fish-station/Content.Server/Zombies/ZombieSystem.Transform.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
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2025-08-10 01:49:23 +03:00

320 lines
14 KiB
C#

using Content.Server.Administration.Managers;
using Content.Server.Atmos.Components;
using Content.Server.Body.Components;
using Content.Server.Chat;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking;
using Content.Server.Ghost;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
using Content.Server.Inventory;
using Content.Server.Mind;
using Content.Server.NPC;
using Content.Server.NPC.HTN;
using Content.Server.NPC.Systems;
using Content.Server.Speech.Components;
using Content.Server.Temperature.Components;
using Content.Shared.Body.Components;
using Content.Shared._Sunrise.CollectiveMind;
using Content.Shared.CombatMode;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Cuffs.Components;
using Content.Shared.Humanoid;
using Content.Shared.Interaction.Components;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.NameModifier.EntitySystems;
using Content.Shared.NPC.Systems;
using Content.Shared.Nutrition.AnimalHusbandry;
using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee;
using Content.Shared.Zombies;
using Content.Shared.Prying.Components;
using Content.Shared.Traits.Assorted;
using Robust.Shared.Audio.Systems;
using Content.Shared.Ghost.Roles.Components;
using Content.Shared.Tag;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Content.Shared.NPC.Prototypes;
namespace Content.Server.Zombies;
/// <summary>
/// Handles zombie propagation and inherent zombie traits
/// </summary>
/// <remarks>
/// Don't Shitcode Open Inside
/// </remarks>
public sealed partial class ZombieSystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
[Dependency] private readonly NpcFactionSystem _faction = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly ServerInventorySystem _inventory = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly NPCSystem _npc = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly NameModifierSystem _nameMod = default!;
[Dependency] private readonly ISharedPlayerManager _player = default!;
[Dependency] private readonly GhostSystem _ghostSystem = default!;
[Dependency] private readonly IBanManager _banManager = default!;
private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
private static readonly ProtoId<TagPrototype> CannotSuicideTag = "CannotSuicide";
private static readonly ProtoId<NpcFactionPrototype> ZombieFaction = "Zombie";
/// <summary>
/// Handles an entity turning into a zombie when they die or go into crit
/// </summary>
private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Dead)
{
ZombifyEntity(uid, args.Component);
}
}
/// <summary>
/// This is the general purpose function to call if you want to zombify an entity.
/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
/// </summary>
/// <param name="target">the entity being zombified</param>
/// <param name="mobState"></param>
/// <remarks>
/// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
/// This function is the god function for zombie stuff, and it is cursed. I have
/// attempted to label everything thouroughly for your sanity. I have attempted to
/// rewrite this, but this is how it shall lie eternal. Turn back now.
/// -emo
/// </remarks>
public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
{
//Don't zombfiy zombies
if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
return;
if (!Resolve(target, ref mobState, logMissing: false))
return;
//you're a real zombie now, son.
var zombiecomp = AddComp<ZombieComponent>(target);
//we need to basically remove all of these because zombies shouldn't
//get diseases, breath, be thirst, be hungry, die in space, have offspring or be paraplegic.
RemComp<RespiratorComponent>(target);
RemComp<BarotraumaComponent>(target);
RemComp<HungerComponent>(target);
RemComp<ThirstComponent>(target);
RemComp<ReproductiveComponent>(target);
RemComp<ReproductivePartnerComponent>(target);
RemComp<LegsParalyzedComponent>(target);
RemComp<ComplexInteractionComponent>(target);
//funny voice
var accentType = "zombie";
if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
accentType = accent.Accent;
EnsureComp<ReplacementAccentComponent>(target).Accent = accentType;
//This is needed for stupid entities that fuck up combat mode component
//in an attempt to make an entity not attack. This is the easiest way to do it.
var combat = EnsureComp<CombatModeComponent>(target);
RemComp<PacifiedComponent>(target);
_combat.SetCanDisarm(target, false, combat);
_combat.SetInCombatMode(target, true, combat);
//This is the actual damage of the zombie. We assign the visual appearance
//and range here because of stuff we'll find out later
var melee = EnsureComp<MeleeWeaponComponent>(target);
melee.Animation = zombiecomp.AttackAnimation;
melee.WideAnimation = zombiecomp.AttackAnimation;
melee.AltDisarm = false;
melee.Range = 1.2f;
melee.Angle = 0.0f;
melee.HitSound = zombiecomp.BiteSound;
DirtyFields(target, melee, null, fields:
[
nameof(MeleeWeaponComponent.Animation),
nameof(MeleeWeaponComponent.WideAnimation),
nameof(MeleeWeaponComponent.AltDisarm),
nameof(MeleeWeaponComponent.Range),
nameof(MeleeWeaponComponent.Angle),
nameof(MeleeWeaponComponent.HitSound),
]);
// Sunrise-Start
RemComp<CuffableComponent>(target);
var collectiveMindComponent = EnsureComp<CollectiveMindComponent>(target);
foreach (var collectiveMind in collectiveMindComponent.Minds.ToArray())
{
collectiveMindComponent.Minds.Remove(collectiveMind);
}
if (!collectiveMindComponent.Minds.Contains("Zombie"))
collectiveMindComponent.Minds.Add("Zombie");
// Sunrise-End
if (mobState.CurrentState == MobState.Alive)
{
// Groaning when damaged
EnsureComp<EmoteOnDamageComponent>(target);
_emoteOnDamage.AddEmote(target, "Scream");
// Random groaning
EnsureComp<AutoEmoteComponent>(target);
_autoEmote.AddEmote(target, "ZombieGroan");
}
//We have specific stuff for humanoid zombies because they matter more
if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
{
//store some values before changing them in case the humanoid get cloned later
zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
if (TryComp<BloodstreamComponent>(target, out var stream))
zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
// Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
huApComp.EyeColor = zombiecomp.EyeColor;
// this might not resync on clone?
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
//This is done here because non-humanoids shouldn't get baller damage
melee.Damage = zombiecomp.DamageOnBite;
// humanoid zombies get to pry open doors and shit
var pryComp = EnsureComp<PryingComponent>(target);
pryComp.SpeedModifier = 0.75f; // Sunrise-Edit
pryComp.PryPowered = true;
pryComp.Force = true;
Dirty(target, pryComp);
}
Dirty(target, melee);
//The zombie gets the assigned damage weaknesses and strengths
_damageable.SetDamageModifierSetId(target, "Zombie");
//This makes it so the zombie doesn't take bloodloss damage.
//NOTE: they are supposed to bleed, just not take damage
_bloodstream.SetBloodLossThreshold(target, 0f);
//Give them zombie blood
_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
_inventory.TryUnequip(target, "gloves", true, true);
//Should prevent instances of zombies using comms for information they shouldnt be able to have.
_inventory.TryUnequip(target, "ears", true, true);
//popup
_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
//Make it sentient if it's an animal or something
_mind.MakeSentient(target);
//Make the zombie not die in the cold. Good for space zombies
if (TryComp<TemperatureComponent>(target, out var tempComp))
tempComp.ColdDamage.ClampMax(0);
//Heals the zombie from all the damage it took while human
if (TryComp<DamageableComponent>(target, out var damageablecomp))
_damageable.SetAllDamage(target, damageablecomp, 0);
_mobState.ChangeMobState(target, MobState.Alive);
_faction.ClearFactions(target, dirty: false);
_faction.AddFaction(target, ZombieFaction);
//gives it the funny "Zombie ___" name.
_nameMod.RefreshNameModifiers(target);
_identity.QueueIdentityUpdate(target);
var htn = EnsureComp<HTNComponent>(target);
htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
_npc.SleepNPC(target, htn);
//He's gotta have a mind
var hasMind = _mind.TryGetMind(target, out var mindId, out var mind);
if (hasMind && mind != null && _player.TryGetSessionById(mind.UserId, out var session))
{
// Check if the user has a ban on "Zombie"
if (_banManager.IsAntagBanned(session.UserId, zombiecomp.ZombieRoleId))
{
// Ghost the player if they have a "Zombie" ban
_ghostSystem.OnGhostAttempt(mindId, false, true, mind: mind);
}
//Zombie role for player manifest
_role.MindAddRole(mindId, "MindRoleZombie", mind: null, silent: true);
//Greeting message for new bebe zombers
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
// Notificate player about new role assignment
_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
}
else
{
_npc.WakeNPC(target, htn);
}
if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
{
//yet more hardcoding. Visit zombie.ftl for more information.
var ghostRole = EnsureComp<GhostRoleComponent>(target);
EnsureComp<GhostTakeoverAvailableComponent>(target);
ghostRole.RoleName = Loc.GetString("zombie-generic");
ghostRole.RoleDescription = Loc.GetString("zombie-role-desc");
ghostRole.RoleRules = Loc.GetString("zombie-role-rules");
}
if (TryComp<HandsComponent>(target, out var handsComp))
{
_hands.RemoveHands(target);
RemComp(target, handsComp);
}
// Sloth: What the fuck?
// How long until compregistry lmao.
RemComp<PullerComponent>(target);
// No longer waiting to become a zombie:
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
RemCompDeferred<PendingZombieComponent>(target);
//zombie gamemode stuff
var ev = new EntityZombifiedEvent(target);
RaiseLocalEvent(target, ref ev, true);
//zombies get slowdown once they convert
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
//Need to prevent them from getting an item, they have no hands.
// Also prevents them from becoming a Survivor. They're undead.
_tag.AddTag(target, InvalidForGlobalSpawnSpellTag);
_tag.AddTag(target, CannotSuicideTag);
}
}