328 lines
14 KiB
C#
328 lines
14 KiB
C#
using System.Linq;
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using Content.Shared.NPC.Prototypes;
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using Content.Server.Actions;
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using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Server.Emoting.Systems;
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using Content.Server.Speech.EntitySystems;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Armor;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Cloning.Events;
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using Content.Shared.Damage;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Zombies;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Zombies
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{
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public sealed partial class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedRoleSystem _role = default!;
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public readonly ProtoId<NpcFactionPrototype> Faction = "Zombie";
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public const SlotFlags ProtectiveSlots =
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SlotFlags.FEET |
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SlotFlags.HEAD |
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SlotFlags.EYES |
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SlotFlags.GLOVES |
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SlotFlags.MASK |
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SlotFlags.NECK |
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SlotFlags.INNERCLOTHING |
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SlotFlags.OUTERCLOTHING;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
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new[] { typeof(VocalSystem), typeof(BodyEmotesSystem) });
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SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
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SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
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SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<ZombieComponent, GetCharactedDeadIcEvent>(OnGetCharacterDeadIC);
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SubscribeLocalEvent<ZombieComponent, GetCharacterUnrevivableIcEvent>(OnGetCharacterUnrevivableIC);
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SubscribeLocalEvent<ZombieComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<ZombieComponent, MindRemovedMessage>(OnMindRemoved);
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SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
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SubscribeLocalEvent<PendingZombieComponent, BeforeRemoveAnomalyOnDeathEvent>(OnBeforeRemoveAnomalyOnDeath);
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SubscribeLocalEvent<IncurableZombieComponent, MapInitEvent>(OnPendingMapInit);
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SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
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}
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private void OnBeforeRemoveAnomalyOnDeath(Entity<PendingZombieComponent> ent, ref BeforeRemoveAnomalyOnDeathEvent args)
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{
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// Pending zombies (e.g. infected non-zombies) do not remove their hosted anomaly on death.
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// Current zombies DO remove the anomaly on death.
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args.Cancelled = true;
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}
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private void OnPendingMapInit(EntityUid uid, IncurableZombieComponent component, MapInitEvent args)
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{
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_actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
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_faction.AddFaction(uid, Faction);
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if (HasComp<ZombieComponent>(uid) || HasComp<ZombieImmuneComponent>(uid))
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return;
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EnsureComp<PendingZombieComponent>(uid, out PendingZombieComponent pendingComp);
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pendingComp.GracePeriod = _random.Next(pendingComp.MinInitialInfectedGrace, pendingComp.MaxInitialInfectedGrace);
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}
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private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
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{
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if (_mobState.IsDead(uid))
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{
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ZombifyEntity(uid);
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return;
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}
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component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _timing.CurTime;
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// Hurt the living infected
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var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
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while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Process only once per second
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if (comp.NextTick > curTime)
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continue;
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comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
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comp.GracePeriod -= TimeSpan.FromSeconds(1f);
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if (comp.GracePeriod > TimeSpan.Zero)
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continue;
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if (_random.Prob(comp.InfectionWarningChance))
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_popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
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var multiplier = _mobState.IsCritical(uid, mobState)
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? comp.CritDamageMultiplier
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: 1f;
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_damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
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}
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// Heal the zombified
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var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
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while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Process only once per second
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if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
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continue;
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comp.NextTick = curTime;
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if (_mobState.IsDead(uid, mobState))
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continue;
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var multiplier = _mobState.IsCritical(uid, mobState)
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? comp.PassiveHealingCritMultiplier
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: 1f;
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// Gradual healing for living zombies.
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_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
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}
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}
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private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
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{
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args.Cancelled = true;
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}
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private void OnGetCharacterDeadIC(EntityUid uid, ZombieComponent component, ref GetCharactedDeadIcEvent args)
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{
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args.Dead = true;
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}
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private void OnGetCharacterUnrevivableIC(EntityUid uid, ZombieComponent component, ref GetCharacterUnrevivableIcEvent args)
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{
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args.Unrevivable = true;
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}
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private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
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{
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// always play zombie emote sounds and ignore others
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if (args.Handled)
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return;
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_protoManager.TryIndex(component.EmoteSoundsId, out var sounds);
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args.Handled = _chat.TryPlayEmoteSound(uid, sounds, args.Emote);
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}
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private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Alive)
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{
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// Groaning when damaged
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EnsureComp<EmoteOnDamageComponent>(uid);
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_emoteOnDamage.AddEmote(uid, "Scream");
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// Random groaning
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EnsureComp<AutoEmoteComponent>(uid);
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_autoEmote.AddEmote(uid, "ZombieGroan");
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}
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else
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{
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// Stop groaning when damaged
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_emoteOnDamage.RemoveEmote(uid, "Scream");
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// Stop random groaning
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_autoEmote.RemoveEmote(uid, "ZombieGroan");
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}
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}
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private float GetZombieInfectionChance(EntityUid uid, ZombieComponent zombieComponent)
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{
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var chance = zombieComponent.BaseZombieInfectionChance;
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var armorEv = new CoefficientQueryEvent(ProtectiveSlots);
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RaiseLocalEvent(uid, armorEv);
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foreach (var resistanceEffectiveness in zombieComponent.ResistanceEffectiveness.DamageDict)
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{
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if (armorEv.DamageModifiers.Coefficients.TryGetValue(resistanceEffectiveness.Key, out var coefficient))
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{
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// Scale the coefficient by the resistance effectiveness, very descriptive I know
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// For example. With 30% slash resist (0.7 coeff), but only a 60% resistance effectiveness for slash,
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// you'll end up with 1 - (0.3 * 0.6) = 0.82 coefficient, or a 18% resistance
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var adjustedCoefficient = 1 - ((1 - coefficient) * resistanceEffectiveness.Value.Float());
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chance *= adjustedCoefficient;
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}
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}
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var zombificationResistanceEv = new ZombificationResistanceQueryEvent(ProtectiveSlots);
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RaiseLocalEvent(uid, zombificationResistanceEv);
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chance *= zombificationResistanceEv.TotalCoefficient;
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return MathF.Max(chance, zombieComponent.MinZombieInfectionChance);
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}
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private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
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{
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if (!TryComp<ZombieComponent>(args.User, out _))
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return;
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if (!args.HitEntities.Any())
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return;
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foreach (var entity in args.HitEntities)
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{
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if (args.User == entity)
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continue;
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if (!TryComp<MobStateComponent>(entity, out var mobState))
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continue;
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if (HasComp<ZombieComponent>(entity))
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{
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args.BonusDamage = -args.BaseDamage;
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}
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else
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{
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if (!HasComp<ZombieImmuneComponent>(entity) && !HasComp<NonSpreaderZombieComponent>(args.User) && _random.Prob(GetZombieInfectionChance(entity, component)))
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{
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EnsureComp<PendingZombieComponent>(entity);
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EnsureComp<ZombifyOnDeathComponent>(entity);
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}
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}
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if (_mobState.IsIncapacitated(entity, mobState) && !HasComp<ZombieComponent>(entity) && !HasComp<ZombieImmuneComponent>(entity))
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{
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ZombifyEntity(entity);
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args.BonusDamage = -args.BaseDamage;
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}
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else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
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{
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_damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
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}
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}
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}
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/// <summary>
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/// This is the function to call if you want to unzombify an entity.
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/// </summary>
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/// <param name="source">the entity having the ZombieComponent</param>
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/// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
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/// <param name="zombiecomp"></param>
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/// <remarks>
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/// this currently only restore the skin/eye color from before zombified
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/// TODO: completely rethink how zombies are done to allow reversal.
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/// </remarks>
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public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
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{
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if (!Resolve(source, ref zombiecomp))
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return false;
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foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
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{
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_humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
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_humanoidAppearance.SetBaseLayerId(target, layer, info.Id);
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}
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if (TryComp<HumanoidAppearanceComponent>(target, out var appcomp))
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{
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appcomp.EyeColor = zombiecomp.BeforeZombifiedEyeColor;
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}
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_humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor, false);
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_bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
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return true;
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}
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private void OnZombieCloning(Entity<ZombieComponent> ent, ref CloningEvent args)
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{
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UnZombify(ent.Owner, args.CloneUid, ent.Comp);
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}
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// Make sure players that enter a zombie (for example via a ghost role or the mind swap spell) count as an antagonist.
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private void OnMindAdded(Entity<ZombieComponent> ent, ref MindAddedMessage args)
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{
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if (!_role.MindHasRole<ZombieRoleComponent>(args.Mind))
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_role.MindAddRole(args.Mind, "MindRoleZombie", mind: args.Mind.Comp);
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}
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// Remove the role when getting cloned, getting gibbed and borged, or leaving the body via any other method.
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private void OnMindRemoved(Entity<ZombieComponent> ent, ref MindRemovedMessage args)
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{
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_role.MindRemoveRole<ZombieRoleComponent>((args.Mind.Owner, args.Mind.Comp));
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}
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}
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}
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