# Conflicts: # .github/workflows/validate-rgas.yml # .github/workflows/validate-rsis.yml # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Options/UI/OptionsMenu.xaml.cs # Content.Client/SubFloor/SubFloorHideSystem.cs # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Server/Advertise/EntitySystems/SpeakOnUIClosedSystem.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Mindshield/MindShieldSystem.cs # Content.Server/Objectives/Systems/KillPersonConditionSystem.cs # Content.Server/Standing/StandingStateSystem.cs # Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Humanoid/HumanoidAppearanceComponent.cs # Content.Shared/Humanoid/Markings/MarkingManager.cs # Content.Shared/Humanoid/NamingSystem.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/Components/SubdermalImplantComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Resources/Audio/Lobby/attributions.yml # Resources/Locale/en-US/_strings/administration/commands/forceghost.ftl # Resources/Locale/en-US/_strings/clothing/components/fire-protection-component.ftl # Resources/Locale/en-US/_strings/components/storage-voice-control-component.ftl # Resources/Locale/en-US/_strings/prototypes/roles/antags.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/lathe/lathe-categories.ftl # Resources/Prototypes/Access/command.yml # Resources/Prototypes/Catalog/Fills/Books/bookshelf.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/chemvend.yml # Resources/Prototypes/Catalog/thief_toolbox_sets.yml # Resources/Prototypes/Datasets/Names/Operation_prefix.yml # Resources/Prototypes/Datasets/Names/Operation_suffix.yml # Resources/Prototypes/Datasets/Names/arachnid_first.yml # Resources/Prototypes/Datasets/Names/arachnid_last.yml # Resources/Prototypes/Datasets/Names/borg.yml # Resources/Prototypes/Datasets/Names/cargo_shuttle.yml # Resources/Prototypes/Datasets/Names/clown.yml # Resources/Prototypes/Datasets/Names/diona.yml # Resources/Prototypes/Datasets/Names/fake_human_first.yml # Resources/Prototypes/Datasets/Names/fake_human_last.yml # Resources/Prototypes/Datasets/Names/first.yml # Resources/Prototypes/Datasets/Names/first_female.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/Names/hologram.yml # Resources/Prototypes/Datasets/Names/last.yml # Resources/Prototypes/Datasets/Names/military.yml # Resources/Prototypes/Datasets/Names/moth_first_female.yml # Resources/Prototypes/Datasets/Names/moth_first_male.yml # Resources/Prototypes/Datasets/Names/moth_last.yml # Resources/Prototypes/Datasets/Names/mushman_first.yml # Resources/Prototypes/Datasets/Names/mushman_last.yml # Resources/Prototypes/Datasets/Names/ninja.yml # Resources/Prototypes/Datasets/Names/ninja_title.yml # Resources/Prototypes/Datasets/Names/regalrat.yml # Resources/Prototypes/Datasets/Names/reptilian_female.yml # Resources/Prototypes/Datasets/Names/reptilian_male.yml # Resources/Prototypes/Datasets/Names/revenant.yml # Resources/Prototypes/Datasets/Names/skeleton_first.yml # Resources/Prototypes/Datasets/Names/syndicate.yml # Resources/Prototypes/Datasets/Names/vox.yml # Resources/Prototypes/Datasets/Names/wizard_first.yml # Resources/Prototypes/Datasets/Names/wizard_last.yml # Resources/Prototypes/Datasets/adjectives.yml # Resources/Prototypes/Datasets/corporations.yml # Resources/Prototypes/Datasets/criminal_records.yml # Resources/Prototypes/Datasets/rat_king_commands.yml # Resources/Prototypes/Datasets/verbs.yml # Resources/Prototypes/Entities/Clothing/Head/specific.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/specific.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/human.yml # Resources/Prototypes/Entities/Mobs/Player/humanoid.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Misc/paper.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Stations/nanotrasen.yml # Resources/Prototypes/Entities/Structures/Furniture/carpets.yml # Resources/Prototypes/Entities/Structures/Storage/Closets/wall_lockers.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/Procedural/salvage_loot.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Species/arachnid.yml # Resources/Prototypes/Species/diona.yml # Resources/Prototypes/Species/moth.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/game_presets.yml # Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml # Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml # Resources/ServerInfo/Guidebook/Service/Botany.xml # Resources/Textures/Clothing/Eyes/Glasses/glasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/jamjar.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/mercglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/meson.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/ninjavisor.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/outlawglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/science.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/secglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/sunglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/thermal.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-left.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-right.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/synd.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/syndagent.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/meta.json # Resources/Textures/Interface/Misc/program_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lights.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/carrot.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chanterelle.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/eggplant.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/gatfruit.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/lemon.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/onion_red.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/potato.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/sugarcane.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/tomato.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/borgmodule.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/cyborg_parts.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/grenade.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/nukenade.rsi/meta.json # Resources/migration.yml # Tools/actions_changelogs_since_last_run.py
443 lines
18 KiB
C#
443 lines
18 KiB
C#
using System.Linq;
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using System.Text.RegularExpressions;
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using Content.Server.Actions;
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using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Server.Emoting.Systems;
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using Content.Server.Pinpointer;
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using Content.Server.Speech.EntitySystems;
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using Content.Server.Roles;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Cloning.Events;
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using Content.Shared.Damage;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Mech.Components; // Sunrise-Edit
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Zombies;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Zombies
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{
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public sealed partial class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedRoleSystem _role = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!; // Sunrise-Zombies
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public const SlotFlags ProtectiveSlots =
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SlotFlags.FEET |
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SlotFlags.HEAD |
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SlotFlags.EYES |
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SlotFlags.GLOVES |
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SlotFlags.MASK |
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SlotFlags.NECK |
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SlotFlags.INNERCLOTHING |
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SlotFlags.OUTERCLOTHING;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
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new[] { typeof(VocalSystem), typeof(BodyEmotesSystem) });
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SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
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SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
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SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<ZombieComponent, GetCharactedDeadIcEvent>(OnGetCharacterDeadIC);
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SubscribeLocalEvent<ZombieComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<ZombieComponent, MindRemovedMessage>(OnMindRemoved);
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SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
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SubscribeLocalEvent<PendingZombieComponent, BeforeRemoveAnomalyOnDeathEvent>(OnBeforeRemoveAnomalyOnDeath);
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SubscribeLocalEvent<IncurableZombieComponent, MapInitEvent>(OnPendingMapInit);
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SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
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// Sunnrise-Start
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SubscribeLocalEvent<ZombieComponent, ZombieJumpActionEvent>(OnJump);
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SubscribeLocalEvent<ZombieComponent, ZombieFlairActionEvent>(OnFlair);
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SubscribeLocalEvent<ZombieComponent, ThrowDoHitEvent>(OnThrowDoHit);
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// Sunnrise-End
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}
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// Sunnrise-Start
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private void OnThrowDoHit(EntityUid uid, ZombieComponent component, ThrowDoHitEvent args)
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{
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if (_mobState.IsDead(uid))
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return;
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if (HasComp<ZombieComponent>(args.Target) || HasComp<PendingZombieComponent>(args.Target))
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return;
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if (!_mobState.IsAlive(args.Target))
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return;
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_stun.TryParalyze(args.Target, TimeSpan.FromSeconds(component.ParalyzeTime), false);
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_damageable.TryChangeDamage(args.Target, component.Damage, origin: args.Thrown);
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}
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private void OnBeforeRemoveAnomalyOnDeath(Entity<PendingZombieComponent> ent, ref BeforeRemoveAnomalyOnDeathEvent args)
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{
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// Pending zombies (e.g. infected non-zombies) do not remove their hosted anomaly on death.
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// Current zombies DO remove the anomaly on death.
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args.Cancelled = true;
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}
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private void OnFlair(EntityUid uid, ZombieComponent component, ZombieFlairActionEvent args)
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{
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if (args.Handled)
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return;
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var zombieXform = Transform(uid);
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EntityUid? nearestUid = default!;
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TransformComponent? nearestXform = default!;
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float? minDistance = null;
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var query = AllEntityQuery<HumanoidAppearanceComponent>();
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while (query.MoveNext(out var targetUid, out var humanoidAppearanceComponent))
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{
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// Зомби не должны чувствовать тех, у кого иммунитет к ним.
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if (HasComp<ZombieComponent>(targetUid) || HasComp<ZombieImmuneComponent>(targetUid))
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continue;
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var xform = Transform(targetUid);
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// Почему бы и нет, оптимизация наху
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var distance = Math.Abs(zombieXform.Coordinates.X - xform.Coordinates.X) +
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Math.Abs(zombieXform.Coordinates.Y - xform.Coordinates.Y);
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if (distance > component.MaxFlairDistance)
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continue;
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if (minDistance == null || nearestUid == null || minDistance > distance)
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{
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nearestUid = targetUid;
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minDistance = distance;
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}
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}
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if (nearestUid == null || nearestUid == default!)
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{
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_popup.PopupEntity($"Ближайших выживших не найдено.", uid, uid, PopupType.LargeCaution);
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}
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else
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{
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_popup.PopupEntity($"Ближайший выживший находится {RemoveColorTags(_navMap.GetNearestBeaconString(nearestUid.Value))}", uid, uid, PopupType.LargeCaution);
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}
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args.Handled = true;
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}
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private string RemoveColorTags(string input)
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{
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// Регулярное выражение для поиска тэгов [color=...] и [/color]
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var pattern = @"\[\s*\/?\s*color(?:=[^\]]*)?\]";
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// Заменяем найденные тэги на пустую строку
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var result = Regex.Replace(input, pattern, string.Empty, RegexOptions.IgnoreCase);
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return result;
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}
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private void OnJump(EntityUid uid, ZombieComponent component, ZombieJumpActionEvent args)
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{
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if (args.Handled)
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return;
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// TODO: Проверка?
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// if ()
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// {
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// _popup.PopupEntity(Loc.GetString("ни магу"),
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// uid, uid, PopupType.LargeCaution);
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// return;
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// }
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args.Handled = true;
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var xform = Transform(uid);
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var mapCoords = args.Target.ToMap(EntityManager, _transform);
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var direction = mapCoords.Position - xform.MapPosition.Position;
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if (direction.Length() > component.MaxThrow)
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{
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direction = direction.Normalized() * component.MaxThrow;
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}
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_throwing.TryThrow(uid, direction, 7F, uid, 10F);
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_chatSystem.TryEmoteWithChat(uid, "ZombieGroan");
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}
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// Sunnrise-End
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private void OnPendingMapInit(EntityUid uid, IncurableZombieComponent component, MapInitEvent args)
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{
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_actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
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}
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private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
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{
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if (_mobState.IsDead(uid))
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{
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ZombifyEntity(uid);
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return;
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}
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component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
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component.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _timing.CurTime;
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// Hurt the living infected
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var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
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while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Process only once per second
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if (comp.NextTick > curTime)
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continue;
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comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
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comp.GracePeriod -= TimeSpan.FromSeconds(1f);
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if (comp.GracePeriod > TimeSpan.Zero)
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continue;
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if (_random.Prob(comp.InfectionWarningChance))
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_popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
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var multiplier = _mobState.IsCritical(uid, mobState)
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? comp.CritDamageMultiplier
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: 1f;
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_damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
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}
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// Heal the zombified
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var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
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while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Process only once per second
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if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
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continue;
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comp.NextTick = curTime;
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if (_mobState.IsDead(uid, mobState))
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continue;
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var multiplier = _mobState.IsCritical(uid, mobState)
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? comp.PassiveHealingCritMultiplier
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: 1f;
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// Gradual healing for living zombies.
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_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
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}
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}
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private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
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{
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args.Cancelled = true;
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}
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private void OnGetCharacterDeadIC(EntityUid uid, ZombieComponent component, ref GetCharactedDeadIcEvent args)
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{
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args.Dead = true;
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}
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private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
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{
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if (component.EmoteSoundsId == null)
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return;
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_protoManager.TryIndex(component.EmoteSoundsId, out component.EmoteSounds);
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// Sunnrise-Start
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_action.AddAction(uid, component.ActionJumpId);
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_action.AddAction(uid, component.ActionFlairId);
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// Sunnrise-End
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}
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private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
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{
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// always play zombie emote sounds and ignore others
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if (args.Handled)
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return;
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args.Handled = _chat.TryPlayEmoteSound(uid, component.EmoteSounds, args.Emote);
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}
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private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Alive)
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{
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// Groaning when damaged
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EnsureComp<EmoteOnDamageComponent>(uid);
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_emoteOnDamage.AddEmote(uid, "Scream");
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||
|
||
// 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;
|
||
|
||
// 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.MindTryRemoveRole<ZombieRoleComponent>(args.Mind);
|
||
}
|
||
}
|
||
}
|