Disease Tweaks (#7136)
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@@ -3,6 +3,7 @@ using Content.Server.Chat.Managers;
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using Content.Server.Disease.Components;
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using Content.Server.Disease;
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using Content.Shared.Disease;
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using Content.Shared.MobState.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Prototypes;
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@@ -32,16 +33,21 @@ public sealed class DiseaseOutbreak : StationEvent
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public override float Weight => WeightNormal;
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protected override float EndAfter => 1.0f;
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/// <summary>
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/// Finds 2-5 random entities that can host diseases
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/// Finds 2-5 random, alive entities that can host diseases
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/// and gives them a randomly selected disease.
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/// They all get the same disease.
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/// </summary>
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public override void Startup()
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{
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base.Startup();
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var targetList = _entityManager.EntityQuery<DiseaseCarrierComponent>().ToList();
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_random.Shuffle(targetList);
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List<DiseaseCarrierComponent> aliveList = new();
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foreach (var (carrier, mobState) in _entityManager.EntityQuery<DiseaseCarrierComponent, MobStateComponent>())
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{
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if (!mobState.IsDead())
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aliveList.Add(carrier);
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}
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_random.Shuffle(aliveList);
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/// We're going to filter the above out to only alive mobs. Might change after future mobstate rework
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var toInfect = _random.Next(2, 5);
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@@ -51,8 +57,8 @@ public sealed class DiseaseOutbreak : StationEvent
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return;
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var diseaseSystem = EntitySystem.Get<DiseaseSystem>();
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foreach (var target in targetList)
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/// Now we give it to people in the list of living disease carriers earlier
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foreach (var target in aliveList)
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{
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if (toInfect-- == 0)
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break;
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