2022-03-07 21:45:52 -06:00
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using System.Threading;
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using Content.Server.DoAfter;
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using Content.Server.Medical.Components;
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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
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using Content.Server.Disease;
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using Content.Server.Popups;
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2022-03-07 21:45:52 -06:00
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.MobState.Components;
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using Robust.Server.GameObjects;
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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
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using Robust.Shared.Player;
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2022-03-07 21:45:52 -06:00
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using static Content.Shared.MedicalScanner.SharedHealthAnalyzerComponent;
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namespace Content.Server.Medical
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{
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public sealed class HealthAnalyzerSystem : EntitySystem
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{
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2022-03-15 07:51:42 +11:00
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[Dependency] private readonly DiseaseSystem _disease = default!;
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2022-03-07 21:45:52 -06:00
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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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
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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2022-03-07 21:45:52 -06:00
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HealthAnalyzerComponent, ActivateInWorldEvent>(HandleActivateInWorld);
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SubscribeLocalEvent<HealthAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<TargetScanSuccessfulEvent>(OnTargetScanSuccessful);
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SubscribeLocalEvent<ScanCancelledEvent>(OnScanCancelled);
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}
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private void HandleActivateInWorld(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, ActivateInWorldEvent args)
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{
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OpenUserInterface(args.User, healthAnalyzer);
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}
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private void OnAfterInteract(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, AfterInteractEvent args)
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{
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if (healthAnalyzer.CancelToken != null)
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{
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healthAnalyzer.CancelToken.Cancel();
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healthAnalyzer.CancelToken = null;
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return;
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}
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if (args.Target == null)
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return;
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if (!args.CanReach)
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return;
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if (healthAnalyzer.CancelToken != null)
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return;
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if (!HasComp<MobStateComponent>(args.Target))
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return;
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healthAnalyzer.CancelToken = new CancellationTokenSource();
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_doAfterSystem.DoAfter(new DoAfterEventArgs(args.User, healthAnalyzer.ScanDelay, healthAnalyzer.CancelToken.Token, target: args.Target)
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{
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BroadcastFinishedEvent = new TargetScanSuccessfulEvent(args.User, args.Target, healthAnalyzer),
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BroadcastCancelledEvent = new ScanCancelledEvent(healthAnalyzer),
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnStun = true,
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NeedHand = true
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});
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}
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private void OnTargetScanSuccessful(TargetScanSuccessfulEvent args)
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{
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args.Component.CancelToken = null;
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UpdateScannedUser(args.Component.Owner, args.User, args.Target, args.Component);
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2022-03-15 07:51:42 +11:00
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// Below is for the traitor item
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// Piggybacking off another component's doafter is complete CBT so I gave up
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// and put it on the same component
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if (string.IsNullOrEmpty(args.Component.Disease) || args.Target == null)
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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
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return;
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2022-03-15 07:51:42 +11:00
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_disease.TryAddDisease(args.Target.Value, args.Component.Disease);
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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
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if (args.User == args.Target)
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{
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_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-self", ("disease", args.Component.Disease)),
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args.User, Filter.Entities(args.User));
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return;
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}
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_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", args.Target), ("disease", args.Component.Disease)),
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args.User, Filter.Entities(args.User));
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2022-03-07 21:45:52 -06:00
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}
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private void OpenUserInterface(EntityUid user, HealthAnalyzerComponent healthAnalyzer)
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{
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if (!TryComp<ActorComponent>(user, out var actor))
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return;
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healthAnalyzer.UserInterface?.Open(actor.PlayerSession);
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}
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public void UpdateScannedUser(EntityUid uid, EntityUid user, EntityUid? target, HealthAnalyzerComponent? healthAnalyzer)
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{
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if (!Resolve(uid, ref healthAnalyzer))
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return;
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if (target == null || healthAnalyzer.UserInterface == null)
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return;
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if (!HasComp<DamageableComponent>(target))
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return;
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OpenUserInterface(user, healthAnalyzer);
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healthAnalyzer.UserInterface?.SendMessage(new HealthAnalyzerScannedUserMessage(target));
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}
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private static void OnScanCancelled(ScanCancelledEvent args)
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{
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args.HealthAnalyzer.CancelToken = null;
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}
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private sealed class ScanCancelledEvent : EntityEventArgs
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{
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public readonly HealthAnalyzerComponent HealthAnalyzer;
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public ScanCancelledEvent(HealthAnalyzerComponent healthAnalyzer)
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{
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HealthAnalyzer = healthAnalyzer;
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}
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}
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private sealed class TargetScanSuccessfulEvent : EntityEventArgs
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{
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public EntityUid User { get; }
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public EntityUid? Target { get; }
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public HealthAnalyzerComponent Component { get; }
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public TargetScanSuccessfulEvent(EntityUid user, EntityUid? target, HealthAnalyzerComponent component)
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{
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User = user;
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Target = target;
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Component = component;
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}
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}
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}
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}
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