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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147
Content.Server/Zombies/ZombifyOnDeathSystem.cs
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147
Content.Server/Zombies/ZombifyOnDeathSystem.cs
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using Content.Shared.Damage;
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using Content.Shared.MobState.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.CharacterAppearance.Components;
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using Content.Shared.CharacterAppearance.Systems;
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using Content.Server.Disease.Components;
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using Content.Server.Body.Components;
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using Content.Server.Atmos.Components;
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using Content.Server.Nutrition.Components;
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using Robust.Shared.Player;
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using Content.Server.Popups;
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using Content.Server.Speech.Components;
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using Content.Server.Body.Systems;
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using Content.Server.CombatMode;
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using Content.Server.Inventory;
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using Content.Server.Mind.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Mind.Commands;
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using Content.Server.Temperature.Components;
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using Content.Server.Weapon.Melee.Components;
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using Content.Server.Disease;
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using Robust.Shared.Containers;
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using Content.Shared.Movement.Components;
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using Content.Shared.MobState;
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namespace Content.Server.Zombies
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{
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/// <summary>
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/// Handles zombie propagation and inherent zombie traits
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/// </summary>
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public sealed class ZombifyOnDeathSystem : EntitySystem
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{
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[Dependency] private readonly SharedHandsSystem _sharedHands = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly ServerInventorySystem _serverInventory = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly SharedHumanoidAppearanceSystem _sharedHuApp = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
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}
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/// <summary>
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/// Handles an entity turning into a zombie when they die or go into crit
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/// </summary>
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private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
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{
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if (!TryComp<MobStateComponent>(uid, out var mobstate))
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return;
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if (mobstate.IsDead() ||
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mobstate.IsCritical())
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{
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ZombifyEntity(uid);
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}
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}
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/// <summary>
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/// This is the general purpose function to call if you want to zombify an entity.
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/// It handles both humanoid and nonhumanoid transformation.
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/// </summary>
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/// <param name="target">the entity being zombified</param>
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public void ZombifyEntity(EntityUid target)
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{
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if (HasComp<ZombieComponent>(target))
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return;
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_disease.CureAllDiseases(target);
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RemComp<DiseaseCarrierComponent>(target);
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RemComp<RespiratorComponent>(target);
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RemComp<BarotraumaComponent>(target);
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RemComp<HungerComponent>(target);
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RemComp<ThirstComponent>(target);
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var zombiecomp = EnsureComp<ZombifyOnDeathComponent>(target);
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if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp))
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{
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var appearance = huApComp.Appearance;
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_sharedHuApp.UpdateAppearance(target, appearance.WithSkinColor(zombiecomp.SkinColor), huApComp);
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_sharedHuApp.ForceAppearanceUpdate(target, huApComp);
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}
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if (!HasComp<SharedDummyInputMoverComponent>(target))
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MakeSentientCommand.MakeSentient(target, EntityManager);
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EnsureComp<ReplacementAccentComponent>(target).Accent = "zombie";
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//funny add delet go brrr
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RemComp<CombatModeComponent>(target);
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AddComp<CombatModeComponent>(target);
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.Arc = zombiecomp.AttackArc;
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melee.ClickArc = zombiecomp.AttackArc;
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//lord forgive me for the hardcoded damage
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DamageSpecifier dspec = new();
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dspec.DamageDict.Add("Slash", 13);
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dspec.DamageDict.Add("Piercing", 7);
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melee.Damage = dspec;
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_damageable.SetDamageModifierSetId(target, "Zombie");
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_bloodstream.SetBloodLossThreshold(target, 0f);
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_popupSystem.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, Filter.Pvs(target));
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_serverInventory.TryUnequip(target, "gloves", true, true);
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if (TryComp<TemperatureComponent>(target, out var tempComp))
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tempComp.ColdDamage.ClampMax(0);
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if (TryComp<DamageableComponent>(target, out var damageablecomp))
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_damageable.SetAllDamage(damageablecomp, 0);
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if (TryComp<MetaDataComponent>(target, out var meta))
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meta.EntityName = Loc.GetString("zombie-name-prefix", ("target", meta.EntityName));
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var mindcomp = EnsureComp<MindComponent>(target);
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if (mindcomp.Mind != null && mindcomp.Mind.TryGetSession(out var session))
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_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
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if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !mindcomp.HasMind) //this specific component gives build test trouble so pop off, ig
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{
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EntityManager.EnsureComponent<GhostTakeoverAvailableComponent>(target, out var ghostcomp);
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ghostcomp.RoleName = Loc.GetString("zombie-generic");
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ghostcomp.RoleDescription = Loc.GetString("zombie-role-desc");
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ghostcomp.RoleRules = Loc.GetString("zombie-role-rules");
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}
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foreach (var hand in _sharedHands.EnumerateHands(target))
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{
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_sharedHands.SetActiveHand(target, hand);
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hand.Container?.EmptyContainer();
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_sharedHands.RemoveHand(target, hand.Name);
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}
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RemComp<HandsComponent>(target);
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EnsureComp<ZombieComponent>(target);
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}
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}
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}
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