Files
wwdpublic/Content.Shared/Zombies/ZombieComponent.cs
SimpleStation14 e967bd2451 Mirror: Zombies can very slowly regen heat and shock damage (#264)
## Mirror of PR #25925: [Zombies can very slowly regen heat and shock
damage](https://github.com/space-wizards/space-station-14/pull/25925)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `3884c2d2d2e8c907a33cbef28a55bda701cc4963`

PR opened by <img
src="https://avatars.githubusercontent.com/u/140359015?v=4"
width="16"/><a href="https://github.com/shampunj"> shampunj</a> at
2024-03-08 05:06:55 UTC

---

PR changed 1 files with 3 additions and 1 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Zombies have learned to regenerate burns very slowly
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Make zombies stronger, make it possible to get up from crit when
severely burned
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> n/a
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [ ] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> 
> **Changelog**
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> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
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> -->
> 🆑
> - tweak: Zombies now passively heal 1 heat/shock damage every 50
seconds


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-12 00:41:27 -04:00

163 lines
5.3 KiB
C#

using Content.Shared.Antag;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.Humanoid;
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, IAntagStatusIconComponent
{
/// <summary>
/// The baseline infection chance you have if you are completely nude
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MaxZombieInfectionChance = 0.80f;
/// <summary>
/// The minimum infection chance possible. This is simply to prevent
/// being invincible by bundling up.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MinZombieInfectionChance = 0.50f;
[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 base layer to apply to any 'external' humanoid layers upon zombification.
/// </summary>
[DataField("baseLayerExternal")]
public string BaseLayerExternal = "MobHumanoidMarkingMatchSkin";
/// <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";
/// <summary>
/// The EntityName of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedEntityName"), ViewVariables(VVAccess.ReadOnly)]
public string BeforeZombifiedEntityName = string.Empty;
/// <summary>
/// The CustomBaseLayers of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedCustomBaseLayers")]
public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> BeforeZombifiedCustomBaseLayers = new ();
/// <summary>
/// The skin color of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedSkinColor")]
public Color BeforeZombifiedSkinColor;
/// <summary>
/// The eye color of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedEyeColor")]
public Color BeforeZombifiedEyeColor;
[DataField("emoteId", customTypeSerializer: typeof(PrototypeIdSerializer<EmoteSoundsPrototype>))]
public string? EmoteSoundsId = "Zombie";
public EmoteSoundsPrototype? EmoteSounds;
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
[DataField("zombieStatusIcon")]
public ProtoId<StatusIconPrototype> StatusIcon { get; set; } = "ZombieFaction";
[DataField]
public bool IconVisibleToGhost { get; set; } = true;
/// <summary>
/// Healing each second
/// </summary>
[DataField("passiveHealing")]
public DamageSpecifier PassiveHealing = new()
{
DamageDict = new ()
{
{ "Blunt", -0.4 },
{ "Slash", -0.2 },
{ "Piercing", -0.2 },
{ "Heat", -0.02 },
{ "Shock", -0.02 }
}
};
/// <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>
/// 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 reagent of the humanoid to restore in case of cloning
/// </summary>
[DataField("beforeZombifiedBloodReagent")]
public string BeforeZombifiedBloodReagent = string.Empty;
/// <summary>
/// The blood reagent to give the zombie. In case you want zombies that bleed milk, or something.
/// </summary>
[DataField("newBloodReagent", customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string NewBloodReagent = "ZombieBlood";
}