* 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>
70 lines
2.9 KiB
C#
70 lines
2.9 KiB
C#
using System.Linq;
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using Robust.Shared.Random;
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using Content.Server.Body.Systems;
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using Content.Server.Disease.Components;
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using Content.Server.Disease.Zombie.Components;
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using Content.Server.Drone.Components;
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using Content.Server.Weapon.Melee;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Damage;
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using Content.Shared.MobState.Components;
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using Content.Server.Disease;
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using Content.Server.Weapons.Melee.ZombieTransfer.Components;
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using Content.Server.Body.Components;
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namespace Content.Server.Weapons.Melee.ZombieTransfer
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{
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public sealed class ZombieTransferSystem : EntitySystem
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{
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly BodySystem _body = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ZombieTransferComponent, MeleeHitEvent>(OnMeleeHit);
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}
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private void OnMeleeHit(EntityUid uid, ZombieTransferComponent component, MeleeHitEvent args)
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{
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if (!EntityManager.TryGetComponent<DiseaseZombieComponent>(args.User, out var diseaseZombieComp))
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return;
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if (!args.HitEntities.Any())
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return;
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foreach (EntityUid 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 (!HasComp<MobStateComponent>(entity) || HasComp<DroneComponent>(entity))
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continue;
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if (_robustRandom.Prob(diseaseZombieComp.Probability) && HasComp<DiseaseCarrierComponent>(entity))
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{
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_disease.TryAddDisease(entity, "ZombieInfection");
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}
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EntityManager.EnsureComponent<MobStateComponent>(entity, out var mobState);
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if ((mobState.IsDead() || mobState.IsCritical()) && !HasComp<DiseaseZombieComponent>(entity)) //dead entities are eautomatically infected. MAYBE: have activated infect ability?
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{
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EntityManager.AddComponent<DiseaseZombieComponent>(entity);
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var dspec = new DamageSpecifier();
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//these damages match the zombie claw
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dspec.DamageDict.TryAdd("Slash", -12);
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dspec.DamageDict.TryAdd("Piercing", -7);
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args.BonusDamage += dspec;
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}
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else if (mobState.IsAlive()) //heals when zombies bite live entities
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{
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var healingSolution = new Solution();
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healingSolution.AddReagent("Bicaridine", 1.00); //if OP, reduce/change chem
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_bloodstream.TryAddToChemicals(args.User, healingSolution);
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}
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}
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}
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}
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}
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