Files
tbd-station-14/Content.Server/Zombies/ZombieSystem.cs
2023-01-25 08:29:41 -08:00

237 lines
9.5 KiB
C#

using System.Linq;
using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Cloning;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Server.Drone.Components;
using Content.Server.Humanoid;
using Content.Server.Inventory;
using Content.Server.Speech;
using Content.Shared.Bed.Sleep;
using Content.Shared.Chemistry.Components;
using Content.Server.Chat.Systems;
using Content.Server.Emoting.Systems;
using Content.Server.Speech.EntitySystems;
using Content.Shared.Movement.Systems;
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage;
using Content.Shared.Disease.Events;
using Content.Shared.Inventory;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Zombies;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Zombies
{
public sealed class ZombieSystem : SharedZombieSystem
{
[Dependency] private readonly DiseaseSystem _disease = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly ServerInventorySystem _inv = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = 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<ActiveZombieComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<ActiveZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
SubscribeLocalEvent<ActiveZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
}
private void OnSleepAttempt(EntityUid uid, ActiveZombieComponent 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)
EnsureComp<ActiveZombieComponent>(uid);
else
RemComp<ActiveZombieComponent>(uid);
}
private void OnDamage(EntityUid uid, ActiveZombieComponent component, DamageChangedEvent args)
{
if (args.DamageIncreased)
DoGroan(uid, component);
}
private void OnSneeze(EntityUid uid, ActiveZombieComponent component, ref AttemptSneezeCoughEvent args)
{
args.Cancelled = true;
}
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<DiseaseCarrierComponent>(entity) && _robustRandom.Prob(GetZombieInfectionChance(entity, component)))
_disease.TryAddDisease(entity, "ActiveZombieVirus");
if (HasComp<ZombieComponent>(entity))
args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
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);
}
}
}
private void DoGroan(EntityUid uid, ActiveZombieComponent component)
{
if (component.LastDamageGroanCooldown > 0)
return;
if (_robustRandom.Prob(0.5f)) //this message is never seen by players so it just says this for admins
// What? Is this REALLY the best way we have of letting admins know there are zombies in a round?
// [automated maintainer groan]
_chat.TrySendInGameICMessage(uid, "[automated zombie groan]", InGameICChatType.Speak, false);
else
_chat.TryEmoteWithoutChat(uid, component.GroanEmoteId);
component.LastDamageGroanCooldown = component.GroanCooldown;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var zombiecomp in EntityQuery<ActiveZombieComponent>())
{
zombiecomp.Accumulator += frameTime;
zombiecomp.LastDamageGroanCooldown -= frameTime;
if (zombiecomp.Accumulator < zombiecomp.RandomGroanAttempt)
continue;
zombiecomp.Accumulator -= zombiecomp.RandomGroanAttempt;
if (!_robustRandom.Prob(zombiecomp.GroanChance))
continue;
//either do a random accent line or scream
DoGroan(zombiecomp.Owner, zombiecomp);
}
}
/// <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;
}
}
}