The Rat King [Antag] (#8706)
* vending machine go spit * who's da rat, bozo * fixes * crown + fixes * aaaa * aa * lololol * removing vending shit + most annoying fix alive * paul review * moony fixes * sloth review * Minor diseasesystem fix * inverse moment * A * Also reduce args allocations Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,13 +1,14 @@
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using System.Linq;
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using Content.Shared.Disease;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Server.Disease.Components
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{
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[RegisterComponent]
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/// <summary>
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/// Allows the enity to be infected with diseases.
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/// Allows the entity to be infected with diseases.
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/// Please use only on mobs.
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/// </summary>
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[RegisterComponent]
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public sealed class DiseaseCarrierComponent : Component
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{
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/// <summary>
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@@ -15,22 +16,33 @@ namespace Content.Server.Disease.Components
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public List<DiseasePrototype> Diseases = new();
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/// <summary>
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/// The carrier's resistance to disease
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/// </summary>
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[DataField("diseaseResist")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float DiseaseResist = 0f;
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/// <summary>
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/// Diseases the carrier has had, used for immunity.
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/// <summary>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public List<DiseasePrototype> PastDiseases = new();
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/// <summary>
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/// All the diseases the carrier has or has had.
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/// Checked against when trying to add a disease
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/// <summary>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public List<DiseasePrototype> AllDiseases => PastDiseases.Concat(Diseases).ToList();
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/// <summary>
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/// A list of diseases which the entity does not
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/// exhibit direct symptoms from. They still transmit
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/// these diseases, just without symptoms.
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/// </summary>
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[ViewVariables, DataField("carrierDiseases", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<DiseasePrototype>))]
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public HashSet<string>? CarrierDiseases;
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}
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}
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@@ -96,17 +96,23 @@ namespace Content.Server.Disease
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for (var i = 0; i < carrierComp.Diseases.Count; i++) //this is a for-loop so that it doesn't break when new diseases are added
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{
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var disease = carrierComp.Diseases[i];
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var args = new DiseaseEffectArgs(carrierComp.Owner, disease, EntityManager);
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disease.Accumulator += frameTime;
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if (disease.Accumulator >= disease.TickTime)
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if (disease.Accumulator < disease.TickTime) continue;
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// if the disease is on the silent disease list, don't do effects
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var doEffects = carrierComp.CarrierDiseases?.Contains(disease.ID) != true;
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var args = new DiseaseEffectArgs(carrierComp.Owner, disease, EntityManager);
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disease.Accumulator -= disease.TickTime;
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foreach (var cure in disease.Cures)
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{
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if (cure.Cure(args))
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CureDisease(carrierComp, disease);
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}
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if (doEffects)
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{
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disease.Accumulator -= disease.TickTime;
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foreach (var cure in disease.Cures)
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{
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if (cure.Cure(args))
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CureDisease(carrierComp, disease);
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}
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foreach (var effect in disease.Effects)
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{
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if (_random.Prob(effect.Probability))
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@@ -383,6 +389,14 @@ namespace Content.Server.Disease
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TryAddDisease(carrier.Owner, disease, carrier);
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}
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public void TryInfect(DiseaseCarrierComponent carrier, string? disease, float chance = 0.7f, bool forced = false)
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{
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if (disease == null || !_prototypeManager.TryIndex<DiseasePrototype>(disease, out var d))
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return;
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TryInfect(carrier, d, chance, forced);
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}
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/// <summary>
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/// Plays a sneeze/cough popup if applicable
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/// and then tries to infect anyone in range
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54
Content.Server/RatKing/RatKingComponent.cs
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54
Content.Server/RatKing/RatKingComponent.cs
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@@ -0,0 +1,54 @@
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Disease;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.RatKing
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{
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[RegisterComponent]
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public sealed class RatKingComponent : Component
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{
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/// <summary>
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/// The action for the Raise Army ability
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/// </summary>
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[DataField("actionRaiseArmy", required: true)]
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public InstantAction ActionRaiseArmy = new();
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/// <summary>
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/// The amount of hunger one use of Raise Army consumes
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("hungerPerArmyUse", required: true)]
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public float HungerPerArmyUse = 25f;
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/// <summary>
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/// The entity prototype of the mob that Raise Army summons
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("armyMobSpawnId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ArmyMobSpawnId = "MobRatServant";
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/// <summary>
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/// The action for the Domain ability
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/// </summary>
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[ViewVariables, DataField("actionDomain", required: true)]
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public InstantAction ActionDomain = new();
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/// <summary>
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/// The amount of hunger one use of Domain consumes
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("hungerPerDomainUse", required: true)]
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public float HungerPerDomainUse = 50f;
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/// <summary>
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/// The disease prototype id that the Domain ability spreads
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/// </summary>
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[ViewVariables, DataField("domainDiseaseId", customTypeSerializer: typeof(PrototypeIdSerializer<DiseasePrototype>))]
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public string DomainDiseaseId = "Plague";
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/// <summary>
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/// The range of the Domain ability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("domainRange")]
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public float DomainRange = 3f;
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}
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};
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93
Content.Server/RatKing/RatKingSystem.cs
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93
Content.Server/RatKing/RatKingSystem.cs
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@@ -0,0 +1,93 @@
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using Content.Server.Actions;
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using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Popups;
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using Content.Shared.Actions;
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using Robust.Shared.Player;
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namespace Content.Server.RatKing
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{
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public sealed class RatKingSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ActionsSystem _action = 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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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RatKingComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<RatKingComponent, RatKingRaiseArmyActionEvent>(OnRaiseArmy);
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SubscribeLocalEvent<RatKingComponent, RatKingDomainActionEvent>(OnDomain);
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}
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private void OnStartup(EntityUid uid, RatKingComponent component, ComponentStartup args)
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{
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_action.AddAction(uid, component.ActionRaiseArmy, null);
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_action.AddAction(uid, component.ActionDomain, null);
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}
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/// <summary>
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/// Summons an allied rat servant at the King, costing a small amount of hunger
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/// </summary>
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private void OnRaiseArmy(EntityUid uid, RatKingComponent component, RatKingRaiseArmyActionEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<HungerComponent>(uid, out var hunger))
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return;
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//make sure the hunger doesn't go into the negatives
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if (hunger.CurrentHunger < component.HungerPerArmyUse)
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{
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_popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, Filter.Entities(uid));
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return;
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}
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args.Handled = true;
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hunger.CurrentHunger -= component.HungerPerArmyUse;
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Spawn(component.ArmyMobSpawnId, Transform(uid).Coordinates); //spawn the little mouse boi
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}
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/// <summary>
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/// Gets all of the nearby disease-carrying entities in a radius
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/// and gives them the specified disease. It has a hunger cost as well
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/// </summary>
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private void OnDomain(EntityUid uid, RatKingComponent component, RatKingDomainActionEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<HungerComponent>(uid, out var hunger))
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return;
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//make sure the hunger doesn't go into the negatives
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if (hunger.CurrentHunger < component.HungerPerDomainUse)
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{
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_popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, Filter.Entities(uid));
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return;
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}
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args.Handled = true;
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hunger.CurrentHunger -= component.HungerPerDomainUse;
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_popup.PopupEntity(Loc.GetString("rat-king-domain-popup"), uid, Filter.Pvs(uid, default, EntityManager));
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var tstalker = GetEntityQuery<DiseaseCarrierComponent>();
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foreach (var entity in _lookup.GetEntitiesInRange(uid, component.DomainRange)) //go through all of them, filtering only those in range that are not the king itself
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{
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if (entity == uid)
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continue;
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if (tstalker.TryGetComponent(entity, out var diseasecomp))
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_disease.TryInfect(diseasecomp, component.DomainDiseaseId); //infect them with w/e disease
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}
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}
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}
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public sealed class RatKingRaiseArmyActionEvent : InstantActionEvent { };
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public sealed class RatKingDomainActionEvent : InstantActionEvent { };
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};
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50
Content.Server/StationEvents/Events/MouseMigration.cs
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50
Content.Server/StationEvents/Events/MouseMigration.cs
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@@ -0,0 +1,50 @@
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using System.Linq;
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using Content.Server.StationEvents.Components;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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public sealed class MouseMigration : StationEvent
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public static List<string> SpawnedPrototypeChoices = new List<string>() //we double up for that ez fake probability
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{"MobMouse", "MobMouse1", "MobMouse2", "MobRatServant"};
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public override string Name => "MouseMigration";
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public override string? StartAnnouncement =>
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Loc.GetString("station-event-mouse-migration-announcement");
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public override int EarliestStart => 30;
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public override int MinimumPlayers => 35; //this just ensures that it doesn't spawn on lowpop maps.
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public override float Weight => WeightLow;
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public override int? MaxOccurrences => 1;
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protected override float StartAfter => 30f;
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protected override float EndAfter => 60;
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public override void Startup()
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{
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base.Startup();
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var spawnLocations = _entityManager.EntityQuery<VentCritterSpawnLocationComponent, TransformComponent>().ToList();
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_random.Shuffle(spawnLocations);
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var spawnAmount = _random.Next(7, 15); // A small colony of critters.
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for (int i = 0; i < spawnAmount && i < spawnLocations.Count - 1; i++)
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{
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var spawnChoice = _random.Pick(SpawnedPrototypeChoices);
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if (_random.Prob(0.01f) || i == 0) //small chance for multiple, but always at least 1
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spawnChoice = "MobRatKing";
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_entityManager.SpawnEntity(spawnChoice, spawnLocations[i].Item2.Coordinates);
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}
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}
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}
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