Remove diseases (#15684)
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@@ -1,30 +0,0 @@
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using Content.Shared.Disease;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// <summary>
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/// Spawn a random disease at regular intervals when artifact activated.
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/// </summary>
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[RegisterComponent]
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public sealed class DiseaseArtifactComponent : Component
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{
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/// <summary>
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/// The diseases that the artifact can use.
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/// </summary>
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[DataField("diseasePrototype", customTypeSerializer: typeof(PrototypeIdListSerializer<DiseasePrototype>))]
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public List<string> DiseasePrototypes = new();
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/// <summary>
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/// Disease the artifact will spawn
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/// Picks a random one from its list
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public DiseasePrototype? SpawnDisease;
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/// <summary>
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/// How far away it will check for people
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/// If empty, picks a random one from its list
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/// </summary>
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[DataField("range"), ViewVariables(VVAccess.ReadWrite)]
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public float Range = 5f;
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}
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@@ -1,70 +0,0 @@
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using System.Linq;
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using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
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using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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using Content.Shared.Disease;
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using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Robust.Shared.Prototypes;
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using Content.Shared.Interaction;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems
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{
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/// <summary>
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/// Handles disease-producing artifacts
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/// </summary>
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public sealed class DiseaseArtifactSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DiseaseArtifactComponent, ArtifactNodeEnteredEvent>(OnNodeEntered);
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SubscribeLocalEvent<DiseaseArtifactComponent, ArtifactActivatedEvent>(OnActivate);
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}
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/// <summary>
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/// Makes sure this artifact is assigned a disease
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/// </summary>
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private void OnNodeEntered(EntityUid uid, DiseaseArtifactComponent component, ArtifactNodeEnteredEvent args)
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{
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if (component.SpawnDisease != null || !component.DiseasePrototypes.Any())
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return;
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var diseaseName = component.DiseasePrototypes[args.RandomSeed % component.DiseasePrototypes.Count];
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if (!_prototypeManager.TryIndex<DiseasePrototype>(diseaseName, out var disease))
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{
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Logger.ErrorS("disease", $"Invalid disease {diseaseName} selected from random diseases.");
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return;
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}
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component.SpawnDisease = disease;
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}
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/// <summary>
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/// When activated, blasts everyone in LOS within n tiles
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/// with a high-probability disease infection attempt
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/// </summary>
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private void OnActivate(EntityUid uid, DiseaseArtifactComponent component, ArtifactActivatedEvent args)
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{
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if (component.SpawnDisease == null) return;
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var xform = Transform(uid);
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var carrierQuery = GetEntityQuery<DiseaseCarrierComponent>();
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foreach (var entity in _lookup.GetEntitiesInRange(xform.Coordinates, component.Range))
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{
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if (!carrierQuery.TryGetComponent(entity, out var carrier)) continue;
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if (!_interactionSystem.InRangeUnobstructed(uid, entity, component.Range))
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continue;
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_disease.TryInfect(carrier, component.SpawnDisease, forced: true);
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}
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}
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}
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}
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