136 lines
4.9 KiB
C#
136 lines
4.9 KiB
C#
using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.Roles;
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using Content.Shared.Humanoid;
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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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using static Content.Shared.Humanoid.HumanoidAppearanceState;
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namespace Content.Shared.Zombies
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{
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[RegisterComponent, NetworkedComponent]
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public sealed class ZombieComponent : Component
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{
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/// <summary>
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/// The coefficient of the damage reduction applied when a zombie
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/// attacks another zombie. longe name
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/// </summary>
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[ViewVariables]
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public float OtherZombieDamageCoefficient = 0.25f;
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/// <summary>
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/// The baseline infection chance you have if you are completely nude
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MaxZombieInfectionChance = 0.40f;
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/// <summary>
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/// Chance that this zombie be permanently killed (rolled once on crit->death transition)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZombiePermadeathChance = 0.70f;
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/// <summary>
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/// Chance that this zombie will be healed (rolled each second when in crit or dead)
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/// 3% means you have a 60% chance after 30 secs and a 84% chance after 60.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZombieReviveChance = 0.03f;
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/// <summary>
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/// Has this zombie stopped healing now that it's died for real?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Permadeath = false;
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/// <summary>
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/// The minimum infection chance possible. This is simply to prevent
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/// being invincible by bundling up.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MinZombieInfectionChance = 0.10f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZombieMovementSpeedDebuff = 0.75f;
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/// <summary>
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/// How long it takes our bite victims to turn in seconds (max).
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/// Will roll 25% - 100% of this on bite.
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/// </summary>
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[DataField("zombieInfectionTurnTime"), ViewVariables(VVAccess.ReadWrite)]
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public float ZombieInfectionTurnTime = 240.0f;
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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 readonly string ZombieRoleId = "Zombie";
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/// <summary>
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/// The EntityName of the humanoid to restore in case of cloning
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/// </summary>
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[DataField("beforeZombifiedEntityName"), ViewVariables(VVAccess.ReadOnly)]
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public string BeforeZombifiedEntityName = String.Empty;
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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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[DataField("emoteId", customTypeSerializer: typeof(PrototypeIdSerializer<EmoteSoundsPrototype>))]
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public string? EmoteSoundsId = "Zombie";
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public EmoteSoundsPrototype? EmoteSounds;
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// Heal on tick
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[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextTick;
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[DataField("damage")] public DamageSpecifier Damage = 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", -0.2 },
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{ "Cold", -0.2 },
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{ "Shock", -0.2 },
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}
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};
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}
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}
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