Disease artifact cleanup (#7359)
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@@ -332,9 +332,13 @@ namespace Content.Server.Disease
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/// rolls the dice to see if they get
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/// the disease.
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/// </summary>
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public void TryInfect(DiseaseCarrierComponent carrier, DiseasePrototype? disease, float chance = 0.7f)
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/// <param name="carrier">The target of the disease</param>
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/// <param name="disease">The disease to apply</param>
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/// <param name="chance">% chance of the disease being applied, before considering resistance</param>
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/// <param name="forced">Bypass the disease's infectious trait.</param>
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public void TryInfect(DiseaseCarrierComponent carrier, DiseasePrototype? disease, float chance = 0.7f, bool forced = false)
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{
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if(disease is not { Infectious: true })
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if(disease == null || !forced && !disease.Infectious)
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return;
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var infectionChance = chance - carrier.DiseaseResist;
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if (infectionChance <= 0)
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@@ -8,14 +8,14 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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[RegisterComponent]
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public sealed class DiseaseArtifactComponent : Component
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{
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public override string Name => "DiseaseArtifact";
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/// <summary>
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/// Disease the artifact will spawn
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/// If empty, picks a random one from its list
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/// </summary>
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[DataField("disease", customTypeSerializer: typeof(PrototypeIdSerializer<DiseasePrototype>))]
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[DataField("disease")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string SpawnDisease = string.Empty;
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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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@@ -23,15 +23,4 @@ public sealed class DiseaseArtifactComponent : Component
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[DataField("range")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float Range = 5f;
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[ViewVariables(VVAccess.ReadWrite)]
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public DiseasePrototype ResolveDisease = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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public readonly IReadOnlyList<string> ArtifactDiseases = new[]
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{
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"VanAusdallsRobovirus",
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"OwOnavirus",
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"BleedersBite",
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"Ultragigacancer",
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"AMIV"
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};
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}
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@@ -6,6 +6,7 @@ using Content.Server.Disease.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Prototypes;
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using Content.Shared.Interaction;
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using Robust.Shared.Map;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems
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{
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@@ -14,11 +15,23 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems
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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 EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = 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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// TODO: YAML Serializer won't catch this.
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[ViewVariables(VVAccess.ReadWrite)]
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public readonly IReadOnlyList<string> ArtifactDiseases = new[]
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{
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"VanAusdallsRobovirus",
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"OwOnavirus",
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"BleedersBite",
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"Ultragigacancer",
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"AMIV"
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};
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public override void Initialize()
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{
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base.Initialize();
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@@ -31,31 +44,37 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems
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/// </summary>
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private void OnMapInit(EntityUid uid, DiseaseArtifactComponent component, MapInitEvent args)
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{
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if (component.SpawnDisease == string.Empty && component.ArtifactDiseases.Count != 0)
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{
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var diseaseName = _random.Pick(component.ArtifactDiseases);
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if (component.SpawnDisease != null || ArtifactDiseases.Count == 0) return;
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var diseaseName = _random.Pick(ArtifactDiseases);
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component.SpawnDisease = diseaseName;
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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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if (_prototypeManager.TryIndex(component.SpawnDisease, out DiseasePrototype? disease) && disease != null)
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component.ResolveDisease = disease;
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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 3 tiles
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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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foreach (var entity in _lookup.GetEntitiesInRange(xform.MapID, xform.WorldPosition, 3f))
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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 (!_interactionSystem.InRangeUnobstructed(uid, entity, 3f))
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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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if (TryComp<DiseaseCarrierComponent>(entity, out var carrier))
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EntitySystem.Get<DiseaseSystem>().TryInfect(carrier, component.ResolveDisease);
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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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