Files
Delta-v/Content.Server/Zombies/ZombieSystem.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

320 lines
14 KiB
C#

using System.Linq;
using Content.Shared.NPC.Prototypes;
using Content.Server.Actions;
using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Systems;
using Content.Server.Emoting.Systems;
using Content.Server.Speech.EntitySystems;
using Content.Server.Roles;
using Content.Shared.Anomaly.Components;
using Content.Shared.Armor;
using Content.Shared.Bed.Sleep;
using Content.Shared.Cloning.Events;
using Content.Shared.Damage;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Roles;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Zombies;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Zombies
{
public sealed partial class ZombieSystem : SharedZombieSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
public readonly ProtoId<NpcFactionPrototype> Faction = "Zombie";
public const SlotFlags ProtectiveSlots =
SlotFlags.FEET |
SlotFlags.HEAD |
SlotFlags.EYES |
SlotFlags.GLOVES |
SlotFlags.MASK |
SlotFlags.NECK |
SlotFlags.INNERCLOTHING |
SlotFlags.OUTERCLOTHING;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
new[] { typeof(VocalSystem), typeof(BodyEmotesSystem) });
SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<ZombieComponent, GetCharactedDeadIcEvent>(OnGetCharacterDeadIC);
SubscribeLocalEvent<ZombieComponent, GetCharacterUnrevivableIcEvent>(OnGetCharacterUnrevivableIC);
SubscribeLocalEvent<ZombieComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<ZombieComponent, MindRemovedMessage>(OnMindRemoved);
SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
SubscribeLocalEvent<PendingZombieComponent, BeforeRemoveAnomalyOnDeathEvent>(OnBeforeRemoveAnomalyOnDeath);
SubscribeLocalEvent<IncurableZombieComponent, MapInitEvent>(OnPendingMapInit);
SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
}
private void OnBeforeRemoveAnomalyOnDeath(Entity<PendingZombieComponent> ent, ref BeforeRemoveAnomalyOnDeathEvent args)
{
// Pending zombies (e.g. infected non-zombies) do not remove their hosted anomaly on death.
// Current zombies DO remove the anomaly on death.
args.Cancelled = true;
}
private void OnPendingMapInit(EntityUid uid, IncurableZombieComponent component, MapInitEvent args)
{
_actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
_faction.AddFaction(uid, Faction);
if (HasComp<ZombieComponent>(uid) || HasComp<ZombieImmuneComponent>(uid))
return;
EnsureComp<PendingZombieComponent>(uid, out PendingZombieComponent pendingComp);
pendingComp.GracePeriod = _random.Next(pendingComp.MinInitialInfectedGrace, pendingComp.MaxInitialInfectedGrace);
}
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, 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.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
}
// Heal the zombified
var zombQuery = EntityQueryEnumerator<ZombieComponent, 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.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
}
}
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 OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
{
// always play zombie emote sounds and ignore others
if (args.Handled)
return;
_protoManager.TryIndex(component.EmoteSoundsId, out var sounds);
args.Handled = _chat.TryPlayEmoteSound(uid, sounds, args.Emote);
}
private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Alive)
{
// Groaning when damaged
EnsureComp<EmoteOnDamageComponent>(uid);
_emoteOnDamage.AddEmote(uid, "Scream");
// Random groaning
EnsureComp<AutoEmoteComponent>(uid);
_autoEmote.AddEmote(uid, "ZombieGroan");
}
else
{
// Stop groaning when damaged
_emoteOnDamage.RemoveEmote(uid, "Scream");
// Stop random groaning
_autoEmote.RemoveEmote(uid, "ZombieGroan");
}
}
private float GetZombieInfectionChance(EntityUid uid, ZombieComponent zombieComponent)
{
var chance = zombieComponent.BaseZombieInfectionChance;
var armorEv = new CoefficientQueryEvent(ProtectiveSlots);
RaiseLocalEvent(uid, armorEv);
foreach (var resistanceEffectiveness in zombieComponent.ResistanceEffectiveness.DamageDict)
{
if (armorEv.DamageModifiers.Coefficients.TryGetValue(resistanceEffectiveness.Key, out var coefficient))
{
// Scale the coefficient by the resistance effectiveness, very descriptive I know
// For example. With 30% slash resist (0.7 coeff), but only a 60% resistance effectiveness for slash,
// you'll end up with 1 - (0.3 * 0.6) = 0.82 coefficient, or a 18% resistance
var adjustedCoefficient = 1 - ((1 - coefficient) * resistanceEffectiveness.Value.Float());
chance *= adjustedCoefficient;
}
}
var zombificationResistanceEv = new ZombificationResistanceQueryEvent(ProtectiveSlots);
RaiseLocalEvent(uid, zombificationResistanceEv);
chance *= zombificationResistanceEv.TotalCoefficient;
return MathF.Max(chance, zombieComponent.MinZombieInfectionChance);
}
private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
{
// this prevents a player using a zombie mouse as a weapon to infect people
if (!TryComp<ZombieComponent>(args.User, out _))
return;
foreach (var entity in args.HitEntities)
{
if (args.User == entity)
continue;
if (!TryComp<MobStateComponent>(entity, out var mobState))
continue;
var canZombify = !HasComp<ZombieComponent>(entity) && !HasComp<ZombieImmuneComponent>(entity);
if (canZombify && !HasComp<NonSpreaderZombieComponent>(args.User) && _random.Prob(GetZombieInfectionChance(entity, component)))
{
EnsureComp<PendingZombieComponent>(entity);
EnsureComp<ZombifyOnDeathComponent>(entity);
}
if (_mobState.IsIncapacitated(entity, mobState) && canZombify)
{
ZombifyEntity(entity);
args.BonusDamage = -args.BaseDamage;
}
else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
{
_damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
}
}
}
/// <summary>
/// This is the function to call if you want to unzombify an entity.
/// </summary>
/// <param name="source">the entity having the ZombieComponent</param>
/// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
/// <param name="zombiecomp"></param>
/// <remarks>
/// this currently only restore the skin/eye color from before zombified
/// TODO: completely rethink how zombies are done to allow reversal.
/// </remarks>
public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
{
if (!Resolve(source, ref zombiecomp))
return false;
foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
{
_humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
_humanoidAppearance.SetBaseLayerId(target, layer, info.Id);
}
if (TryComp<HumanoidAppearanceComponent>(target, out var appcomp))
{
appcomp.EyeColor = zombiecomp.BeforeZombifiedEyeColor;
}
_humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor, false);
_bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
return true;
}
private void OnZombieCloning(Entity<ZombieComponent> ent, ref CloningEvent args)
{
UnZombify(ent.Owner, args.CloneUid, ent.Comp);
}
// Make sure players that enter a zombie (for example via a ghost role or the mind swap spell) count as an antagonist.
private void OnMindAdded(Entity<ZombieComponent> ent, ref MindAddedMessage args)
{
if (!_role.MindHasRole<ZombieRoleComponent>(args.Mind))
_role.MindAddRole(args.Mind, "MindRoleZombie", mind: args.Mind.Comp);
}
// Remove the role when getting cloned, getting gibbed and borged, or leaving the body via any other method.
private void OnMindRemoved(Entity<ZombieComponent> ent, ref MindRemovedMessage args)
{
_role.MindRemoveRole<ZombieRoleComponent>((args.Mind.Owner, args.Mind.Comp));
}
}
}