* 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
This commit is contained in:
Rane
2022-03-13 21:02:55 -04:00
committed by GitHub
parent ce01e53579
commit bb9ad4259c
96 changed files with 2555 additions and 39 deletions

View File

@@ -0,0 +1,46 @@
using Content.Server.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using JetBrains.Annotations;
using Content.Server.Body.Components;
using Content.Shared.Disease;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Disease.Effects
{
/// <summary>
/// Adds or removes reagents from the
/// host's chemstream.
/// </summary>
[UsedImplicitly]
public sealed class DiseaseAdjustReagent : DiseaseEffect
{
/// <summary>
/// The reagent ID to add or remove.
/// </summary>
[DataField("reagent", customTypeSerializer:typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string? Reagent = null;
[DataField("amount", required: true)]
public FixedPoint2 Amount = default!;
public override void Effect(DiseaseEffectArgs args)
{
if (!args.EntityManager.TryGetComponent<BloodstreamComponent>(args.DiseasedEntity, out var bloodstream))
return;
var stream = bloodstream.ChemicalSolution;
if (stream != null)
{
var solutionSys = args.EntityManager.EntitySysManager.GetEntitySystem<SolutionContainerSystem>();
if (Reagent != null)
{
if (Amount < 0 && stream.ContainsReagent(Reagent))
solutionSys.TryRemoveReagent(args.DiseasedEntity, stream, Reagent, -Amount);
if (Amount > 0)
solutionSys.TryAddReagent(args.DiseasedEntity, stream, Reagent, Amount, out _);
}
}
}
}
}

View File

@@ -0,0 +1,67 @@
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
}
}

View File

@@ -0,0 +1,21 @@
using Content.Shared.Disease;
using Content.Shared.Damage;
using JetBrains.Annotations;
namespace Content.Server.Disease.Effects
{
/// <summary>
/// Deals or heals damage to the host
/// </summary>
[UsedImplicitly]
public sealed class DiseaseHealthChange : DiseaseEffect
{
[DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
public override void Effect(DiseaseEffectArgs args)
{
EntitySystem.Get<DamageableSystem>().TryChangeDamage(args.DiseasedEntity, Damage, true, false);
}
}
}

View File

@@ -0,0 +1,38 @@
using Content.Shared.Disease;
using Content.Shared.Popups;
using Robust.Shared.Player;
using JetBrains.Annotations;
namespace Content.Server.Disease.Effects
{
[UsedImplicitly]
/// <summary>
/// Plays a popup on the host's transform.
/// Supports passing the host's entity metadata
/// in PVS ones with {$person}
/// </summary>
public sealed class DiseasePopUp : DiseaseEffect
{
[DataField("message")]
public string Message = "disease-sick-generic";
[DataField("type")]
public PopupType Type = PopupType.Local;
public override void Effect(DiseaseEffectArgs args)
{
var popupSys = EntitySystem.Get<SharedPopupSystem>();
if (Type == PopupType.Local)
popupSys.PopupEntity(Loc.GetString(Message), args.DiseasedEntity, Filter.Entities(args.DiseasedEntity));
else if (Type == PopupType.Pvs)
popupSys.PopupEntity(Loc.GetString(Message, ("person", args.DiseasedEntity)), args.DiseasedEntity, Filter.Pvs(args.DiseasedEntity));
}
}
public enum PopupType
{
Pvs,
Local
}
}

View File

@@ -0,0 +1,30 @@
using Content.Shared.Disease;
using JetBrains.Annotations;
namespace Content.Server.Disease
{
[UsedImplicitly]
/// <summary>
/// Makes the diseased sneeze or cough
/// or neither.
/// </summary>
public sealed class DiseaseSnough : DiseaseEffect
{
/// <summary>
/// Message to play when snoughing
/// </summary>
[DataField("snoughMessage")]
public string SnoughMessage = "disease-sneeze";
/// <summary>
/// Whether to spread the disease throught he air
/// </summary>
[DataField("airTransmit")]
public bool AirTransmit = true;
public override void Effect(DiseaseEffectArgs args)
{
EntitySystem.Get<DiseaseSystem>().SneezeCough(args.DiseasedEntity, args.Disease, SnoughMessage, AirTransmit);
}
}
}