombfiy zombies
if (HasComp<ZombieComponent>(target))
return;
//you're a real zombie now, son.
var zombiecomp = AddComp<ZombieComponent>(target);
//we need to basically remove all of these because zombies shouldn't
//get diseases, breath, be thirst, be hungry, or die in space
RemComp<DiseaseCarrierComponent>(target);
RemComp<RespiratorComponent>(target);
RemComp<BarotraumaComponent>(target);
RemComp<HungerComponent>(target);
RemComp<ThirstComponent>(target);
//funny voice
EnsureComp<ReplacementAccentComponent>(target).Accent = "zombie";
var rotting = EnsureComp<RottingComponent>(target);
rotting.DealDamage = false;
//This is needed for stupid entities that fuck up combat mode component
//in an attempt to make an entity not attack. This is the easiest way to do it.
RemComp<CombatModeComponent>(target);
AddComp<CombatModeComponent>(target);
var vocal = EnsureComp<VocalComponent>(target);
var scream = new SoundCollectionSpecifier ("ZombieScreams");
vocal.FemaleScream = scream;
vocal.MaleScream = scream;
//This is the actual damage of the zombie. We assign the visual appearance
//and range here because of stuff we'll find out later
var melee = EnsureComp<MeleeWeaponComponent>(target);
melee.Arc = zombiecomp.AttackArc;
melee.ClickArc = zombiecomp.AttackArc;
melee.Range = 0.75f;
//We have specific stuff for humanoid zombies because they matter more
if (TryComp<HumanoidComponent>(target, out var huApComp)) //huapcomp
{
_sharedHuApp.SetSkinColor(target, zombiecomp.SkinColor, humanoid: huApComp);
_sharedHuApp.SetBaseLayerColor(target, HumanoidVisualLayers.Eyes, zombiecomp.EyeColor, humanoid: huApComp);
// this might not resync on clone?
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
//This is done here because non-humanoids shouldn't get baller damage
//lord forgive me for the hardcoded damage
DamageSpecifier dspec = new();
dspec.DamageDict.Add("Slash", 13);
dspec.DamageDict.Add("Piercing", 7);
dspec.DamageDict.Add("Structural", 10);
melee.Damage = dspec;
}
//The zombie gets the assigned damage weaknesses and strengths
_damageable.SetDamageModifierSetId(target, "Zombie");
//This makes it so the zombie doesn't take bloodloss damage.
//NOTE: they are supposed to bleed, just not take damage
_bloodstream.SetBloodLossThreshold(target, 0f);
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
_serverInventory.TryUnequip(target, "gloves", true, true);
//popup
_popupSystem.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, Filter.Pvs(target), PopupType.LargeCaution);
//Make it sentient if it's an animal or something
if (!HasComp<InputMoverComponent>(target)) //this component is cursed and fucks shit up
MakeSentientCommand.MakeSentient(target, EntityManager);
//Make the zombie not die in the cold. Good for space zombies
if (TryComp<TemperatureComponent>(target, out var tempComp))
tempComp.ColdDamage.ClampMax(0);
//Heals the zombie from all the damage it took while human
if (TryComp<DamageableComponent>(target, out var damageablecomp))
_damageable.SetAllDamage(damageablecomp, 0);
//gives it the funny "Zombie ___" name.
if (TryComp<MetaDataComponent>(target, out var meta))
meta.EntityName = Loc.GetString("zombie-name-prefix", ("target", meta.EntityName));
_identity.QueueIdentityUpdate(target);
//He's gotta have a mind
var mindcomp = EnsureComp<MindComponent>(target);
if (mindcomp.Mind != null && mindcomp.Mind.TryGetSession(out var session))
{
//Zombie role for player manifest
mindcomp.Mind.AddRole(new TraitorRole(mindcomp.Mind, _proto.Index<AntagPrototype>(zombiecomp.ZombieRoleId)));
//Greeting message for new bebe zombers
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
}
if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !mindcomp.HasMind) //this specific component gives build test trouble so pop off, ig
{
//yet more hardcoding. Visit zombie.ftl for more information.
EntityManager.EnsureComponent<GhostTakeoverAvailableComponent>(target, out var ghostcomp);
ghostcomp.RoleName = Loc.GetString("zombie-generic");
ghostcomp.RoleDescription = Loc.GetString("zombie-role-desc");
ghostcomp.RoleRules = Loc.GetString("zombie-role-rules");
}
//Goes through every hand, drops the items in it, then removes the hand
//may become the source of various bugs.
foreach (var hand in _sharedHands.EnumerateHands(target))
{
_sharedHands.SetActiveHand(target, hand);
_sharedHands.DoDrop(target, hand);
_sharedHands.RemoveHand(target, hand.Name);
}
RemComp<HandsComponent>(target);
//zombie gamemode stuff
RaiseLocalEvent(new EntityZombifiedEvent(target));
//zombies get slowdown once they convert
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
}
}
}