# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.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/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
455 lines
19 KiB
C#
455 lines
19 KiB
C#
using System.Linq;
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using Content.Shared.NPC.Prototypes;
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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.GameTicking.Rules.Components;
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using Content.Server.Pinpointer;
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using Content.Server.Speech.EntitySystems;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Armor;
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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.Chat;
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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.Roles.Components;
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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 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 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 readonly ProtoId<NpcFactionPrototype> Faction = "Zombie";
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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, GetCharacterUnrevivableIcEvent>(OnGetCharacterUnrevivableIC);
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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.TryAddParalyzeDuration(args.Target, TimeSpan.FromSeconds(component.ParalyzeTime));
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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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_chat.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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_action.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
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_faction.AddFaction(uid, Faction);
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if (HasComp<ZombieComponent>(uid) || HasComp<ZombieImmuneComponent>(uid))
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return;
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EnsureComp<PendingZombieComponent>(uid, out PendingZombieComponent pendingComp);
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pendingComp.GracePeriod = _random.Next(pendingComp.MinInitialInfectedGrace, pendingComp.MaxInitialInfectedGrace);
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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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}
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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 OnGetCharacterUnrevivableIC(EntityUid uid, ZombieComponent component, ref GetCharacterUnrevivableIcEvent args)
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{
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args.Unrevivable = 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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// Sunnrise-Start
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_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.Resolve(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) && !HasComp<NonSpreaderZombieComponent>(args.User))
|
||
{
|
||
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));
|
||
}
|
||
}
|
||
}
|