* Station event refactor * Remove clientside `IStationEventManager` we can just use prototypes * Basic API idea * Cruft * first attempt at epicness * okay yeah this shit is really clean * sort out minor stuff * Convert `BreakerFlip` * `BureaucraticError` + general cleanup * `DiseaseOutbreak` * `FalseAlarm` * `GasLeak` * `KudzuGrowth` * `MeteorSwarm` * `MouseMigration` * misc errors * `PowerGridCheck` * `RandomSentience` * `VentClog` * `VentCritters` * `ZombieOutbreak` * Rewrite basic event scheduler * Minor fixes and logging * ooooops * errors + fix * linter * completions, `RuleStarted` property, update loop fixes * Tweaks * Fix #9462 * Basic scheduler update fix, and fixes #8174 * Add test * UI cleanup * really this was just for testing
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using Content.Shared.MobState.Components;
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using Content.Server.Zombies;
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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 : StationEventSystem
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{
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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public override string Prototype => "ZombieOutbreak";
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/// <summary>
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/// Finds 1-3 random, dead entities across the station
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/// and turns them into zombies.
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/// </summary>
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public override void Started()
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{
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base.Started();
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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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RobustRandom.Shuffle(deadList);
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var toInfect = RobustRandom.Next(1, 3);
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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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_zombify.ZombifyEntity(target.Owner);
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}
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}
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}
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}
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