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OldThink/Content.Server/Medical/HealthAnalyzerSystem.cs

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using System.Threading;
using Content.Server.DoAfter;
using Content.Server.Medical.Components;
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
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using Content.Server.Disease;
using Content.Server.Popups;
using Content.Shared.Damage;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Robust.Server.GameObjects;
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
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using Robust.Shared.Player;
using static Content.Shared.MedicalScanner.SharedHealthAnalyzerComponent;
namespace Content.Server.Medical
{
public sealed class HealthAnalyzerSystem : EntitySystem
{
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[Dependency] private readonly DiseaseSystem _disease = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
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[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HealthAnalyzerComponent, ActivateInWorldEvent>(HandleActivateInWorld);
SubscribeLocalEvent<HealthAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<TargetScanSuccessfulEvent>(OnTargetScanSuccessful);
SubscribeLocalEvent<ScanCancelledEvent>(OnScanCancelled);
}
private void HandleActivateInWorld(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, ActivateInWorldEvent args)
{
OpenUserInterface(args.User, healthAnalyzer);
}
private void OnAfterInteract(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, AfterInteractEvent args)
{
if (healthAnalyzer.CancelToken != null)
{
healthAnalyzer.CancelToken.Cancel();
healthAnalyzer.CancelToken = null;
return;
}
if (args.Target == null)
return;
if (!args.CanReach)
return;
if (healthAnalyzer.CancelToken != null)
return;
if (!HasComp<MobStateComponent>(args.Target))
return;
healthAnalyzer.CancelToken = new CancellationTokenSource();
_doAfterSystem.DoAfter(new DoAfterEventArgs(args.User, healthAnalyzer.ScanDelay, healthAnalyzer.CancelToken.Token, target: args.Target)
{
BroadcastFinishedEvent = new TargetScanSuccessfulEvent(args.User, args.Target, healthAnalyzer),
BroadcastCancelledEvent = new ScanCancelledEvent(healthAnalyzer),
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnStun = true,
NeedHand = true
});
}
private void OnTargetScanSuccessful(TargetScanSuccessfulEvent args)
{
args.Component.CancelToken = null;
UpdateScannedUser(args.Component.Owner, args.User, args.Target, args.Component);
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// Below is for the traitor item
// Piggybacking off another component's doafter is complete CBT so I gave up
// and put it on the same component
if (string.IsNullOrEmpty(args.Component.Disease) || args.Target == null)
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
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return;
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_disease.TryAddDisease(args.Target.Value, args.Component.Disease);
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
2022-03-13 21:02:55 -04:00
if (args.User == args.Target)
{
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-self", ("disease", args.Component.Disease)),
args.User, Filter.Entities(args.User));
return;
}
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", args.Target), ("disease", args.Component.Disease)),
args.User, Filter.Entities(args.User));
}
private void OpenUserInterface(EntityUid user, HealthAnalyzerComponent healthAnalyzer)
{
if (!TryComp<ActorComponent>(user, out var actor))
return;
healthAnalyzer.UserInterface?.Open(actor.PlayerSession);
}
public void UpdateScannedUser(EntityUid uid, EntityUid user, EntityUid? target, HealthAnalyzerComponent? healthAnalyzer)
{
if (!Resolve(uid, ref healthAnalyzer))
return;
if (target == null || healthAnalyzer.UserInterface == null)
return;
if (!HasComp<DamageableComponent>(target))
return;
OpenUserInterface(user, healthAnalyzer);
healthAnalyzer.UserInterface?.SendMessage(new HealthAnalyzerScannedUserMessage(target));
}
private static void OnScanCancelled(ScanCancelledEvent args)
{
args.HealthAnalyzer.CancelToken = null;
}
private sealed class ScanCancelledEvent : EntityEventArgs
{
public readonly HealthAnalyzerComponent HealthAnalyzer;
public ScanCancelledEvent(HealthAnalyzerComponent healthAnalyzer)
{
HealthAnalyzer = healthAnalyzer;
}
}
private sealed class TargetScanSuccessfulEvent : EntityEventArgs
{
public EntityUid User { get; }
public EntityUid? Target { get; }
public HealthAnalyzerComponent Component { get; }
public TargetScanSuccessfulEvent(EntityUid user, EntityUid? target, HealthAnalyzerComponent component)
{
User = user;
Target = target;
Component = component;
}
}
}
}