# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
460 lines
19 KiB
C#
460 lines
19 KiB
C#
using System.Linq;
|
||
using Content.Shared.NPC.Prototypes;
|
||
using System.Text.RegularExpressions;
|
||
using Content.Server.Actions;
|
||
using Content.Server.Body.Systems;
|
||
using Content.Server.Chat;
|
||
using Content.Server.Chat.Systems;
|
||
using Content.Server.Emoting.Systems;
|
||
using Content.Server.GameTicking.Rules.Components;
|
||
using Content.Server.Pinpointer;
|
||
using Content.Server.Speech.EntitySystems;
|
||
using Content.Server.Roles;
|
||
using Content.Shared.Anomaly.Components;
|
||
using Content.Shared.Armor;
|
||
using Content.Shared.Bed.Sleep;
|
||
using Content.Shared.Cloning.Events;
|
||
using Content.Shared.Damage;
|
||
using Content.Shared.Humanoid;
|
||
using Content.Shared.Inventory;
|
||
using Content.Shared.Mech.Components; // Sunrise-Edit
|
||
using Content.Shared.Mind;
|
||
using Content.Shared.Mind.Components;
|
||
using Content.Shared.Mobs;
|
||
using Content.Shared.Mobs.Components;
|
||
using Content.Shared.Mobs.Systems;
|
||
using Content.Shared.Popups;
|
||
using Content.Shared.Roles;
|
||
using Content.Shared.Stunnable;
|
||
using Content.Shared.Throwing;
|
||
using Content.Shared.Weapons.Melee.Events;
|
||
using Content.Shared.Zombies;
|
||
using Robust.Shared.Prototypes;
|
||
using Robust.Shared.Random;
|
||
using Robust.Shared.Timing;
|
||
|
||
namespace Content.Server.Zombies
|
||
{
|
||
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 ChatSystem _chat = default!;
|
||
[Dependency] private readonly ActionsSystem _actions = default!;
|
||
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
|
||
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
|
||
[Dependency] private readonly MobStateSystem _mobState = default!;
|
||
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
||
[Dependency] private readonly SharedRoleSystem _role = default!;
|
||
[Dependency] private readonly ChatSystem _chatSystem = default!;
|
||
[Dependency] private readonly ThrowingSystem _throwing = default!;
|
||
[Dependency] private readonly ActionsSystem _action = default!;
|
||
[Dependency] private readonly SharedStunSystem _stun = default!;
|
||
[Dependency] private readonly NavMapSystem _navMap = default!; // Sunrise-Zombies
|
||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||
|
||
public readonly ProtoId<NpcFactionPrototype> Faction = "Zombie";
|
||
|
||
public const SlotFlags ProtectiveSlots =
|
||
SlotFlags.FEET |
|
||
SlotFlags.HEAD |
|
||
SlotFlags.EYES |
|
||
SlotFlags.GLOVES |
|
||
SlotFlags.MASK |
|
||
SlotFlags.NECK |
|
||
SlotFlags.INNERCLOTHING |
|
||
SlotFlags.OUTERCLOTHING;
|
||
|
||
public override void Initialize()
|
||
{
|
||
base.Initialize();
|
||
|
||
SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
|
||
SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
|
||
new[] { typeof(VocalSystem), typeof(BodyEmotesSystem) });
|
||
|
||
SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
|
||
SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
|
||
SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
|
||
SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
|
||
SubscribeLocalEvent<ZombieComponent, GetCharactedDeadIcEvent>(OnGetCharacterDeadIC);
|
||
SubscribeLocalEvent<ZombieComponent, GetCharacterUnrevivableIcEvent>(OnGetCharacterUnrevivableIC);
|
||
SubscribeLocalEvent<ZombieComponent, MindAddedMessage>(OnMindAdded);
|
||
SubscribeLocalEvent<ZombieComponent, MindRemovedMessage>(OnMindRemoved);
|
||
|
||
SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
|
||
SubscribeLocalEvent<PendingZombieComponent, BeforeRemoveAnomalyOnDeathEvent>(OnBeforeRemoveAnomalyOnDeath);
|
||
|
||
SubscribeLocalEvent<IncurableZombieComponent, MapInitEvent>(OnPendingMapInit);
|
||
|
||
SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
|
||
|
||
// Sunnrise-Start
|
||
SubscribeLocalEvent<ZombieComponent, ZombieJumpActionEvent>(OnJump);
|
||
SubscribeLocalEvent<ZombieComponent, ZombieFlairActionEvent>(OnFlair);
|
||
SubscribeLocalEvent<ZombieComponent, ThrowDoHitEvent>(OnThrowDoHit);
|
||
// Sunnrise-End
|
||
}
|
||
|
||
// Sunnrise-Start
|
||
private void OnThrowDoHit(EntityUid uid, ZombieComponent component, ThrowDoHitEvent args)
|
||
{
|
||
if (_mobState.IsDead(uid))
|
||
return;
|
||
if (HasComp<ZombieComponent>(args.Target) || HasComp<PendingZombieComponent>(args.Target))
|
||
return;
|
||
if (!_mobState.IsAlive(args.Target))
|
||
return;
|
||
|
||
_stun.TryParalyze(args.Target, TimeSpan.FromSeconds(component.ParalyzeTime), false);
|
||
_damageable.TryChangeDamage(args.Target, component.Damage, origin: args.Thrown);
|
||
|
||
}
|
||
|
||
private void OnBeforeRemoveAnomalyOnDeath(Entity<PendingZombieComponent> ent, ref BeforeRemoveAnomalyOnDeathEvent args)
|
||
{
|
||
// Pending zombies (e.g. infected non-zombies) do not remove their hosted anomaly on death.
|
||
// Current zombies DO remove the anomaly on death.
|
||
args.Cancelled = true;
|
||
}
|
||
|
||
private void OnFlair(EntityUid uid, ZombieComponent component, ZombieFlairActionEvent args)
|
||
{
|
||
if (args.Handled)
|
||
return;
|
||
|
||
var zombieXform = Transform(uid);
|
||
EntityUid? nearestUid = default!;
|
||
TransformComponent? nearestXform = default!;
|
||
float? minDistance = null;
|
||
var query = AllEntityQuery<HumanoidAppearanceComponent>();
|
||
while (query.MoveNext(out var targetUid, out var humanoidAppearanceComponent))
|
||
{
|
||
// Зомби не должны чувствовать тех, у кого иммунитет к ним.
|
||
if (HasComp<ZombieComponent>(targetUid) || HasComp<ZombieImmuneComponent>(targetUid))
|
||
continue;
|
||
var xform = Transform(targetUid);
|
||
|
||
// Почему бы и нет, оптимизация наху
|
||
var distance = Math.Abs(zombieXform.Coordinates.X - xform.Coordinates.X) +
|
||
Math.Abs(zombieXform.Coordinates.Y - xform.Coordinates.Y);
|
||
|
||
if (distance > component.MaxFlairDistance)
|
||
continue;
|
||
|
||
if (minDistance == null || nearestUid == null || minDistance > distance)
|
||
{
|
||
nearestUid = targetUid;
|
||
minDistance = distance;
|
||
}
|
||
}
|
||
|
||
if (nearestUid == null || nearestUid == default!)
|
||
{
|
||
_popup.PopupEntity($"Ближайших выживших не найдено.", uid, uid, PopupType.LargeCaution);
|
||
}
|
||
else
|
||
{
|
||
_popup.PopupEntity($"Ближайший выживший находится {RemoveColorTags(_navMap.GetNearestBeaconString(nearestUid.Value))}", uid, uid, PopupType.LargeCaution);
|
||
}
|
||
|
||
args.Handled = true;
|
||
}
|
||
|
||
private string RemoveColorTags(string input)
|
||
{
|
||
// Регулярное выражение для поиска тэгов [color=...] и [/color]
|
||
var pattern = @"\[\s*\/?\s*color(?:=[^\]]*)?\]";
|
||
// Заменяем найденные тэги на пустую строку
|
||
var result = Regex.Replace(input, pattern, string.Empty, RegexOptions.IgnoreCase);
|
||
return result;
|
||
}
|
||
|
||
private void OnJump(EntityUid uid, ZombieComponent component, ZombieJumpActionEvent args)
|
||
{
|
||
if (args.Handled)
|
||
return;
|
||
|
||
// TODO: Проверка?
|
||
// if ()
|
||
// {
|
||
// _popup.PopupEntity(Loc.GetString("ни магу"),
|
||
// uid, uid, PopupType.LargeCaution);
|
||
// return;
|
||
// }
|
||
|
||
args.Handled = true;
|
||
var xform = Transform(uid);
|
||
var mapCoords = args.Target.ToMap(EntityManager, _transform);
|
||
var direction = mapCoords.Position - xform.MapPosition.Position;
|
||
|
||
if (direction.Length() > component.MaxThrow)
|
||
{
|
||
direction = direction.Normalized() * component.MaxThrow;
|
||
}
|
||
|
||
_throwing.TryThrow(uid, direction, 7F, uid, 10F);
|
||
_chatSystem.TryEmoteWithChat(uid, "ZombieGroan");
|
||
}
|
||
// Sunnrise-End
|
||
|
||
private void OnPendingMapInit(EntityUid uid, IncurableZombieComponent component, MapInitEvent args)
|
||
{
|
||
_actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
|
||
_faction.AddFaction(uid, Faction);
|
||
|
||
if (HasComp<ZombieComponent>(uid) || HasComp<ZombieImmuneComponent>(uid))
|
||
return;
|
||
|
||
EnsureComp<PendingZombieComponent>(uid, out PendingZombieComponent pendingComp);
|
||
|
||
pendingComp.GracePeriod = _random.Next(pendingComp.MinInitialInfectedGrace, pendingComp.MaxInitialInfectedGrace);
|
||
}
|
||
|
||
private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
|
||
{
|
||
if (_mobState.IsDead(uid))
|
||
{
|
||
ZombifyEntity(uid);
|
||
return;
|
||
}
|
||
|
||
component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
|
||
}
|
||
|
||
public override void Update(float frameTime)
|
||
{
|
||
base.Update(frameTime);
|
||
var curTime = _timing.CurTime;
|
||
|
||
// 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 > curTime)
|
||
continue;
|
||
|
||
comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
|
||
|
||
comp.GracePeriod -= TimeSpan.FromSeconds(1f);
|
||
if (comp.GracePeriod > TimeSpan.Zero)
|
||
continue;
|
||
|
||
if (_random.Prob(comp.InfectionWarningChance))
|
||
_popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
|
||
|
||
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
|
||
if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
|
||
continue;
|
||
|
||
comp.NextTick = curTime;
|
||
|
||
if (_mobState.IsDead(uid, mobState))
|
||
continue;
|
||
|
||
var multiplier = _mobState.IsCritical(uid, mobState)
|
||
? comp.PassiveHealingCritMultiplier
|
||
: 1f;
|
||
|
||
// Gradual healing for living zombies.
|
||
_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
|
||
}
|
||
}
|
||
|
||
private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
|
||
{
|
||
args.Cancelled = true;
|
||
}
|
||
|
||
private void OnGetCharacterDeadIC(EntityUid uid, ZombieComponent component, ref GetCharactedDeadIcEvent args)
|
||
{
|
||
args.Dead = true;
|
||
}
|
||
|
||
private void OnGetCharacterUnrevivableIC(EntityUid uid, ZombieComponent component, ref GetCharacterUnrevivableIcEvent args)
|
||
{
|
||
args.Unrevivable = true;
|
||
}
|
||
|
||
private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
|
||
{
|
||
if (component.EmoteSoundsId == null)
|
||
return;
|
||
_protoManager.TryIndex(component.EmoteSoundsId, out component.EmoteSounds);
|
||
|
||
// Sunnrise-Start
|
||
_action.AddAction(uid, component.ActionJumpId);
|
||
_action.AddAction(uid, component.ActionFlairId);
|
||
// Sunnrise-End
|
||
}
|
||
|
||
private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
|
||
{
|
||
// always play zombie emote sounds and ignore others
|
||
if (args.Handled)
|
||
return;
|
||
|
||
_protoManager.TryIndex(component.EmoteSoundsId, out var sounds);
|
||
|
||
args.Handled = _chat.TryPlayEmoteSound(uid, sounds, args.Emote);
|
||
}
|
||
|
||
private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
|
||
{
|
||
if (args.NewMobState == MobState.Alive)
|
||
{
|
||
// Groaning when damaged
|
||
EnsureComp<EmoteOnDamageComponent>(uid);
|
||
_emoteOnDamage.AddEmote(uid, "Scream");
|
||
|
||
// Random groaning
|
||
EnsureComp<AutoEmoteComponent>(uid);
|
||
_autoEmote.AddEmote(uid, "ZombieGroan");
|
||
}
|
||
else
|
||
{
|
||
// Stop groaning when damaged
|
||
_emoteOnDamage.RemoveEmote(uid, "Scream");
|
||
|
||
// Stop random groaning
|
||
_autoEmote.RemoveEmote(uid, "ZombieGroan");
|
||
}
|
||
}
|
||
|
||
private float GetZombieInfectionChance(EntityUid uid, ZombieComponent zombieComponent)
|
||
{
|
||
var chance = zombieComponent.BaseZombieInfectionChance;
|
||
|
||
var armorEv = new CoefficientQueryEvent(ProtectiveSlots);
|
||
RaiseLocalEvent(uid, armorEv);
|
||
foreach (var resistanceEffectiveness in zombieComponent.ResistanceEffectiveness.DamageDict)
|
||
{
|
||
if (armorEv.DamageModifiers.Coefficients.TryGetValue(resistanceEffectiveness.Key, out var coefficient))
|
||
{
|
||
// Scale the coefficient by the resistance effectiveness, very descriptive I know
|
||
// For example. With 30% slash resist (0.7 coeff), but only a 60% resistance effectiveness for slash,
|
||
// you'll end up with 1 - (0.3 * 0.6) = 0.82 coefficient, or a 18% resistance
|
||
var adjustedCoefficient = 1 - ((1 - coefficient) * resistanceEffectiveness.Value.Float());
|
||
chance *= adjustedCoefficient;
|
||
}
|
||
}
|
||
|
||
var zombificationResistanceEv = new ZombificationResistanceQueryEvent(ProtectiveSlots);
|
||
RaiseLocalEvent(uid, zombificationResistanceEv);
|
||
chance *= zombificationResistanceEv.TotalCoefficient;
|
||
|
||
return MathF.Max(chance, zombieComponent.MinZombieInfectionChance);
|
||
}
|
||
|
||
private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
|
||
{
|
||
if (!TryComp<ZombieComponent>(args.User, out _))
|
||
return;
|
||
|
||
if (!args.HitEntities.Any())
|
||
return;
|
||
|
||
foreach (var entity in args.HitEntities)
|
||
{
|
||
if (args.User == entity)
|
||
continue;
|
||
|
||
// Sunrise-Edit-Start
|
||
|
||
if (HasComp<MechComponent>(entity))
|
||
continue;
|
||
|
||
// Sunrise-Edit-End
|
||
|
||
if (!TryComp<MobStateComponent>(entity, out var mobState))
|
||
continue;
|
||
|
||
if (HasComp<ZombieComponent>(entity))
|
||
{
|
||
args.BonusDamage = -args.BaseDamage;
|
||
}
|
||
else
|
||
{
|
||
if (!HasComp<ZombieImmuneComponent>(entity) && !HasComp<NonSpreaderZombieComponent>(args.User) && _random.Prob(GetZombieInfectionChance(entity, component)))
|
||
{
|
||
EnsureComp<PendingZombieComponent>(entity);
|
||
EnsureComp<ZombifyOnDeathComponent>(entity);
|
||
}
|
||
}
|
||
|
||
if (_mobState.IsIncapacitated(entity, mobState) && !HasComp<ZombieComponent>(entity) && !HasComp<ZombieImmuneComponent>(entity))
|
||
{
|
||
ZombifyEntity(entity);
|
||
args.BonusDamage = -args.BaseDamage;
|
||
}
|
||
else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
|
||
{
|
||
_damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// This is the function to call if you want to unzombify an entity.
|
||
/// </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 skin/eye color from before zombified
|
||
/// TODO: completely rethink how zombies are done to allow reversal.
|
||
/// </remarks>
|
||
public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
|
||
{
|
||
if (!Resolve(source, ref zombiecomp))
|
||
return false;
|
||
|
||
foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
|
||
{
|
||
_humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
|
||
_humanoidAppearance.SetBaseLayerId(target, layer, info.Id);
|
||
}
|
||
if (TryComp<HumanoidAppearanceComponent>(target, out var appcomp))
|
||
{
|
||
appcomp.EyeColor = zombiecomp.BeforeZombifiedEyeColor;
|
||
}
|
||
_humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor, false);
|
||
_bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
|
||
|
||
return true;
|
||
}
|
||
|
||
private void OnZombieCloning(Entity<ZombieComponent> ent, ref CloningEvent args)
|
||
{
|
||
UnZombify(ent.Owner, args.CloneUid, ent.Comp);
|
||
}
|
||
|
||
// Make sure players that enter a zombie (for example via a ghost role or the mind swap spell) count as an antagonist.
|
||
private void OnMindAdded(Entity<ZombieComponent> ent, ref MindAddedMessage args)
|
||
{
|
||
if (!_role.MindHasRole<ZombieRoleComponent>(args.Mind))
|
||
_role.MindAddRole(args.Mind, "MindRoleZombie", mind: args.Mind.Comp);
|
||
}
|
||
|
||
// Remove the role when getting cloned, getting gibbed and borged, or leaving the body via any other method.
|
||
private void OnMindRemoved(Entity<ZombieComponent> ent, ref MindRemovedMessage args)
|
||
{
|
||
_role.MindRemoveRole<ZombieRoleComponent>((args.Mind.Owner, args.Mind.Comp));
|
||
}
|
||
}
|
||
}
|