Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
181 lines
7.0 KiB
C#
181 lines
7.0 KiB
C#
using System.Linq;
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using Content.Server.Body.Systems;
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using Content.Server.Chat.Systems;
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using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Content.Server.Drone.Components;
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using Content.Server.Inventory;
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using Content.Server.Speech;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Chemistry.Components;
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using Content.Server.Chat.Systems;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Damage;
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using Content.Shared.Disease.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Zombies;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Zombies
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{
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public sealed class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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[Dependency] private readonly ServerInventorySystem _inv = default!;
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[Dependency] private readonly VocalSystem _vocal = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = 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<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
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SubscribeLocalEvent<ActiveZombieComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<ActiveZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
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SubscribeLocalEvent<ActiveZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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}
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private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent component, ref TryingToSleepEvent args)
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{
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args.Cancelled = true;
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}
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private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Alive)
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EnsureComp<ActiveZombieComponent>(uid);
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else
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RemComp<ActiveZombieComponent>(uid);
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}
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private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args)
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{
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if (args.DamageIncreased)
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DoGroan(uid, component);
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}
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private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args)
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{
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args.Cancelled = true;
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}
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private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component)
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{
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var baseChance = component.MaxZombieInfectionChance;
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if (!TryComp<InventoryComponent>(uid, out var inventoryComponent))
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return baseChance;
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var enumerator =
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new InventorySystem.ContainerSlotEnumerator(uid, inventoryComponent.TemplateId, _protoManager, _inv,
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SlotFlags.FEET |
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SlotFlags.HEAD |
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SlotFlags.EYES |
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SlotFlags.GLOVES |
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SlotFlags.MASK |
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SlotFlags.NECK |
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SlotFlags.INNERCLOTHING |
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SlotFlags.OUTERCLOTHING);
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var items = 0f;
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var total = 0f;
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while (enumerator.MoveNext(out var con))
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{
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total++;
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if (con.ContainedEntity != null)
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items++;
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}
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var max = component.MaxZombieInfectionChance;
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var min = component.MinZombieInfectionChance;
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//gets a value between the max and min based on how many items the entity is wearing
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var chance = (max-min) * ((total - items)/total) + min;
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return chance;
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}
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private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
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{
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if (!EntityManager.TryGetComponent<ZombieComponent>(args.User, out var zombieComp))
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return;
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if (!args.HitEntities.Any())
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return;
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foreach (var 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 (!TryComp<MobStateComponent>(entity, out var mobState) || HasComp<DroneComponent>(entity))
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continue;
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if (HasComp<DiseaseCarrierComponent>(entity) && _robustRandom.Prob(GetZombieInfectionChance(entity, component)))
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_disease.TryAddDisease(entity, "ActiveZombieVirus");
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if (HasComp<ZombieComponent>(entity))
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args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
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if ((mobState.CurrentState == MobState.Dead || mobState.CurrentState == MobState.Critical)
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&& !HasComp<ZombieComponent>(entity))
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{
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_zombify.ZombifyEntity(entity);
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args.BonusDamage = -args.BaseDamage;
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}
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else if (mobState.CurrentState == MobState.Alive) //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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private void DoGroan(EntityUid uid, ActiveZombieComponent component)
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{
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if (component.LastDamageGroanCooldown > 0)
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return;
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if (_robustRandom.Prob(0.5f)) //this message is never seen by players so it just says this for admins
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// What? Is this REALLY the best way we have of letting admins know there are zombies in a round?
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// [automated maintainer groan]
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_chat.TrySendInGameICMessage(uid, "[automated zombie groan]", InGameICChatType.Speak, false);
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else
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_vocal.TryScream(uid);
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component.LastDamageGroanCooldown = component.GroanCooldown;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var zombiecomp in EntityQuery<ActiveZombieComponent>())
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{
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zombiecomp.Accumulator += frameTime;
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zombiecomp.LastDamageGroanCooldown -= frameTime;
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if (zombiecomp.Accumulator < zombiecomp.RandomGroanAttempt)
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continue;
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zombiecomp.Accumulator -= zombiecomp.RandomGroanAttempt;
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if (!_robustRandom.Prob(zombiecomp.GroanChance))
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continue;
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//either do a random accent line or scream
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DoGroan(zombiecomp.Owner, zombiecomp);
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}
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}
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}
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}
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