Files
Delta-v/Content.Server/Zombies/ZombieSystem.Transform.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

311 lines
14 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Body.Components;
using Content.Server.Chat;
using Content.Server.Chat.Managers;
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.Abilities.Psionics; // DeltaV
using Content.Shared.Body.Components;
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.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.Components; // DeltaV
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!;
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);
if (TryComp<PsionicComponent>(target, out var psionic)) // DeltaV - Prevent psionic zombies
{
if (psionic.ActivePowers.Count > 0)
{
foreach (var power in psionic.ActivePowers)
{
RemComp(target, power);
}
psionic.ActivePowers.Clear();
}
RemComp<PsionicComponent>(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),
]);
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;
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);
EnsureComp<NoFriendlyFireComponent>(target); // DeltaV - prevent shitters biting other zombies
//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))
{
//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);
}
}