Zombie Mode 𝓡𝓮𝓭𝓾𝔁 (#18199)
* zombie mode redux * the great zombie changes * fix this * 65 down to 50 * empty * Changes to address stalling * make zombie nukies no longer nukies * actually work
This commit is contained in:
@@ -5,14 +5,13 @@ using Content.Shared.Administration;
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using Content.Shared.Database;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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using Robust.Shared.Utility;
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namespace Content.Server.Administration.Systems;
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public sealed partial class AdminVerbSystem
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{
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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[Dependency] private readonly ZombieSystem _zombie = default!;
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[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
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[Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!;
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[Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
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@@ -53,10 +52,10 @@ public sealed partial class AdminVerbSystem
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{
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Text = "Make Zombie",
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Category = VerbCategory.Antag,
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Icon = new SpriteSpecifier.Rsi(new("/Textures/Structures/Wallmounts/signs.rsi"), "bio"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/Actions/zombie-turn.png")),
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Act = () =>
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{
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_zombify.ZombifyEntity(args.Target);
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_zombie.ZombifyEntity(args.Target);
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},
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Impact = LogImpact.High,
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Message = Loc.GetString("admin-verb-make-zombie"),
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@@ -9,24 +9,28 @@ namespace Content.Server.Chemistry.ReagentEffects;
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public sealed class CureZombieInfection : ReagentEffect
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{
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[DataField("innoculate")]
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public bool innoculate = false;
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public bool Innoculate;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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if(innoculate == true)
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return Loc.GetString("reagent-effect-guidebook-innoculate-zombie-infection", ("chance", Probability));
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return Loc.GetString("reagent-effect-guidebook-cure-zombie-infection", ("chance", Probability));
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if(Innoculate)
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return Loc.GetString("reagent-effect-guidebook-innoculate-zombie-infection", ("chance", Probability));
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return Loc.GetString("reagent-effect-guidebook-cure-zombie-infection", ("chance", Probability));
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}
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// Removes the Zombie Infection Components
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public override void Effect(ReagentEffectArgs args)
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{
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var entityManager = args.EntityManager;
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if (entityManager.HasComponent<IncurableZombieComponent>(args.SolutionEntity))
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return;
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entityManager.RemoveComponent<ZombifyOnDeathComponent>(args.SolutionEntity);
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entityManager.RemoveComponent<PendingZombieComponent>(args.SolutionEntity);
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if (innoculate == true) {
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if (Innoculate)
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{
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entityManager.EnsureComponent<ZombieImmuneComponent>(args.SolutionEntity);
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}
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}
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@@ -1,35 +1,97 @@
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namespace Content.Server.GameTicking.Rules.Components;
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using Content.Shared.Roles;
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using Robust.Shared.Audio;
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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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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(ZombieRuleSystem))]
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public sealed class ZombieRuleComponent : Component
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{
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[DataField("initialInfectedNames")]
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public Dictionary<string, string> InitialInfectedNames = new();
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public string PatientZeroPrototypeID = "InitialInfected";
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[DataField("patientZeroPrototypeId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
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public string PatientZeroPrototypeId = "InitialInfected";
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/// <summary>
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/// Whether or not the initial infected have been chosen.
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/// </summary>
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[DataField("infectedChosen")]
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public bool InfectedChosen;
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/// <summary>
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/// When the round will next check for round end.
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/// </summary>
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[DataField("nextRoundEndCheck", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextRoundEndCheck;
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/// <summary>
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/// The amount of time between each check for the end of the round.
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/// </summary>
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[DataField("endCheckDelay")]
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public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(30);
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/// <summary>
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/// The time at which the initial infected will be chosen.
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/// </summary>
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[DataField("startTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan? StartTime;
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/// <summary>
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/// The minimum amount of time after the round starts that the initial infected will be chosen.
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/// </summary>
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[DataField("minStartDelay")]
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public TimeSpan MinStartDelay = TimeSpan.FromMinutes(10);
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/// <summary>
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/// The maximum amount of time after the round starts that the initial infected will be chosen.
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/// </summary>
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[DataField("maxStartDelay")]
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public TimeSpan MaxStartDelay = TimeSpan.FromMinutes(15);
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/// <summary>
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/// The sound that plays when someone becomes an initial infected.
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/// todo: this should have a unique sound instead of reusing the zombie one.
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/// </summary>
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[DataField("initialInfectedSound")]
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public SoundSpecifier InitialInfectedSound = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
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/// <summary>
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/// The minimum amount of time initial infected have before they start taking infection damage.
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/// </summary>
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[DataField("minInitialInfectedGrace")]
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public TimeSpan MinInitialInfectedGrace = TimeSpan.FromMinutes(12.5f);
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/// <summary>
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/// The maximum amount of time initial infected have before they start taking damage.
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/// </summary>
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[DataField("maxInitialInfectedGrace")]
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public TimeSpan MaxInitialInfectedGrace = TimeSpan.FromMinutes(15f);
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/// <summary>
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/// How many players for each initial infected.
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/// </summary>
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[DataField("playersPerInfected")]
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public int PlayersPerInfected = 10;
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/// <summary>
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/// The maximum number of initial infected.
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/// </summary>
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[DataField("maxInitialInfected")]
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public int MaxInitialInfected = 6;
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/// <summary>
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/// After this amount of the crew become zombies, the shuttle will be automatically called.
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/// </summary>
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[DataField("zombieShuttleCallPercentage")]
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public float ZombieShuttleCallPercentage = 0.5f;
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/// <summary>
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/// Have we called the evac shuttle yet?
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/// </summary>
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[DataField("shuttleCalled")]
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public bool ShuttleCalled;
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public const string ZombifySelfActionPrototype = "TurnUndead";
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/// <summary>
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/// After this many seconds the players will be forced to turn into zombies (at minimum)
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/// Defaults to 20 minutes. 20*60 = 1200 seconds.
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///
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/// Zombie time for a given player is:
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/// random MinZombieForceSecs to MaxZombieForceSecs + up to PlayerZombieForceVariation
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/// </summary>
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[DataField("minZombieForceSecs"), ViewVariables(VVAccess.ReadWrite)]
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public float MinZombieForceSecs = 1200;
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/// <summary>
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/// After this many seconds the players will be forced to turn into zombies (at maximum)
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/// Defaults to 30 minutes. 30*60 = 1800 seconds.
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/// </summary>
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[DataField("maxZombieForceSecs"), ViewVariables(VVAccess.ReadWrite)]
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public float MaxZombieForceSecs = 1800;
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/// <summary>
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/// How many additional seconds each player will get (at random) to scatter forced zombies over time.
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/// Defaults to 2 minutes. 2*60 = 120 seconds.
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/// </summary>
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[DataField("playerZombieForceVariationSecs"), ViewVariables(VVAccess.ReadWrite)]
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public float PlayerZombieForceVariationSecs = 120;
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}
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@@ -29,6 +29,7 @@ using Content.Shared.Mobs.Components;
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using Content.Shared.Nuke;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Zombies;
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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@@ -74,6 +75,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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SubscribeLocalEvent<NukeOperativeComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(OnComponentRemove);
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SubscribeLocalEvent<NukeOperativeComponent, EntityZombifiedEvent>(OnOperativeZombified);
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}
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private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args)
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@@ -100,6 +102,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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CheckRoundShouldEnd();
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}
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private void OnOperativeZombified(EntityUid uid, NukeOperativeComponent component, ref EntityZombifiedEvent args)
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{
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RemCompDeferred(uid, component);
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}
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private void OnNukeExploded(NukeExplodedEvent ev)
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{
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var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
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@@ -2,6 +2,7 @@ using System.Globalization;
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using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Mind.Components;
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@@ -10,7 +11,8 @@ using Content.Server.Popups;
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using Content.Server.Preferences.Managers;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.Traitor;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Server.Zombies;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.CCVar;
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@@ -21,11 +23,12 @@ using Content.Shared.Mobs.Systems;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Zombies;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Robust.Shared.Timing;
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namespace Content.Server.GameTicking.Rules;
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@@ -35,25 +38,25 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IServerPreferencesManager _prefs = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly RoundEndSystem _roundEnd = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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[Dependency] private readonly ZombieSystem _zombie = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
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SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnJobAssigned);
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SubscribeLocalEvent<EntityZombifiedEvent>(OnEntityZombified);
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SubscribeLocalEvent<ZombifyOnDeathComponent, ZombifySelfActionEvent>(OnZombifySelf);
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}
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@@ -62,7 +65,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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foreach (var zombie in EntityQuery<ZombieRuleComponent>())
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{
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// This is just the general condition thing used for determining the win/lose text
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var fraction = GetInfectedFraction();
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var fraction = GetInfectedFraction(true, true);
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if (fraction <= 0)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
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@@ -86,80 +89,63 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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var healthy = GetHealthyHumans();
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// Gets a bunch of the living players and displays them if they're under a threshold.
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// InitialInfected is used for the threshold because it scales with the player count well.
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if (healthy.Count > 0 && healthy.Count <= 2 * zombie.InitialInfectedNames.Count)
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if (healthy.Count <= 0 || healthy.Count > 2 * zombie.InitialInfectedNames.Count)
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continue;
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ev.AddLine("");
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ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", healthy.Count)));
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foreach (var survivor in healthy)
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{
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ev.AddLine("");
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ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", healthy.Count)));
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foreach (var survivor in healthy)
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var meta = MetaData(survivor);
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var username = string.Empty;
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if (TryComp<MindContainerComponent>(survivor, out var mindcomp))
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{
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var meta = MetaData(survivor);
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var username = string.Empty;
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if (TryComp<MindContainerComponent>(survivor, out var mindcomp))
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if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
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username = mindcomp.Mind.Session.Name;
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ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
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("name", meta.EntityName),
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("username", username)));
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if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
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username = mindcomp.Mind.Session.Name;
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}
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ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
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("name", meta.EntityName),
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("username", username)));
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}
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}
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}
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private void OnJobAssigned(RulePlayerJobsAssignedEvent ev)
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{
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var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var zombies, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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InfectInitialPlayers(zombies);
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}
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}
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/// <remarks>
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/// This is just checked if the last human somehow dies
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/// by starving or flying off into space.
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/// </remarks>
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private void OnMobStateChanged(MobStateChangedEvent ev)
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{
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CheckRoundEnd(ev.Target);
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}
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private void OnEntityZombified(EntityZombifiedEvent ev)
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{
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CheckRoundEnd(ev.Target);
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}
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/// <summary>
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/// The big kahoona function for checking if the round is gonna end
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/// </summary>
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/// <param name="target">depending on this uid, we should care about the round ending</param>
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private void CheckRoundEnd(EntityUid target)
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private void CheckRoundEnd()
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{
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var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var zombies, out var gameRule))
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while (query.MoveNext(out var uid, out var comp, out var gameRule))
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{
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if (GameTicker.IsGameRuleActive(uid, gameRule))
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if (!GameTicker.IsGameRuleActive(uid, gameRule))
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continue;
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// We only care about players, not monkeys and such.
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if (!HasComp<HumanoidAppearanceComponent>(target))
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continue;
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var fraction = GetInfectedFraction();
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var healthy = GetHealthyHumans();
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if (healthy.Count == 1) // Only one human left. spooky
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_popup.PopupEntity(Loc.GetString("zombie-alone"), healthy[0], healthy[0]);
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if (fraction >= 1) // Oops, all zombies
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_roundEndSystem.EndRound();
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if (!comp.ShuttleCalled && GetInfectedFraction(false) >= comp.ZombieShuttleCallPercentage)
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{
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comp.ShuttleCalled = true;
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foreach (var station in _station.GetStations())
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{
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_chat.DispatchStationAnnouncement(station, Loc.GetString("zombie-shuttle-call"), colorOverride: Color.Crimson);
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}
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_roundEnd.RequestRoundEnd(null, false);
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}
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// we include dead for this count because we don't want to end the round
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// when everyone gets on the shuttle.
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if (GetInfectedFraction() >= 1) // Oops, all zombies
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_roundEnd.EndRound();
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}
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var zombies, out var gameRule))
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while (query.MoveNext(out var uid, out _, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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@@ -185,37 +171,86 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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protected override void Started(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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component.StartTime = _timing.CurTime + _random.Next(component.MinStartDelay, component.MaxStartDelay);
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}
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protected override void ActiveTick(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (component.InfectedChosen)
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{
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if (_timing.CurTime >= component.NextRoundEndCheck)
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{
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component.NextRoundEndCheck += component.EndCheckDelay;
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CheckRoundEnd();
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}
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return;
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}
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if (component.StartTime == null || _timing.CurTime < component.StartTime)
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return;
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InfectInitialPlayers(component);
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}
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private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
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{
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_zombify.ZombifyEntity(uid);
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_zombie.ZombifyEntity(uid);
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|
||||
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));
|
||||
_action.RemoveAction(uid, action);
|
||||
}
|
||||
|
||||
private float GetInfectedFraction()
|
||||
private float GetInfectedFraction(bool includeOffStation = true, bool includeDead = false)
|
||||
{
|
||||
var players = EntityQuery<HumanoidAppearanceComponent>(true);
|
||||
var zombers = EntityQuery<HumanoidAppearanceComponent, ZombieComponent>(true);
|
||||
var players = GetHealthyHumans(includeOffStation);
|
||||
var zombieCount = 0;
|
||||
var query = EntityQueryEnumerator<HumanoidAppearanceComponent, ZombieComponent, MobStateComponent>();
|
||||
while (query.MoveNext(out _, out _, out _, out var mob))
|
||||
{
|
||||
if (!includeDead && mob.CurrentState == MobState.Dead)
|
||||
continue;
|
||||
zombieCount++;
|
||||
}
|
||||
|
||||
return zombers.Count() / (float) players.Count();
|
||||
return zombieCount / (float) (players.Count + zombieCount);
|
||||
}
|
||||
|
||||
private List<EntityUid> GetHealthyHumans()
|
||||
/// <summary>
|
||||
/// Gets the list of humans who are alive, not zombies, and are on a station.
|
||||
/// Flying off via a shuttle disqualifies you.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private List<EntityUid> GetHealthyHumans(bool includeOffStation = true)
|
||||
{
|
||||
var healthy = new List<EntityUid>();
|
||||
var players = AllEntityQuery<HumanoidAppearanceComponent, MobStateComponent>();
|
||||
var zombers = GetEntityQuery<ZombieComponent>();
|
||||
while (players.MoveNext(out var uid, out _, out var mob))
|
||||
|
||||
var stationGrids = new HashSet<EntityUid>();
|
||||
if (!includeOffStation)
|
||||
{
|
||||
if (_mobState.IsAlive(uid, mob) && !zombers.HasComponent(uid))
|
||||
foreach (var station in _station.GetStationsSet())
|
||||
{
|
||||
healthy.Add(uid);
|
||||
if (TryComp<StationDataComponent>(station, out var data) && _station.GetLargestGrid(data) is { } grid)
|
||||
stationGrids.Add(grid);
|
||||
}
|
||||
}
|
||||
|
||||
var players = AllEntityQuery<HumanoidAppearanceComponent, ActorComponent, MobStateComponent, TransformComponent>();
|
||||
var zombers = GetEntityQuery<ZombieComponent>();
|
||||
while (players.MoveNext(out var uid, out _, out _, out var mob, out var xform))
|
||||
{
|
||||
if (!_mobState.IsAlive(uid, mob))
|
||||
continue;
|
||||
|
||||
if (zombers.HasComponent(uid))
|
||||
continue;
|
||||
|
||||
if (!includeOffStation && !stationGrids.Contains(xform.GridUid ?? EntityUid.Invalid))
|
||||
continue;
|
||||
|
||||
healthy.Add(uid);
|
||||
}
|
||||
return healthy;
|
||||
}
|
||||
|
||||
@@ -230,95 +265,80 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
|
||||
/// </remarks>
|
||||
private void InfectInitialPlayers(ZombieRuleComponent component)
|
||||
{
|
||||
if (component.InfectedChosen)
|
||||
return;
|
||||
component.InfectedChosen = true;
|
||||
|
||||
var allPlayers = _playerManager.ServerSessions.ToList();
|
||||
var playerList = new List<IPlayerSession>();
|
||||
var prefList = new List<IPlayerSession>();
|
||||
foreach (var player in allPlayers)
|
||||
{
|
||||
// TODO: A
|
||||
if (player.AttachedEntity != null && HasComp<HumanoidAppearanceComponent>(player.AttachedEntity))
|
||||
{
|
||||
playerList.Add(player);
|
||||
if (player.AttachedEntity == null || !HasComp<HumanoidAppearanceComponent>(player.AttachedEntity))
|
||||
continue;
|
||||
playerList.Add(player);
|
||||
|
||||
var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
|
||||
if (pref.AntagPreferences.Contains(component.PatientZeroPrototypeID))
|
||||
prefList.Add(player);
|
||||
}
|
||||
var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
|
||||
if (pref.AntagPreferences.Contains(component.PatientZeroPrototypeId))
|
||||
prefList.Add(player);
|
||||
}
|
||||
|
||||
if (playerList.Count == 0)
|
||||
return;
|
||||
|
||||
var playersPerInfected = _cfg.GetCVar(CCVars.ZombiePlayersPerInfected);
|
||||
var maxInfected = _cfg.GetCVar(CCVars.ZombieMaxInitialInfected);
|
||||
|
||||
var numInfected = Math.Max(1,
|
||||
(int) Math.Min(
|
||||
Math.Floor((double) playerList.Count / playersPerInfected), maxInfected));
|
||||
Math.Floor((double) playerList.Count / component.PlayersPerInfected), component.MaxInitialInfected));
|
||||
|
||||
// How long the zombies have as a group to decide to begin their attack.
|
||||
// Varies randomly from 20 to 30 minutes. After this the virus begins and they start
|
||||
// taking zombie virus damage.
|
||||
var groupTimelimit = _random.NextFloat(component.MinZombieForceSecs, component.MaxZombieForceSecs);
|
||||
for (var i = 0; i < numInfected; i++)
|
||||
var totalInfected = 0;
|
||||
while (totalInfected < numInfected)
|
||||
{
|
||||
IPlayerSession zombie;
|
||||
if (prefList.Count == 0)
|
||||
{
|
||||
if (playerList.Count == 0)
|
||||
{
|
||||
Logger.InfoS("preset", "Insufficient number of players. stopping selection.");
|
||||
Log.Info("Insufficient number of players. stopping selection.");
|
||||
break;
|
||||
}
|
||||
zombie = _random.PickAndTake(playerList);
|
||||
Logger.InfoS("preset", "Insufficient preferred patient 0, picking at random.");
|
||||
zombie = _random.Pick(playerList);
|
||||
Log.Info("Insufficient preferred patient 0, picking at random.");
|
||||
}
|
||||
else
|
||||
{
|
||||
zombie = _random.PickAndTake(prefList);
|
||||
playerList.Remove(zombie);
|
||||
Logger.InfoS("preset", "Selected a patient 0.");
|
||||
zombie = _random.Pick(prefList);
|
||||
Log.Info("Selected a patient 0.");
|
||||
}
|
||||
|
||||
var mind = zombie.Data.ContentData()?.Mind;
|
||||
if (mind == null)
|
||||
{
|
||||
Logger.ErrorS("preset", "Failed getting mind for picked patient 0.");
|
||||
prefList.Remove(zombie);
|
||||
playerList.Remove(zombie);
|
||||
if (zombie.Data.ContentData()?.Mind is not { } mind || mind.OwnedEntity is not { } ownedEntity)
|
||||
continue;
|
||||
}
|
||||
|
||||
DebugTools.AssertNotNull(mind.OwnedEntity);
|
||||
_mindSystem.AddRole(mind, new ZombieRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeID)));
|
||||
totalInfected++;
|
||||
|
||||
var inCharacterName = string.Empty;
|
||||
// Create some variation between the times of each zombie, relative to the time of the group as a whole.
|
||||
var personalDelay = _random.NextFloat(0.0f, component.PlayerZombieForceVariationSecs);
|
||||
if (mind.OwnedEntity != null)
|
||||
{
|
||||
var pending = EnsureComp<PendingZombieComponent>(mind.OwnedEntity.Value);
|
||||
// Only take damage after this many seconds
|
||||
pending.InfectedSecs = -(int)(groupTimelimit + personalDelay);
|
||||
EnsureComp<ZombifyOnDeathComponent>(mind.OwnedEntity.Value);
|
||||
inCharacterName = MetaData(mind.OwnedEntity.Value).EntityName;
|
||||
_mindSystem.AddRole(mind, new ZombieRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeId)));
|
||||
|
||||
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));
|
||||
_action.AddAction(mind.OwnedEntity.Value, action, null);
|
||||
}
|
||||
var pending = EnsureComp<PendingZombieComponent>(ownedEntity);
|
||||
pending.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace);
|
||||
EnsureComp<ZombifyOnDeathComponent>(ownedEntity);
|
||||
EnsureComp<IncurableZombieComponent>(ownedEntity);
|
||||
var inCharacterName = MetaData(ownedEntity).EntityName;
|
||||
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));
|
||||
_action.AddAction(mind.OwnedEntity.Value, action, null);
|
||||
|
||||
if (mind.Session != null)
|
||||
{
|
||||
var message = Loc.GetString("zombie-patientzero-role-greeting");
|
||||
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
|
||||
var message = Loc.GetString("zombie-patientzero-role-greeting");
|
||||
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
|
||||
|
||||
//gets the names now in case the players leave.
|
||||
//this gets unhappy if people with the same name get chose. Probably shouldn't happen.
|
||||
component.InitialInfectedNames.Add(inCharacterName, mind.Session.Name);
|
||||
//gets the names now in case the players leave.
|
||||
//this gets unhappy if people with the same name get chosen. Probably shouldn't happen.
|
||||
component.InitialInfectedNames.Add(inCharacterName, zombie.Name);
|
||||
|
||||
// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
|
||||
// You got a free T-shirt!?!?
|
||||
_chatManager.ChatMessageToOne(Shared.Chat.ChatChannel.Server, message,
|
||||
wrappedMessage, default, false, mind.Session.ConnectedClient, Color.Plum);
|
||||
}
|
||||
// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
|
||||
// You got a free T-shirt!?!?
|
||||
_chatManager.ChatMessageToOne(Shared.Chat.ChatChannel.Server, message,
|
||||
wrappedMessage, default, false, zombie.ConnectedClient, Color.Plum);
|
||||
_audio.PlayGlobal(component.InitialInfectedSound, ownedEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
10
Content.Server/Zombies/IncurableZombieComponent.cs
Normal file
10
Content.Server/Zombies/IncurableZombieComponent.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
namespace Content.Server.Zombies;
|
||||
|
||||
/// <summary>
|
||||
/// This is used for a zombie that cannot be cured by any methods.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class IncurableZombieComponent : Component
|
||||
{
|
||||
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
||||
|
||||
namespace Content.Server.Zombies;
|
||||
@@ -10,49 +9,46 @@ namespace Content.Server.Zombies;
|
||||
[RegisterComponent]
|
||||
public sealed class PendingZombieComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Damage dealt every second to infected individuals.
|
||||
/// </summary>
|
||||
[DataField("damage")] public DamageSpecifier Damage = new()
|
||||
{
|
||||
DamageDict = new ()
|
||||
{
|
||||
{ "Blunt", 0.8 },
|
||||
{ "Toxin", 0.2 },
|
||||
{ "Blunt", 0.25 },
|
||||
{ "Poison", 0.1 },
|
||||
}
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// A multiplier for <see cref="Damage"/> applied when the entity is in critical condition.
|
||||
/// </summary>
|
||||
[DataField("critDamageMultiplier")]
|
||||
public float CritDamageMultiplier = 10f;
|
||||
|
||||
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
|
||||
public TimeSpan NextTick;
|
||||
|
||||
/// <summary>
|
||||
/// Scales damage over time.
|
||||
/// The amount of time left before the infected begins to take damage.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("infectedSecs")]
|
||||
public int InfectedSecs;
|
||||
[DataField("gracePeriod"), ViewVariables(VVAccess.ReadWrite)]
|
||||
public TimeSpan GracePeriod = TimeSpan.Zero;
|
||||
|
||||
/// <summary>
|
||||
/// Number of seconds that a typical infection will last before the player is totally overwhelmed with damage and
|
||||
/// dies.
|
||||
/// The chance each second that a warning will be shown.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("maxInfectionLength")]
|
||||
public float MaxInfectionLength = 120f;
|
||||
[DataField("infectionWarningChance")]
|
||||
public float InfectionWarningChance = 0.0166f;
|
||||
|
||||
/// <summary>
|
||||
/// Infection warnings are shown as popups, times are in seconds.
|
||||
/// -ve times shown to initial zombies (once timer counts from -ve to 0 the infection starts)
|
||||
/// +ve warnings are in seconds after being bitten
|
||||
/// Infection warnings shown as popups
|
||||
/// </summary>
|
||||
[DataField("infectionWarnings")]
|
||||
public Dictionary<int, string> InfectionWarnings = new()
|
||||
public List<string> InfectionWarnings = new()
|
||||
{
|
||||
{-45, "zombie-infection-warning"},
|
||||
{-30, "zombie-infection-warning"},
|
||||
{10, "zombie-infection-underway"},
|
||||
{25, "zombie-infection-underway"},
|
||||
"zombie-infection-warning",
|
||||
"zombie-infection-underway"
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// A minimum multiplier applied to Damage once you are in crit to get you dead and ready for your next life
|
||||
/// as fast as possible.
|
||||
/// </summary>
|
||||
[DataField("minimumCritMultiplier")]
|
||||
public float MinimumCritMultiplier = 10;
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
namespace Content.Server.Zombies
|
||||
namespace Content.Server.Zombies;
|
||||
|
||||
[RegisterComponent]
|
||||
public sealed class ZombieImmuneComponent : Component
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ZombieImmuneComponent : Component
|
||||
{
|
||||
//still no
|
||||
}
|
||||
//still no
|
||||
}
|
||||
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
using Content.Server.Administration.Commands;
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Body.Systems;
|
||||
using Content.Server.Chat;
|
||||
using Content.Server.Chat.Managers;
|
||||
using Content.Server.Chat.Systems;
|
||||
using Content.Server.Ghost.Roles.Components;
|
||||
using Content.Server.Humanoid;
|
||||
using Content.Server.IdentityManagement;
|
||||
@@ -12,28 +9,33 @@ using Content.Server.Inventory;
|
||||
using Content.Server.Mind.Commands;
|
||||
using Content.Server.Mind.Components;
|
||||
using Content.Server.Nutrition.Components;
|
||||
using Content.Server.Popups;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Speech.Components;
|
||||
using Content.Server.Temperature.Components;
|
||||
using Content.Server.Traitor;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
using Content.Server.Mind;
|
||||
using Content.Server.NPC;
|
||||
using Content.Server.NPC.Components;
|
||||
using Content.Server.NPC.HTN;
|
||||
using Content.Server.NPC.Systems;
|
||||
using Content.Server.RoundEnd;
|
||||
using Content.Shared.Humanoid;
|
||||
using Content.Shared.Mobs;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.Nutrition.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Tools;
|
||||
using Content.Shared.Tools.Components;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Zombies;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Zombies
|
||||
{
|
||||
@@ -43,32 +45,20 @@ namespace Content.Server.Zombies
|
||||
/// <remarks>
|
||||
/// Don't Shitcode Open Inside
|
||||
/// </remarks>
|
||||
public sealed class ZombifyOnDeathSystem : EntitySystem
|
||||
public sealed partial class ZombieSystem
|
||||
{
|
||||
[Dependency] private readonly SharedHandsSystem _sharedHands = default!;
|
||||
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
||||
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
|
||||
[Dependency] private readonly ServerInventorySystem _serverInventory = default!;
|
||||
[Dependency] private readonly DamageableSystem _damageable = default!;
|
||||
[Dependency] private readonly HumanoidAppearanceSystem _sharedHuApp = default!;
|
||||
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
||||
[Dependency] private readonly ServerInventorySystem _inventory = default!;
|
||||
[Dependency] private readonly NpcFactionSystem _faction = default!;
|
||||
[Dependency] private readonly NPCSystem _npc = default!;
|
||||
[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
|
||||
[Dependency] private readonly IdentitySystem _identity = default!;
|
||||
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
|
||||
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
|
||||
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
|
||||
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
|
||||
[Dependency] private readonly IChatManager _chatMan = default!;
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly MobStateSystem _mobState = default!;
|
||||
[Dependency] private readonly MindSystem _mind = default!;
|
||||
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
|
||||
[Dependency] private readonly MindSystem _mindSystem = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
|
||||
}
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Handles an entity turning into a zombie when they die or go into crit
|
||||
@@ -86,6 +76,7 @@ namespace Content.Server.Zombies
|
||||
/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
|
||||
/// </summary>
|
||||
/// <param name="target">the entity being zombified</param>
|
||||
/// <param name="mobState"></param>
|
||||
/// <remarks>
|
||||
/// ALRIGHT BIG BOY. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
|
||||
/// This function is the god function for zombie stuff, and it is cursed. I have
|
||||
@@ -126,8 +117,7 @@ namespace Content.Server.Zombies
|
||||
var melee = EnsureComp<MeleeWeaponComponent>(target);
|
||||
melee.ClickAnimation = zombiecomp.AttackAnimation;
|
||||
melee.WideAnimation = zombiecomp.AttackAnimation;
|
||||
melee.Range = 1.5f;
|
||||
Dirty(melee);
|
||||
melee.Range = 1.2f;
|
||||
|
||||
if (mobState.CurrentState == MobState.Alive)
|
||||
{
|
||||
@@ -149,24 +139,38 @@ namespace Content.Server.Zombies
|
||||
if (TryComp<BloodstreamComponent>(target, out var stream))
|
||||
zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
|
||||
|
||||
_sharedHuApp.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
|
||||
_sharedHuApp.SetBaseLayerColor(target, HumanoidVisualLayers.Eyes, zombiecomp.EyeColor, humanoid: huApComp);
|
||||
_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
|
||||
_humanoidAppearance.SetBaseLayerColor(target, HumanoidVisualLayers.Eyes, zombiecomp.EyeColor, humanoid: huApComp);
|
||||
|
||||
// this might not resync on clone?
|
||||
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
_sharedHuApp.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
||||
|
||||
//This is done here because non-humanoids shouldn't get baller damage
|
||||
//lord forgive me for the hardcoded damage
|
||||
DamageSpecifier dspec = new();
|
||||
dspec.DamageDict.Add("Slash", 13);
|
||||
dspec.DamageDict.Add("Piercing", 7);
|
||||
dspec.DamageDict.Add("Structural", 10);
|
||||
DamageSpecifier dspec = new()
|
||||
{
|
||||
DamageDict = new()
|
||||
{
|
||||
{ "Slash", 13 },
|
||||
{ "Piercing", 7 },
|
||||
{ "Structural", 10 }
|
||||
}
|
||||
};
|
||||
melee.Damage = dspec;
|
||||
|
||||
// humanoid zombies get to pry open doors and shit
|
||||
var tool = EnsureComp<ToolComponent>(target);
|
||||
tool.SpeedModifier = 0.75f;
|
||||
tool.Qualities = new ("Prying");
|
||||
tool.UseSound = new SoundPathSpecifier("/Audio/Items/crowbar.ogg");
|
||||
Dirty(tool);
|
||||
}
|
||||
|
||||
Dirty(melee);
|
||||
|
||||
//The zombie gets the assigned damage weaknesses and strengths
|
||||
_damageable.SetDamageModifierSetId(target, "Zombie");
|
||||
|
||||
@@ -177,51 +181,60 @@ namespace Content.Server.Zombies
|
||||
_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
|
||||
|
||||
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
|
||||
_serverInventory.TryUnequip(target, "gloves", true, true);
|
||||
_inventory.TryUnequip(target, "gloves", true, true);
|
||||
//Should prevent instances of zombies using comms for information they shouldnt be able to have.
|
||||
_serverInventory.TryUnequip(target, "ears", true, true);
|
||||
_inventory.TryUnequip(target, "ears", true, true);
|
||||
|
||||
//popup
|
||||
_popupSystem.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
|
||||
_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
|
||||
|
||||
//Make it sentient if it's an animal or something
|
||||
if (!HasComp<InputMoverComponent>(target)) //this component is cursed and fucks shit up
|
||||
MakeSentientCommand.MakeSentient(target, EntityManager);
|
||||
MakeSentientCommand.MakeSentient(target, EntityManager);
|
||||
|
||||
//Make the zombie not die in the cold. Good for space zombies
|
||||
if (TryComp<TemperatureComponent>(target, out var tempComp))
|
||||
tempComp.ColdDamage.ClampMax(0);
|
||||
|
||||
// Zombies can revive themselves
|
||||
_mobThreshold.SetAllowRevives(target, true);
|
||||
|
||||
//Heals the zombie from all the damage it took while human
|
||||
if (TryComp<DamageableComponent>(target, out var damageablecomp))
|
||||
_damageable.SetAllDamage(target, damageablecomp, 0);
|
||||
_mobState.ChangeMobState(target, MobState.Alive);
|
||||
_mobThreshold.SetAllowRevives(target, false);
|
||||
|
||||
// Revive them now
|
||||
if (TryComp<MobStateComponent>(target, out var mobstate) && mobstate.CurrentState==MobState.Dead)
|
||||
_mobState.ChangeMobState(target, MobState.Alive, mobstate);
|
||||
var factionComp = EnsureComp<NpcFactionMemberComponent>(target);
|
||||
foreach (var id in new List<string>(factionComp.Factions))
|
||||
{
|
||||
_faction.RemoveFaction(target, id);
|
||||
}
|
||||
_faction.AddFaction(target, "Zombie");
|
||||
|
||||
//gives it the funny "Zombie ___" name.
|
||||
var meta = MetaData(target);
|
||||
zombiecomp.BeforeZombifiedEntityName = meta.EntityName;
|
||||
meta.EntityName = Loc.GetString("zombie-name-prefix", ("target", meta.EntityName));
|
||||
_metaData.SetEntityName(target, Loc.GetString("zombie-name-prefix", ("target", meta.EntityName)), meta);
|
||||
|
||||
_identity.QueueIdentityUpdate(target);
|
||||
|
||||
//He's gotta have a mind
|
||||
var mindComp = EnsureComp<MindContainerComponent>(target);
|
||||
if (_mindSystem.TryGetMind(target, out var mind, mindComp) && _mindSystem.TryGetSession(mind, out var session))
|
||||
if (_mind.TryGetMind(target, out var mind, mindComp) && _mind.TryGetSession(mind, out var session))
|
||||
{
|
||||
//Zombie role for player manifest
|
||||
_mindSystem.AddRole(mind, new ZombieRole(mind, _proto.Index<AntagPrototype>(zombiecomp.ZombieRoleId)));
|
||||
_mind.AddRole(mind, new ZombieRole(mind, _protoManager.Index<AntagPrototype>(zombiecomp.ZombieRoleId)));
|
||||
|
||||
//Greeting message for new bebe zombers
|
||||
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
|
||||
|
||||
// Notificate player about new role assignment
|
||||
_audioSystem.PlayGlobal(zombiecomp.GreetSoundNotification, session);
|
||||
_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
|
||||
}
|
||||
else
|
||||
{
|
||||
var htn = EnsureComp<HTNComponent>(target);
|
||||
htn.RootTask = "SimpleHostileCompound";
|
||||
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
|
||||
_npc.WakeNPC(target, htn);
|
||||
}
|
||||
|
||||
if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !mindComp.HasMind) //this specific component gives build test trouble so pop off, ig
|
||||
@@ -236,19 +249,25 @@ namespace Content.Server.Zombies
|
||||
|
||||
//Goes through every hand, drops the items in it, then removes the hand
|
||||
//may become the source of various bugs.
|
||||
foreach (var hand in _sharedHands.EnumerateHands(target))
|
||||
if (TryComp<HandsComponent>(target, out var hands))
|
||||
{
|
||||
_sharedHands.SetActiveHand(target, hand);
|
||||
_sharedHands.DoDrop(target, hand);
|
||||
_sharedHands.RemoveHand(target, hand.Name);
|
||||
foreach (var hand in _hands.EnumerateHands(target))
|
||||
{
|
||||
_hands.SetActiveHand(target, hand, hands);
|
||||
_hands.DoDrop(target, hand, handsComp: hands);
|
||||
_hands.RemoveHand(target, hand.Name, hands);
|
||||
}
|
||||
|
||||
RemComp(target, hands);
|
||||
}
|
||||
RemComp<HandsComponent>(target);
|
||||
|
||||
// No longer waiting to become a zombie:
|
||||
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
|
||||
RemCompDeferred<PendingZombieComponent>(target);
|
||||
|
||||
//zombie gamemode stuff
|
||||
RaiseLocalEvent(new EntityZombifiedEvent(target));
|
||||
var ev = new EntityZombifiedEvent(target);
|
||||
RaiseLocalEvent(target, ref ev, true);
|
||||
//zombies get slowdown once they convert
|
||||
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
|
||||
}
|
||||
@@ -4,10 +4,8 @@ using Content.Server.Chat;
|
||||
using Content.Server.Chat.Systems;
|
||||
using Content.Server.Cloning;
|
||||
using Content.Server.Drone.Components;
|
||||
using Content.Server.Humanoid;
|
||||
using Content.Server.Inventory;
|
||||
using Content.Shared.Bed.Sleep;
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Server.Emoting.Systems;
|
||||
using Content.Server.Speech.EntitySystems;
|
||||
using Content.Shared.Damage;
|
||||
@@ -24,20 +22,18 @@ using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.Zombies
|
||||
{
|
||||
public sealed class ZombieSystem : SharedZombieSystem
|
||||
public sealed partial class ZombieSystem : SharedZombieSystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
|
||||
[Dependency] private readonly DamageableSystem _damageable = default!;
|
||||
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
|
||||
[Dependency] private readonly ServerInventorySystem _inv = default!;
|
||||
[Dependency] private readonly ChatSystem _chat = default!;
|
||||
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
|
||||
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
|
||||
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
|
||||
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
|
||||
[Dependency] private readonly MetaDataSystem _metaData = default!;
|
||||
[Dependency] private readonly MobStateSystem _mobState = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
||||
|
||||
@@ -55,61 +51,46 @@ namespace Content.Server.Zombies
|
||||
SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
|
||||
|
||||
SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
|
||||
SubscribeLocalEvent<PendingZombieComponent, MobStateChangedEvent>(OnPendingMobState);
|
||||
|
||||
SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
|
||||
}
|
||||
|
||||
private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
|
||||
{
|
||||
component.NextTick = _timing.CurTime;
|
||||
component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
var curTime = _timing.CurTime;
|
||||
|
||||
var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
|
||||
// Hurt the living infected
|
||||
var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
|
||||
{
|
||||
// Process only once per second
|
||||
if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
|
||||
if (comp.NextTick > curTime)
|
||||
continue;
|
||||
|
||||
comp.NextTick = curTime;
|
||||
comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
|
||||
|
||||
comp.InfectedSecs += 1;
|
||||
// See if there should be a warning popup for the player.
|
||||
if (comp.InfectionWarnings.TryGetValue(comp.InfectedSecs, out var popupStr))
|
||||
{
|
||||
_popup.PopupEntity(Loc.GetString(popupStr), uid, uid);
|
||||
}
|
||||
|
||||
if (comp.InfectedSecs < 0)
|
||||
{
|
||||
// This zombie has a latent virus, probably set up by ZombieRuleSystem. No damage yet.
|
||||
comp.GracePeriod -= TimeSpan.FromSeconds(1f);
|
||||
if (comp.GracePeriod > TimeSpan.Zero)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Pain of becoming a zombie grows over time
|
||||
// By scaling the number of seconds we have an accessible way to scale this exponential function.
|
||||
// The function was hand tuned to 120 seconds, hence the 120 constant here.
|
||||
var scaledSeconds = (120.0f / comp.MaxInfectionLength) * comp.InfectedSecs;
|
||||
if (_random.Prob(comp.InfectionWarningChance))
|
||||
_popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
|
||||
|
||||
// 1x at 30s, 3x at 60s, 6x at 90s, 10x at 120s. Limit at 20x so we don't gib you.
|
||||
var painMultiple = Math.Min(20f, 0.1f + 0.02f * scaledSeconds + 0.0005f * scaledSeconds * scaledSeconds);
|
||||
if (mobState.CurrentState == MobState.Critical)
|
||||
{
|
||||
// Speed up their transformation when they are (or have been) in crit by ensuring their damage
|
||||
// multiplier is at least 10x
|
||||
painMultiple = Math.Max(comp.MinimumCritMultiplier, painMultiple);
|
||||
}
|
||||
_damageable.TryChangeDamage(uid, comp.Damage * painMultiple, true, false, damage);
|
||||
var multiplier = _mobState.IsCritical(uid, mobState)
|
||||
? comp.CritDamageMultiplier
|
||||
: 1f;
|
||||
|
||||
_damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
|
||||
}
|
||||
|
||||
// Heal the zombified
|
||||
var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
|
||||
while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
|
||||
{
|
||||
// Process only once per second
|
||||
@@ -118,22 +99,15 @@ namespace Content.Server.Zombies
|
||||
|
||||
comp.NextTick = curTime;
|
||||
|
||||
if (comp.Permadeath)
|
||||
{
|
||||
// No healing
|
||||
if (_mobState.IsDead(uid, mobState))
|
||||
continue;
|
||||
}
|
||||
|
||||
if (mobState.CurrentState == MobState.Alive)
|
||||
{
|
||||
// Gradual healing for living zombies.
|
||||
_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
|
||||
}
|
||||
else if (_random.Prob(comp.ZombieReviveChance))
|
||||
{
|
||||
// There's a small chance to reverse all the zombie's damage (damage.Damage) in one go
|
||||
_damageable.TryChangeDamage(uid, -damage.Damage, true, false, damage);
|
||||
}
|
||||
var multiplier = _mobState.IsCritical(uid, mobState)
|
||||
? comp.PassiveHealingCritMultiplier
|
||||
: 1f;
|
||||
|
||||
// Gradual healing for living zombies.
|
||||
_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -176,28 +150,6 @@ namespace Content.Server.Zombies
|
||||
|
||||
// Stop random groaning
|
||||
_autoEmote.RemoveEmote(uid, "ZombieGroan");
|
||||
|
||||
if (args.NewMobState == MobState.Dead)
|
||||
{
|
||||
// Roll to see if this zombie is not coming back.
|
||||
// Note that due to damage reductions it takes a lot of hits to gib a zombie without this.
|
||||
if (_random.Prob(component.ZombiePermadeathChance))
|
||||
{
|
||||
// You're dead! No reviving for you.
|
||||
_mobThreshold.SetAllowRevives(uid, false);
|
||||
component.Permadeath = true;
|
||||
_popup.PopupEntity(Loc.GetString("zombie-permadeath"), uid, uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPendingMobState(EntityUid uid, PendingZombieComponent pending, MobStateChangedEvent args)
|
||||
{
|
||||
if (args.NewMobState == MobState.Critical)
|
||||
{
|
||||
// Immediately jump to an active virus when you crit
|
||||
pending.InfectedSecs = Math.Max(0, pending.InfectedSecs);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -238,7 +190,7 @@ namespace Content.Server.Zombies
|
||||
|
||||
private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent<ZombieComponent>(args.User, out var zombieComp))
|
||||
if (!TryComp<ZombieComponent>(args.User, out _))
|
||||
return;
|
||||
|
||||
if (!args.HitEntities.Any())
|
||||
@@ -254,29 +206,25 @@ namespace Content.Server.Zombies
|
||||
|
||||
if (HasComp<ZombieComponent>(entity))
|
||||
{
|
||||
args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
|
||||
args.BonusDamage = -args.BaseDamage;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!HasComp<ZombieImmuneComponent>(entity) && _random.Prob(GetZombieInfectionChance(entity, component)))
|
||||
{
|
||||
var pending = EnsureComp<PendingZombieComponent>(entity);
|
||||
pending.MaxInfectionLength = _random.NextFloat(0.25f, 1.0f) * component.ZombieInfectionTurnTime;
|
||||
EnsureComp<PendingZombieComponent>(entity);
|
||||
EnsureComp<ZombifyOnDeathComponent>(entity);
|
||||
}
|
||||
}
|
||||
|
||||
if ((mobState.CurrentState == MobState.Dead || mobState.CurrentState == MobState.Critical)
|
||||
&& !HasComp<ZombieComponent>(entity))
|
||||
if (_mobState.IsIncapacitated(entity, mobState) && !HasComp<ZombieComponent>(entity))
|
||||
{
|
||||
_zombify.ZombifyEntity(entity);
|
||||
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);
|
||||
_damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -286,9 +234,10 @@ namespace Content.Server.Zombies
|
||||
/// </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>
|
||||
/// <param name="zombiecomp"></param>
|
||||
/// <remarks>
|
||||
/// this currently only restore the name and skin/eye color from before zombified
|
||||
/// TODO: reverse everything else done in ZombifyEntity
|
||||
/// TODO: completely rethink how zombies are done to allow reversal.
|
||||
/// </remarks>
|
||||
public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
|
||||
{
|
||||
@@ -297,13 +246,13 @@ namespace Content.Server.Zombies
|
||||
|
||||
foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
|
||||
{
|
||||
_humanoidSystem.SetBaseLayerColor(target, layer, info.Color);
|
||||
_humanoidSystem.SetBaseLayerId(target, layer, info.ID);
|
||||
_humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
|
||||
_humanoidAppearance.SetBaseLayerId(target, layer, info.ID);
|
||||
}
|
||||
_humanoidSystem.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
|
||||
_humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
|
||||
_bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
|
||||
|
||||
MetaData(target).EntityName = zombiecomp.BeforeZombifiedEntityName;
|
||||
_metaData.SetEntityName(target, zombiecomp.BeforeZombifiedEntityName);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user