Zombie Rework & Polymorph Expansion (#8413)
Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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62
Content.Server/Zombies/ZombieSystem.cs
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62
Content.Server/Zombies/ZombieSystem.cs
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using System.Linq;
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using Robust.Shared.Random;
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using Content.Server.Body.Systems;
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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.Weapon.Melee;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.MobState.Components;
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using Content.Server.Disease;
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namespace Content.Server.Zombies
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{
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public sealed class ZombieSystem : EntitySystem
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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 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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}
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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 (EntityUid 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 (_robustRandom.Prob(0.5f) && HasComp<DiseaseCarrierComponent>(entity))
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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.IsDead() || mobState.IsCritical())
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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.IsAlive()) //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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}
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}
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