# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.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/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.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/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
458 lines
19 KiB
C#
458 lines
19 KiB
C#
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.Systems;
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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)
|
||
{
|
||
if (_mobState.IsDead(uid))
|
||
{
|
||
ZombifyEntity(uid);
|
||
return;
|
||
}
|
||
|
||
component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
|
||
}
|
||
|
||
public override void Update(float frameTime)
|
||
{
|
||
base.Update(frameTime);
|
||
var curTime = _timing.CurTime;
|
||
|
||
// Hurt the living infected
|
||
var query = EntityQueryEnumerator<PendingZombieComponent, Shared.Damage.Components.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.ChangeDamage((uid, damage), comp.Damage * multiplier, true, false);
|
||
}
|
||
|
||
// Heal the zombified
|
||
var zombQuery = EntityQueryEnumerator<ZombieComponent, Shared.Damage.Components.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.ChangeDamage((uid, damage), comp.PassiveHealing * multiplier, true, false);
|
||
}
|
||
}
|
||
|
||
private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
|
||
{
|
||
args.Cancelled = true;
|
||
}
|
||
|
||
private void OnGetCharacterDeadIC(EntityUid uid, ZombieComponent component, ref GetCharactedDeadIcEvent args)
|
||
{
|
||
args.Dead = true;
|
||
}
|
||
|
||
private void OnGetCharacterUnrevivableIC(EntityUid uid, ZombieComponent component, ref GetCharacterUnrevivableIcEvent args)
|
||
{
|
||
args.Unrevivable = true;
|
||
}
|
||
|
||
private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
|
||
{
|
||
// Sunnrise-Start
|
||
_action.AddAction(uid, component.ActionJumpId);
|
||
_action.AddAction(uid, component.ActionFlairId);
|
||
// Sunnrise-End
|
||
}
|
||
|
||
private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
|
||
{
|
||
// always play zombie emote sounds and ignore others
|
||
if (args.Handled)
|
||
return;
|
||
|
||
_protoManager.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(Entity<ZombieComponent> entity, ref MeleeHitEvent args)
|
||
{
|
||
if (!args.IsHit)
|
||
return;
|
||
|
||
var cannotSpread = HasComp<NonSpreaderZombieComponent>(args.User);
|
||
|
||
foreach (var uid in args.HitEntities)
|
||
{
|
||
if (args.User == uid)
|
||
continue;
|
||
|
||
if (!TryComp<MobStateComponent>(uid, out var mobState))
|
||
continue;
|
||
|
||
if (HasComp<ZombieComponent>(uid) || HasComp<IncurableZombieComponent>(uid))
|
||
{
|
||
// Don't infect, don't deal damage, do not heal from bites, don't pass go!
|
||
args.Handled = true;
|
||
continue;
|
||
}
|
||
|
||
// Sunrise-Edit-Start
|
||
|
||
if (HasComp<MechComponent>(entity))
|
||
continue;
|
||
|
||
// Sunrise-Edit-End
|
||
|
||
if (_mobState.IsAlive(uid, mobState))
|
||
{
|
||
_damageable.TryChangeDamage(args.User, entity.Comp.HealingOnBite, true, false);
|
||
|
||
// If we cannot infect the living target, the zed will just heal itself.
|
||
if (HasComp<ZombieImmuneComponent>(uid) || cannotSpread || _random.Prob(GetZombieInfectionChance(uid, entity.Comp)))
|
||
continue;
|
||
|
||
EnsureComp<PendingZombieComponent>(uid);
|
||
EnsureComp<ZombifyOnDeathComponent>(uid);
|
||
}
|
||
else
|
||
{
|
||
if (HasComp<ZombieImmuneComponent>(uid) || cannotSpread)
|
||
continue;
|
||
|
||
// If the target is dead and can be infected, infect.
|
||
ZombifyEntity(uid);
|
||
args.Handled = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <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.ChangeBloodReagents(target, zombiecomp.BeforeZombifiedBloodReagents);
|
||
|
||
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));
|
||
}
|
||
}
|
||
}
|