fish-station/Content.Server/Zombies/ZombieSystem.cs
pacable a1d8454cd2
Фикс зомбей (#258)
* фикс зомби

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>

* cleanup

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>

* review changes от вигерса

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>

* вернул реген физы

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>

* надеюсь?

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>

* в 10 меньше структурного. теперь укрепленное окно ломается не мгновенно

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>

* апдейт текстурок

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>

* Update ZombieComponent.cs

* Update ZombieComponent.cs

---------

Signed-off-by: JDtrimble <igor.mamaev1@gmail.com>
Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
2024-07-31 03:47:30 +03:00

415 lines
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C#
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using System.Linq;
using System.Text.RegularExpressions; // Sunrise
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.Pinpointer; // Sunrise
using Content.Server.Speech.EntitySystems;
using Content.Shared.Bed.Sleep;
using Content.Shared.Cloning;
using Content.Shared.Damage;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Mind;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.NameModifier.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Zombies;
using Robust.Server.GameObjects; // Sunrise
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 NameModifierSystem _nameMod = 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 TransformSystem _transform = default!; // Sunrise-Zombies
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<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
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;
if (_timing.CurTime - component.LastThrowHit < component.ThrowHitDelay)
return;
component.LastThrowHit = _timing.CurTime;
_stun.TryParalyze(args.Target, TimeSpan.FromSeconds(component.ParalyzeTime), false);
_damageable.TryChangeDamage(args.Target, component.Damage, origin: args.Thrown);
}
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;
nearestXform = xform;
}
}
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);
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);
}
private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
{
if (_mobState.IsDead(uid))
{
ZombifyEntity(uid);
return;
}
component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
component.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace);
}
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 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;
args.Handled = _chat.TryPlayEmoteSound(uid, component.EmoteSounds, 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 component)
{
var max = component.MaxZombieInfectionChance;
if (!_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator, ProtectiveSlots))
return max;
var items = 0f;
var total = 0f;
while (enumerator.MoveNext(out var con))
{
total++;
if (con.ContainedEntity != null)
items++;
}
if (total == 0)
return max;
// Everyone knows that when it comes to zombies, socks & sandals provide just as much protection as an
// armored vest. Maybe these should be weighted per-item. I.e. some kind of coverage/protection component.
// Or at the very least different weights per slot.
var min = component.MinZombieInfectionChance;
//gets a value between the max and min based on how many items the entity is wearing
var chance = (max - min) * ((total - items) / total) + min;
return chance;
}
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;
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 name and 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);
_nameMod.RefreshNameModifiers(target);
return true;
}
private void OnZombieCloning(EntityUid uid, ZombieComponent zombiecomp, ref CloningEvent args)
{
if (UnZombify(args.Source, args.Target, zombiecomp))
args.NameHandled = true;
}
}
}