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