Files
tbd-station-14/Content.Server/Zombies/ZombieSystem.cs

316 lines
13 KiB
C#

using System.Linq;
using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Systems;
using Content.Server.Cloning;
using Content.Server.Drone.Components;
using Content.Server.Humanoid;
using Content.Server.Inventory;
using Content.Shared.Bed.Sleep;
using Content.Shared.Chemistry.Components;
using Content.Server.Emoting.Systems;
using Content.Server.Speech.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.Inventory;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Zombies;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Zombies
{
public sealed class ZombieSystem : SharedZombieSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly ServerInventorySystem _inv = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
new []{typeof(VocalSystem), typeof(BodyEmotesSystem)});
SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
SubscribeLocalEvent<PendingZombieComponent, MobStateChangedEvent>(OnPendingMobState);
}
private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
{
component.NextTick = _timing.CurTime;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
var curTime = _timing.CurTime;
var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
// Hurt the living infected
while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
{
// Process only once per second
if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
continue;
comp.NextTick = curTime;
comp.InfectedSecs += 1;
// See if there should be a warning popup for the player.
if (comp.InfectionWarnings.TryGetValue(comp.InfectedSecs, out var popupStr))
{
_popup.PopupEntity(Loc.GetString(popupStr), uid, uid);
}
if (comp.InfectedSecs < 0)
{
// This zombie has a latent virus, probably set up by ZombieRuleSystem. No damage yet.
continue;
}
// Pain of becoming a zombie grows over time
// By scaling the number of seconds we have an accessible way to scale this exponential function.
// The function was hand tuned to 120 seconds, hence the 120 constant here.
var scaledSeconds = (120.0f / comp.MaxInfectionLength) * comp.InfectedSecs;
// 1x at 30s, 3x at 60s, 6x at 90s, 10x at 120s. Limit at 20x so we don't gib you.
var painMultiple = Math.Min(20f, 0.1f + 0.02f * scaledSeconds + 0.0005f * scaledSeconds * scaledSeconds);
if (mobState.CurrentState == MobState.Critical)
{
// Speed up their transformation when they are (or have been) in crit by ensuring their damage
// multiplier is at least 10x
painMultiple = Math.Max(comp.MinimumCritMultiplier, painMultiple);
}
_damageable.TryChangeDamage(uid, comp.Damage * painMultiple, true, false, damage);
}
// Heal the zombified
while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
{
// Process only once per second
if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
continue;
comp.NextTick = curTime;
if (comp.Permadeath)
{
// No healing
continue;
}
if (mobState.CurrentState == MobState.Alive)
{
// Gradual healing for living zombies.
_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
}
else if (_random.Prob(comp.ZombieReviveChance))
{
// There's a small chance to reverse all the zombie's damage (damage.Damage) in one go
_damageable.TryChangeDamage(uid, -damage.Damage, true, false, damage);
}
}
}
private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
{
args.Cancelled = true;
}
private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
{
if (component.EmoteSoundsId == null)
return;
_protoManager.TryIndex(component.EmoteSoundsId, out component.EmoteSounds);
}
private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
{
// always play zombie emote sounds and ignore others
if (args.Handled)
return;
args.Handled = _chat.TryPlayEmoteSound(uid, component.EmoteSounds, args.Emote);
}
private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Alive)
{
// Groaning when damaged
EnsureComp<EmoteOnDamageComponent>(uid);
_emoteOnDamage.AddEmote(uid, "Scream");
// Random groaning
EnsureComp<AutoEmoteComponent>(uid);
_autoEmote.AddEmote(uid, "ZombieGroan");
}
else
{
// Stop groaning when damaged
_emoteOnDamage.RemoveEmote(uid, "Scream");
// Stop random groaning
_autoEmote.RemoveEmote(uid, "ZombieGroan");
if (args.NewMobState == MobState.Dead)
{
// Roll to see if this zombie is not coming back.
// Note that due to damage reductions it takes a lot of hits to gib a zombie without this.
if (_random.Prob(component.ZombiePermadeathChance))
{
// You're dead! No reviving for you.
_mobThreshold.SetAllowRevives(uid, false);
component.Permadeath = true;
_popup.PopupEntity(Loc.GetString("zombie-permadeath"), uid, uid);
}
}
}
}
private void OnPendingMobState(EntityUid uid, PendingZombieComponent pending, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Critical)
{
// Immediately jump to an active virus when you crit
pending.InfectedSecs = Math.Max(0, pending.InfectedSecs);
}
}
private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component)
{
var baseChance = component.MaxZombieInfectionChance;
if (!TryComp<InventoryComponent>(uid, out var inventoryComponent))
return baseChance;
var enumerator =
new InventorySystem.ContainerSlotEnumerator(uid, inventoryComponent.TemplateId, _protoManager, _inv,
SlotFlags.FEET |
SlotFlags.HEAD |
SlotFlags.EYES |
SlotFlags.GLOVES |
SlotFlags.MASK |
SlotFlags.NECK |
SlotFlags.INNERCLOTHING |
SlotFlags.OUTERCLOTHING);
var items = 0f;
var total = 0f;
while (enumerator.MoveNext(out var con))
{
total++;
if (con.ContainedEntity != null)
items++;
}
var max = component.MaxZombieInfectionChance;
var min = component.MinZombieInfectionChance;
//gets a value between the max and min based on how many items the entity is wearing
var chance = (max-min) * ((total - items)/total) + min;
return chance;
}
private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
{
if (!EntityManager.TryGetComponent<ZombieComponent>(args.User, out var zombieComp))
return;
if (!args.HitEntities.Any())
return;
foreach (var entity in args.HitEntities)
{
if (args.User == entity)
continue;
if (!TryComp<MobStateComponent>(entity, out var mobState) || HasComp<DroneComponent>(entity))
continue;
if (HasComp<ZombieComponent>(entity))
{
args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
}
else
{
if (_random.Prob(GetZombieInfectionChance(entity, component)))
{
var pending = EnsureComp<PendingZombieComponent>(entity);
pending.MaxInfectionLength = _random.NextFloat(0.25f, 1.0f) * component.ZombieInfectionTurnTime;
EnsureComp<ZombifyOnDeathComponent>(entity);
}
}
if ((mobState.CurrentState == MobState.Dead || mobState.CurrentState == MobState.Critical)
&& !HasComp<ZombieComponent>(entity))
{
_zombify.ZombifyEntity(entity);
args.BonusDamage = -args.BaseDamage;
}
else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
{
var healingSolution = new Solution();
healingSolution.AddReagent("Bicaridine", 1.00); //if OP, reduce/change chem
_bloodstream.TryAddToChemicals(args.User, healingSolution);
}
}
}
/// <summary>
/// This is the function to call if you want to unzombify an entity.
/// </summary>
/// <param name="source">the entity having the ZombieComponent</param>
/// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
/// <remarks>
/// this currently only restore the name and skin/eye color from before zombified
/// TODO: reverse everything else done in ZombifyEntity
/// </remarks>
public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
{
if (!Resolve(source, ref zombiecomp))
return false;
foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
{
_humanoidSystem.SetBaseLayerColor(target, layer, info.Color);
_humanoidSystem.SetBaseLayerId(target, layer, info.ID);
}
_humanoidSystem.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
MetaData(target).EntityName = zombiecomp.BeforeZombifiedEntityName;
return true;
}
private void OnZombieCloning(EntityUid uid, ZombieComponent zombiecomp, ref CloningEvent args)
{
if (UnZombify(args.Source, args.Target, zombiecomp))
args.NameHandled = true;
}
}
}