Files
OldThink/Content.Server/Disease/Effects/DiseaseGenericStatusEffect.cs

68 lines
2.3 KiB
C#
Raw Normal View History

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
using Content.Shared.Disease;
using Content.Shared.StatusEffect;
using JetBrains.Annotations;
namespace Content.Server.Disease.Effects
{
/// <summary>
/// Adds a generic status effect to the entity.
/// Differs from the chem version in its defaults
/// to better facilitate adding components that
/// last the length of the disease.
/// </summary>
[UsedImplicitly]
public sealed class DiseaseGenericStatusEffect : DiseaseEffect
{
/// <summary>
/// The status effect key
/// Prevents other components from being with the same key
/// </summary>
[DataField("key", required: true)]
public string Key = default!;
/// <summary>
/// The component to add
/// </summary>
[DataField("component")]
public string Component = String.Empty;
[DataField("time")]
public float Time = 1.01f; /// I'm afraid if this was exact the key could get stolen by another thing
/// <remarks>
/// true - refresh status effect time, false - accumulate status effect time
/// </remarks>
[DataField("refresh")]
public bool Refresh = false;
/// <summary>
/// Should this effect add the status effect, remove time from it, or set its cooldown?
/// </summary>
[DataField("type")]
public StatusEffectDiseaseType Type = StatusEffectDiseaseType.Add;
public override void Effect(DiseaseEffectArgs args)
{
var statusSys = EntitySystem.Get<StatusEffectsSystem>();
if (Type == StatusEffectDiseaseType.Add && Component != String.Empty)
{
statusSys.TryAddStatusEffect(args.DiseasedEntity, Key, TimeSpan.FromSeconds(Time), Refresh, Component);
}
else if (Type == StatusEffectDiseaseType.Remove)
{
statusSys.TryRemoveTime(args.DiseasedEntity, Key, TimeSpan.FromSeconds(Time));
}
else if (Type == StatusEffectDiseaseType.Set)
{
statusSys.TrySetTime(args.DiseasedEntity, Key, TimeSpan.FromSeconds(Time));
}
}
}
/// See status effects for how these work
public enum StatusEffectDiseaseType
{
Add,
Remove,
Set
}
}