CatStation/Content.Server/GameTicking/Rules/ServerZombieRuleSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

60 lines
2.4 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.Popups;
using Content.Server.RoundEnd;
using Content.Server.Zombies;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules;
using Content.Shared.GameTicking.Rules.Components;
using Content.Shared.Zombies;
namespace Content.Server.GameTicking.Rules;
public sealed partial class ServerZombieRuleSystem : ZombieRuleSystem
{
[Dependency] private ChatSystem _chat = default!;
[Dependency] private PopupSystem _popup = default!;
[Dependency] private RoundEndSystem _roundEnd = default!;
[Dependency] private ZombieSystem _zombie = default!;
protected override void ActiveTick(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (!component.NextRoundEndCheck.HasValue || component.NextRoundEndCheck > Timing.CurTime)
return;
CheckRoundEnd(component);
component.NextRoundEndCheck = Timing.CurTime + component.EndCheckDelay;
}
/// <summary>
/// The big kahoona function for checking if the round is gonna end
/// </summary>
private void CheckRoundEnd(ZombieRuleComponent zombieRuleComponent)
{
var healthy = GetHealthyHumans();
if (healthy.Count == 1) // Only one human left. spooky
_popup.PopupEntity(Loc.GetString("zombie-alone"), healthy[0], healthy[0]);
if (GetInfectedFraction(false) > zombieRuleComponent.ZombieShuttleCallPercentage && !_roundEnd.IsRoundEndRequested())
{
foreach (var station in Station.GetStations())
{
_chat.DispatchStationAnnouncement(station, Loc.GetString("zombie-shuttle-call"), colorOverride: Color.Crimson);
}
_roundEnd.DoRoundEndBehavior(zombieRuleComponent.ZombieRoundEndBehavior, zombieRuleComponent.ZombieEvacShuttleTime);
}
// we include dead for this count because we don't want to end the round
// when everyone gets on the shuttle.
if (GetInfectedFraction() >= 1) // Oops, all zombies
_roundEnd.EndRound();
}
[SubscribeLocalEvent]
private void OnZombifySelf(EntityUid uid, IncurableZombieComponent component, ZombifySelfActionEvent args)
{
_zombie.ZombifyEntity(uid);
if (component.Action != null)
Del(component.Action.Value);
}
}