CatStation/Content.Shared/Zombies/ZombieComponent.cs
Domanik Maresch d9e0832085
Zombified bloodstreams no longer have a max of 1u (#45465)
* change solution from 1u max to 600u max

* Added in a helper method to BloodstreamSystem to account for changing the BloodRefreshAmount. Added datafield to ZombieComponent to store the original BloodRefreshAmount on UnZombify. Added a tag 'CannotRegainBlood', that applies in Bloodstream's TryModifyBloodLevel, to account for Saline or other reagents directly modifying blood level.

* we properly use a bool this time and not a tag

* should probably remove a tag that's unused. makes sense why test failed

* remove the tag causing the errors. i forgot the second spot.

* remove unneeded reference to TagSystem, scale new BloodReferenceSolution to the previous MaxVolume

* set the hardcoded 600 back to a 1 for scaling purposes

* removed MetabolizerComponent from organs of zombies during Zombify
2026-09-07 09:16:08 +00:00

167 lines
4.7 KiB
C#

using Content.Shared.Body;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Chemistry.Components;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Roles;
using Content.Shared.StatusIcon;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Zombies;
[RegisterComponent, NetworkedComponent]
public sealed partial class ZombieComponent : Component
{
/// <summary>
/// The baseline infection chance you have if you have no protective gear
/// </summary>
[DataField]
public float BaseZombieInfectionChance = 0.75f;
/// <summary>
/// The minimum infection chance possible. This is simply to prevent
/// being overly protected by bundling up.
/// </summary>
[DataField]
public float MinZombieInfectionChance = 0.05f;
/// <summary>
/// How effective each resistance type on a piece of armor is. Using a damage specifier for this seems illegal.
/// </summary>
public DamageSpecifier ResistanceEffectiveness = new()
{
DamageDict = new ()
{
{"Slash", 0.5},
{"Piercing", 0.3},
{"Blunt", 0.1},
}
};
[DataField]
public float ZombieMovementSpeedDebuff = 0.70f;
/// <summary>
/// The skin color of the zombie
/// </summary>
[DataField]
public Color SkinColor = new(0.45f, 0.51f, 0.29f);
/// <summary>
/// The eye color of the zombie
/// </summary>
[DataField]
public Color EyeColor = new(0.96f, 0.13f, 0.24f);
/// <summary>
/// The attack arc of the zombie
/// </summary>
[DataField("attackArc")]
public EntProtoId AttackAnimation = "WeaponArcBite";
/// <summary>
/// The role prototype of the zombie antag role
/// </summary>
[DataField]
public ProtoId<AntagPrototype> ZombieRoleId = "Zombie";
[DataField]
public Dictionary<ProtoId<OrganCategoryPrototype>, OrganProfileData> BeforeZombifiedProfiles;
[DataField]
public Dictionary<ProtoId<OrganCategoryPrototype>, Dictionary<HumanoidVisualLayers, List<Marking>>> BeforeZombifiedMarkings;
[DataField("emoteId")]
public ProtoId<EmoteSoundsPrototype>? EmoteSoundsId = "Zombie";
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
[DataField("zombieStatusIcon")]
public ProtoId<FactionIconPrototype> StatusIcon { get; set; } = "ZombieFaction";
/// <summary>
/// Healing each second
/// </summary>
[DataField]
public DamageSpecifier PassiveHealing = new()
{
DamageDict = new ()
{
{ "Blunt", -0.4 },
{ "Slash", -0.2 },
{ "Piercing", -0.2 },
{ "Heat", -0.02 },
{ "Shock", -0.02 }
}
};
/// <summary>
/// A multiplier applied to <see cref="PassiveHealing"/> when the entity is in critical condition.
/// </summary>
[DataField]
public float PassiveHealingCritMultiplier = 2f;
/// <summary>
/// Healing given when a zombie bites a living being.
/// </summary>
[DataField]
public DamageSpecifier HealingOnBite = new()
{
DamageDict = new()
{
{ "Blunt", -2 },
{ "Slash", -2 },
{ "Piercing", -2 }
}
};
/// <summary>
/// The damage dealt on bite, dehardcoded for your enjoyment
/// </summary>
[DataField]
public DamageSpecifier DamageOnBite = new()
{
DamageDict = new()
{
{ "Slash", 13 },
{ "Piercing", 7 },
{ "Structural", 10 }
}
};
/// <summary>
/// Path to antagonist alert sound.
/// </summary>
[DataField]
public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
/// <summary>
/// Hit sound on zombie bite.
/// </summary>
[DataField]
public SoundSpecifier BiteSound = new SoundPathSpecifier("/Audio/Effects/bite.ogg");
/// <summary>
/// The blood refresh of the humanoid to restore in case of cloning.
/// </summary>
[DataField]
public FixedPoint2 BeforeZombifiedBloodRefresh = new();
/// <summary>
/// The blood reagents of the humanoid to restore in case of cloning
/// </summary>
[DataField]
public Solution BeforeZombifiedBloodReagents = new();
/// <summary>
/// The blood reagents to give the zombie. In case you want zombies that bleed milk, or something.
/// </summary>
[DataField]
public Solution NewBloodReagents = new([new("ZombieBlood", 1)]);
}