Files
Delta-v/Content.Shared/Zombies/ZombieComponent.cs
T
pathetic meowmeow c57721eca5 Visual nubody (humanoid appearance refactor) (#42476)
* initial visual nubody

* oops overlay

* im so pheeming rn

* conversion...

* tests

* comeback of the underwear

* oops eyes

* blabbl

* zeds

* yaml linted

* search and visible count constraints

* reordering

* preserve previously selected markings colors

* fix test

* some ui niceties

* ordering

* make DB changes backwards-compatible/downgrade-friendly

* fix things again

* fix migration

* vulpkanin markings limit increase

* wrapping

* code cleanup and more code cleanup and more code cleanup and more code cleanup and

* fix slop ports

* better sampling API

* make filter work + use the method i made for its intended purpose

* fix test fails real quick

* magic mirror cleanup, remove TODO

* don't 0-init the organ profile data

* remove deltastates

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

# Conflicts:
#	Content.Server/Humanoid/Components/RandomHumanoidAppearanceComponent.cs
#	Content.Server/Humanoid/Systems/RandomHumanoidAppearanceSystem.cs

# Conflicts:
#	Resources/Prototypes/Species/diona.yml

# Conflicts:
#	Content.Server/Zombies/ZombieSystem.Transform.cs
2026-06-29 12:43:35 +02:00

164 lines
5.1 KiB
C#

using Content.Shared.Body;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Chemistry.Components;
using Content.Shared.Damage;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Roles;
using Content.Shared.StatusIcon;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Zombies;
[RegisterComponent, NetworkedComponent]
public sealed partial class ZombieComponent : Component
{
/// <summary>
/// The baseline infection chance you have if you have no protective gear
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float BaseZombieInfectionChance = 0.75f;
/// <summary>
/// The minimum infection chance possible. This is simply to prevent
/// being overly protected by bundling up.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MinZombieInfectionChance = 0.05f;
/// <summary>
/// How effective each resistance type on a piece of armor is. Using a damage specifier for this seems illegal.
/// </summary>
public DamageSpecifier ResistanceEffectiveness = new()
{
DamageDict = new ()
{
{"Slash", 0.5},
{"Piercing", 0.3},
{"Blunt", 0.1},
}
};
[ViewVariables(VVAccess.ReadWrite)]
public float ZombieMovementSpeedDebuff = 0.70f;
/// <summary>
/// The skin color of the zombie
/// </summary>
[DataField("skinColor")]
public Color SkinColor = new(0.45f, 0.51f, 0.29f);
/// <summary>
/// The eye color of the zombie
/// </summary>
[DataField("eyeColor")]
public Color EyeColor = new(0.96f, 0.13f, 0.24f);
/// <summary>
/// The attack arc of the zombie
/// </summary>
[DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string AttackAnimation = "WeaponArcBite";
/// <summary>
/// The role prototype of the zombie antag role
/// </summary>
[DataField("zombieRoleId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
public string ZombieRoleId = "Zombie";
[DataField]
public Dictionary<ProtoId<OrganCategoryPrototype>, OrganProfileData> BeforeZombifiedProfiles;
[DataField]
public Dictionary<ProtoId<OrganCategoryPrototype>, Dictionary<HumanoidVisualLayers, List<Marking>>> BeforeZombifiedMarkings;
[DataField("emoteId")]
public ProtoId<EmoteSoundsPrototype>? EmoteSoundsId = "Zombie";
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
[DataField("zombieStatusIcon")]
public ProtoId<FactionIconPrototype> StatusIcon { get; set; } = "ZombieFaction";
/// <summary>
/// Healing each second
/// </summary>
[DataField("passiveHealing")]
public DamageSpecifier PassiveHealing = new()
{
DamageDict = new ()
{
{ "Blunt", -0.4 },
{ "Slash", -0.2 },
{ "Piercing", -0.2 },
// DeltaV Start - Buff Zombies
{ "Heat", -0.2 }, // Was -0.02
{ "Shock", -0.2 } // Was -0.02
// DeltaV End - Buff Zombies
}
};
/// <summary>
/// A multiplier applied to <see cref="PassiveHealing"/> when the entity is in critical condition.
/// </summary>
[DataField("passiveHealingCritMultiplier")]
public float PassiveHealingCritMultiplier = 2f;
/// <summary>
/// Healing given when a zombie bites a living being.
/// </summary>
[DataField("healingOnBite")]
public DamageSpecifier HealingOnBite = new()
{
DamageDict = new()
{
{ "Blunt", -2 },
{ "Slash", -2 },
{ "Piercing", -2 }
}
};
/// <summary>
/// The damage dealt on bite, dehardcoded for your enjoyment
/// </summary>
[DataField]
public DamageSpecifier DamageOnBite = new()
{
DamageDict = new()
{
{ "Slash", 13 },
{ "Piercing", 7 },
{ "Structural", 10 }
}
};
/// <summary>
/// Path to antagonist alert sound.
/// </summary>
[DataField("greetSoundNotification")]
public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
/// <summary>
/// Hit sound on zombie bite.
/// </summary>
[DataField]
public SoundSpecifier BiteSound = new SoundPathSpecifier("/Audio/Effects/bite.ogg");
/// <summary>
/// The blood reagents of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedBloodReagents")]
public Solution BeforeZombifiedBloodReagents = new();
/// <summary>
/// The blood reagents to give the zombie. In case you want zombies that bleed milk, or something.
/// </summary>
[DataField("newBloodReagents")]
public Solution NewBloodReagents = new([new("ZombieBlood", 1)]);
}