fish-station/Content.Shared/Zombies/ZombieComponent.cs
VigersRay 67c8ba2471 Merge remote-tracking branch 'refs/remotes/wizards/master'
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#	Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTab.xaml.cs
#	Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml
#	Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml.cs
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Clothing/Components/GloveHeatResistanceComponent.cs
#	Content.Server/Light/EntitySystems/PoweredLightSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Medical/SuitSensors/SuitSensorComponent.cs
#	Content.Server/StationEvents/Events/MeteorSwarmSystem.cs
#	Content.Server/StationEvents/Events/StationEventSystem.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Interaction/SharedInteractionSystem.cs
#	Resources/Prototypes/AlertLevels/alert_levels.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
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#	Resources/migration.yml
2024-08-14 19:55:44 +03:00

189 lines
6.1 KiB
C#

using Content.Shared.Antag;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Humanoid;
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;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Zombies;
[RegisterComponent, NetworkedComponent]
public sealed partial class ZombieComponent : Component
{
/// <summary>
/// The baseline infection chance you have if you are completely nude
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MaxZombieInfectionChance = 1.00f;
/// <summary>
/// The minimum infection chance possible. This is simply to prevent
/// being invincible by bundling up.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MinZombieInfectionChance = 0.6f; // Sunrise-Edit
[ViewVariables(VVAccess.ReadWrite)]
public float ZombieMovementSpeedBuff = 1.05f; // Sunrise-Edit
/// <summary>
/// The skin color of the zombie
/// </summary>
[DataField("skinColor")]
public Color SkinColor = new(0.45f, 0.51f, 0.29f);
/// <summary>
/// The eye color of the zombie
/// </summary>
[DataField("eyeColor")]
public Color EyeColor = new(0.96f, 0.13f, 0.24f);
/// <summary>
/// The base layer to apply to any 'external' humanoid layers upon zombification.
/// </summary>
[DataField("baseLayerExternal")]
public string BaseLayerExternal = "MobHumanoidMarkingMatchSkin";
/// <summary>
/// The attack arc of the zombie
/// </summary>
[DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string AttackAnimation = "WeaponArcBite";
/// <summary>
/// The role prototype of the zombie antag role
/// </summary>
[DataField("zombieRoleId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
public string ZombieRoleId = "Zombie";
/// <summary>
/// The CustomBaseLayers of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedCustomBaseLayers")]
public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> BeforeZombifiedCustomBaseLayers = new ();
/// <summary>
/// The skin color of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedSkinColor")]
public Color BeforeZombifiedSkinColor;
/// <summary>
/// The eye color of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedEyeColor")]
public Color BeforeZombifiedEyeColor;
[DataField("emoteId", customTypeSerializer: typeof(PrototypeIdSerializer<EmoteSoundsPrototype>))]
public string? EmoteSoundsId = "Zombie";
public EmoteSoundsPrototype? EmoteSounds;
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
[DataField("zombieStatusIcon")]
public ProtoId<FactionIconPrototype> StatusIcon { get; set; } = "ZombieFaction";
/// <summary>
/// Healing each second
/// </summary>
[DataField("passiveHealing")]
public DamageSpecifier PassiveHealing = new()
{
DamageDict = new ()
{
{ "Blunt", -5 }, // Sunrise-Edit
{ "Slash", -5 }, // Sunrise-Edit
{ "Piercing", -5 }, // Sunrise-Edit
{ "Heat", -0.02 },
{ "Shock", -0.02 },
}
};
/// <summary>
/// A multiplier applied to <see cref="PassiveHealing"/> when the entity is in critical condition.
/// </summary>
[DataField("passiveHealingCritMultiplier")]
public float PassiveHealingCritMultiplier = 2f; // Sunrise-Edit
/// <summary>
/// Healing given when a zombie bites a living being.
/// </summary>
[DataField("healingOnBite")]
public DamageSpecifier HealingOnBite = new()
{
DamageDict = new()
{
{ "Blunt", -5 }, // Sunrise-Edit
{ "Slash", -5 }, // Sunrise-Edit
{ "Piercing", -5 }, // Sunrise-Edit
}
};
/// <summary>
/// Path to antagonist alert sound.
/// </summary>
[DataField("greetSoundNotification")]
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 reagent of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedBloodReagent")]
public string BeforeZombifiedBloodReagent = string.Empty;
/// <summary>
/// The blood reagent to give the zombie. In case you want zombies that bleed milk, or something.
/// </summary>
[DataField("newBloodReagent", customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string NewBloodReagent = "ZombieBlood";
// Sunrise-Start
[DataField("actionJumpId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ActionJumpId = "ZombieJump";
[DataField("actionFlairId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ActionFlairId = "ZombieFlair";
[DataField]
public float ParalyzeTime = 5f;
[DataField]
public DamageSpecifier Damage = new()
{
DamageDict = new Dictionary<string, FixedPoint2>
{
{ "Slash", 30 },
},
};
/// <summary>
/// Нельзя пролететь через толпу и всех переубивать
/// </summary>
[DataField]
public TimeSpan? LastThrowHit;
[DataField]
public float MaxThrow = 10f;
/// <summary>
/// Зомби не должны чувствовать очень далеко.
/// </summary>
[DataField]
public float MaxFlairDistance = 500f;
// Sunrise-End
}