* wip * heal on bite * more fixes and additions * don't crash * Update medicine.yml * zombie claw item and damage resist * ignoredcomponents.cs * Add zombie claw, fix infection, add immunities * fix * razzle dazzle * yaml fix * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * sdasadsadsadasd * Generalize DiseaseProgression.cs * final final final final final final cope seethe * Update medicine.yml * Update Content.Server/Disease/Components/DiseaseZombieComponent.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * Update BloodstreamSystem.cs * Update Content.Server/Disease/Components/DiseaseZombieComponent.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * fixing until i die * folder + zombietransfer fix * smol fixe * the smallest of fixes * aaaa * Infection timer buff * Update BibleSystem.cs * Update ZombieOutbreak.cs * Update zombie.ftl * Update ZombieTransferSystem.cs * Update DiseaseZombieSystem.cs * Update DiseaseZombieSystem.cs * Tunes outbreak to only happen toward the end of a round. * Update BibleSystem.cs * general fixes+cleaning code Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using Robust.Shared.Random;
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using Content.Server.Chat.Managers;
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using Content.Server.Disease.Zombie.Components;
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using Content.Shared.MobState.Components;
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namespace Content.Server.StationEvents.Events
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{
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/// <summary>
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/// Revives several dead entities as zombies
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/// </summary>
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public sealed class ZombieOutbreak : StationEvent
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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public override string Name => "ZombieOutbreak";
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public override int EarliestStart => 50;
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public override float Weight => WeightLow / 2;
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public override string? StartAudio => "/Audio/Announcements/bloblarm.ogg";
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protected override float EndAfter => 1.0f;
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public override int? MaxOccurrences => 1;
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/// <summary>
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/// Finds 1-3 random, dead entities accross the station
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/// and turns them into zombies.
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/// </summary>
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public override void Startup()
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{
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base.Startup();
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List<MobStateComponent> deadList = new();
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foreach (var mobState in _entityManager.EntityQuery<MobStateComponent>())
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{
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if (mobState.IsDead() || mobState.IsCritical())
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deadList.Add(mobState);
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}
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_random.Shuffle(deadList);
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var toInfect = _random.Next(1, 3);
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/// Now we give it to people in the list of dead entities earlier.
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foreach (var target in deadList)
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{
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if (toInfect-- == 0)
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break;
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_entityManager.EnsureComponent<DiseaseZombieComponent>(target.Owner);
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}
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_chatManager.DispatchStationAnnouncement(Loc.GetString("station-event-zombie-outbreak-announcement"),
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playDefaultSound: false, colorOverride: Color.DarkMagenta);
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}
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}
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}
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