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