Files
Delta-v/Content.Server/Zombies/ZombieSystem.Transform.cs
T
84c0b3e895 snipe qol prs from upstream (#2614)
* Remove discard functionality from the ChemMaster

This duplicates other methods of discarding chemicals, including
the drain conventionally given to chemistry labs.

Any problems it solves are miniscule compared to the severe UI error
that is having a destructive action without confirmation attached
to a mode, the most common source of user error.

* Improve animal cube interactions (#31668)

* Working on dehydrate recipes to renew animal cubes

* Added remaining cube dehydration recipes

* Add OnExamine to RehydratableSystem.cs, need to add functionality to check total volume vs current volume to determine if 'soaked' text needs to be displayed

* Added logic to append text to the description when the wrong reagent has been added to a compressed animal cube

* Re-adding deleted summary

* Update default SolutionName to be correct

* Remove cube recipes to prevent infinite nutrient generation

* Add OnMicrowaved event to RehydratableSystem.cs in order to clear solution of cube when microwaved. CURRENT ERROR REQUIRES REFACTOR OF MICROWAVECOMPONENT

* Subscribe to microwave event

* Refactor of MicrowaveComponent.cs to be in shared folder, accessible to RehydratableSystem.cs. Updated imports

* Modify cube to only dehydrate in microwave when cooked for at least 5 seconds

* now using event to check access to fingerprint

* Tweak - Reflective vest and Energy Katana should reflect only in correct slots (#31902)

* ReflectComponentLogicFix
Added bool InRightPlace and updated relevant system

* Using SlotFlags

* prevent friendly fire for dragon/carp (#32231)

* add NoFriendlyFire

* make zombies use NoFriendlyFire

* no friendly fire for dragon

* let dragon kill naughty fish and validhunting syndies

* add button to print logprobe logs (#32255)

* add EntityName at the bottom of LogProbe

* add button to print logprobe logs

* Add camera mod to diagnostic hud (#32254)

* ai-glass

* weh to protect against bad grammar

* transmutation into diagnostic hud

* Apply forensics when loading with an ammo box

* inaprovaline metabolizes slower

* :trollface:

---------

Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
Co-authored-by: Preston Smith <Blackfoot03@outlook.com>
Co-authored-by: YourUsername <you@example.com>
Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ArZarLordOfMango <arzarchannel@gmail.com>
Co-authored-by: themias <themias5@gmail.com>
Co-authored-by: Alzore <blackern5000@gmail.com>
2025-01-05 03:55:34 +00:00

297 lines
13 KiB
C#

using Content.Server.Actions;
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.Mind.Commands;
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;
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.NPC.Components;
using Content.Shared.NPC.Systems;
using Content.Shared.Nutrition.AnimalHusbandry;
using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Roles;
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;
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 SharedRoleSystem _roles = default!;
/// <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;
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
//lord forgive me for the hardcoded damage
DamageSpecifier dspec = new()
{
DamageDict = new()
{
{ "Slash", 13 },
{ "Piercing", 7 },
{ "Structural", 10 }
}
};
melee.Damage = dspec;
// 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
MakeSentientCommand.MakeSentient(target, EntityManager);
//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, "Zombie");
EnsureComp<NoFriendlyFireComponent>(target); // 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 _);
if (hasMind && _mind.TryGetSession(mindId, out var session))
{
//Zombie role for player manifest
_roles.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);
}
}