mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 16:47:26 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
311 lines
14 KiB
C#
311 lines
14 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Body.Components;
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using Content.Server.Chat;
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using Content.Server.Chat.Managers;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.Inventory;
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using Content.Server.Mind;
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using Content.Server.NPC;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.Systems;
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using Content.Server.Speech.Components;
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using Content.Server.Temperature.Components;
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using Content.Shared.Abilities.Psionics; // DeltaV
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using Content.Shared.Body.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Humanoid;
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using Content.Shared.Interaction.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.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.NPC.Components; // DeltaV
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nutrition.AnimalHusbandry;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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using Content.Shared.Prying.Components;
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using Content.Shared.Traits.Assorted;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.Ghost.Roles.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Shared.NPC.Prototypes;
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namespace Content.Server.Zombies;
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/// <summary>
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/// Handles zombie propagation and inherent zombie traits
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/// </summary>
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/// <remarks>
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/// Don't Shitcode Open Inside
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/// </remarks>
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public sealed partial class ZombieSystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly NpcFactionSystem _faction = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
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private static readonly ProtoId<TagPrototype> CannotSuicideTag = "CannotSuicide";
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private static readonly ProtoId<NpcFactionPrototype> ZombieFaction = "Zombie";
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/// <summary>
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/// Handles an entity turning into a zombie when they die or go into crit
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/// </summary>
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private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead)
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{
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ZombifyEntity(uid, args.Component);
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}
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}
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/// <summary>
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/// This is the general purpose function to call if you want to zombify an entity.
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/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
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/// </summary>
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/// <param name="target">the entity being zombified</param>
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/// <param name="mobState"></param>
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/// <remarks>
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/// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
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/// This function is the god function for zombie stuff, and it is cursed. I have
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/// attempted to label everything thouroughly for your sanity. I have attempted to
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/// rewrite this, but this is how it shall lie eternal. Turn back now.
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/// -emo
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/// </remarks>
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public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
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{
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//Don't zombfiy zombies
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if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
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return;
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if (!Resolve(target, ref mobState, logMissing: false))
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return;
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//you're a real zombie now, son.
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var zombiecomp = AddComp<ZombieComponent>(target);
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//we need to basically remove all of these because zombies shouldn't
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//get diseases, breath, be thirst, be hungry, die in space, have offspring or be paraplegic.
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RemComp<RespiratorComponent>(target);
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RemComp<BarotraumaComponent>(target);
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RemComp<HungerComponent>(target);
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RemComp<ThirstComponent>(target);
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RemComp<ReproductiveComponent>(target);
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RemComp<ReproductivePartnerComponent>(target);
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RemComp<LegsParalyzedComponent>(target);
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RemComp<ComplexInteractionComponent>(target);
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if (TryComp<PsionicComponent>(target, out var psionic)) // DeltaV - Prevent psionic zombies
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{
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if (psionic.ActivePowers.Count > 0)
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{
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foreach (var power in psionic.ActivePowers)
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{
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RemComp(target, power);
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}
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psionic.ActivePowers.Clear();
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}
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RemComp<PsionicComponent>(target);
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}
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//funny voice
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var accentType = "zombie";
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if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
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accentType = accent.Accent;
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EnsureComp<ReplacementAccentComponent>(target).Accent = accentType;
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//This is needed for stupid entities that fuck up combat mode component
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//in an attempt to make an entity not attack. This is the easiest way to do it.
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var combat = EnsureComp<CombatModeComponent>(target);
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RemComp<PacifiedComponent>(target);
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_combat.SetCanDisarm(target, false, combat);
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_combat.SetInCombatMode(target, true, combat);
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.Animation = zombiecomp.AttackAnimation;
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melee.WideAnimation = zombiecomp.AttackAnimation;
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melee.AltDisarm = false;
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melee.Range = 1.2f;
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melee.Angle = 0.0f;
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melee.HitSound = zombiecomp.BiteSound;
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DirtyFields(target, melee, null, fields:
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[
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nameof(MeleeWeaponComponent.Animation),
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nameof(MeleeWeaponComponent.WideAnimation),
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nameof(MeleeWeaponComponent.AltDisarm),
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nameof(MeleeWeaponComponent.Range),
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nameof(MeleeWeaponComponent.Angle),
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nameof(MeleeWeaponComponent.HitSound),
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]);
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if (mobState.CurrentState == MobState.Alive)
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{
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// Groaning when damaged
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EnsureComp<EmoteOnDamageComponent>(target);
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_emoteOnDamage.AddEmote(target, "Scream");
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// Random groaning
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EnsureComp<AutoEmoteComponent>(target);
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_autoEmote.AddEmote(target, "ZombieGroan");
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}
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//We have specific stuff for humanoid zombies because they matter more
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if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
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{
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//store some values before changing them in case the humanoid get cloned later
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zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
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zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
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zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
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if (TryComp<BloodstreamComponent>(target, out var stream))
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zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
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_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
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// Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
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huApComp.EyeColor = zombiecomp.EyeColor;
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// this might not resync on clone?
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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//This is done here because non-humanoids shouldn't get baller damage
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melee.Damage = zombiecomp.DamageOnBite;
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// humanoid zombies get to pry open doors and shit
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var pryComp = EnsureComp<PryingComponent>(target);
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pryComp.SpeedModifier = 0.75f;
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pryComp.PryPowered = true;
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pryComp.Force = true;
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Dirty(target, pryComp);
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}
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Dirty(target, melee);
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//The zombie gets the assigned damage weaknesses and strengths
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_damageable.SetDamageModifierSetId(target, "Zombie");
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//This makes it so the zombie doesn't take bloodloss damage.
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//NOTE: they are supposed to bleed, just not take damage
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_bloodstream.SetBloodLossThreshold(target, 0f);
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//Give them zombie blood
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_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
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//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
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_inventory.TryUnequip(target, "gloves", true, true);
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//Should prevent instances of zombies using comms for information they shouldnt be able to have.
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_inventory.TryUnequip(target, "ears", true, true);
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//popup
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_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
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//Make it sentient if it's an animal or something
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_mind.MakeSentient(target);
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//Make the zombie not die in the cold. Good for space zombies
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if (TryComp<TemperatureComponent>(target, out var tempComp))
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tempComp.ColdDamage.ClampMax(0);
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//Heals the zombie from all the damage it took while human
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if (TryComp<DamageableComponent>(target, out var damageablecomp))
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_damageable.SetAllDamage(target, damageablecomp, 0);
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_mobState.ChangeMobState(target, MobState.Alive);
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_faction.ClearFactions(target, dirty: false);
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_faction.AddFaction(target, ZombieFaction);
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EnsureComp<NoFriendlyFireComponent>(target); // DeltaV - prevent shitters biting other zombies
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//gives it the funny "Zombie ___" name.
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_nameMod.RefreshNameModifiers(target);
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_identity.QueueIdentityUpdate(target);
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var htn = EnsureComp<HTNComponent>(target);
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htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
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htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
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_npc.SleepNPC(target, htn);
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//He's gotta have a mind
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var hasMind = _mind.TryGetMind(target, out var mindId, out var mind);
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if (hasMind && mind != null && _player.TryGetSessionById(mind.UserId, out var session))
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{
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//Zombie role for player manifest
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_role.MindAddRole(mindId, "MindRoleZombie", mind: null, silent: true);
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//Greeting message for new bebe zombers
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_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
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// Notificate player about new role assignment
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_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
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}
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else
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{
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_npc.WakeNPC(target, htn);
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}
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if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
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{
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//yet more hardcoding. Visit zombie.ftl for more information.
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var ghostRole = EnsureComp<GhostRoleComponent>(target);
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EnsureComp<GhostTakeoverAvailableComponent>(target);
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ghostRole.RoleName = Loc.GetString("zombie-generic");
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ghostRole.RoleDescription = Loc.GetString("zombie-role-desc");
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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);
|
|
}
|
|
}
|