* 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

@@ -1,10 +1,13 @@
using System.Threading;
using Content.Server.DoAfter;
using Content.Server.Medical.Components;
using Content.Server.Disease;
using Content.Server.Popups;
using Content.Shared.Damage;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
using static Content.Shared.MedicalScanner.SharedHealthAnalyzerComponent;
namespace Content.Server.Medical
@@ -12,6 +15,7 @@ namespace Content.Server.Medical
public sealed class HealthAnalyzerSystem : EntitySystem
{
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
@@ -64,6 +68,22 @@ namespace Content.Server.Medical
{
args.Component.CancelToken = null;
UpdateScannedUser(args.Component.Owner, args.User, args.Target, args.Component);
/// Below is for the traitor item
/// Piggybacking off another component's doafter is complete CBT so I gave up
/// and put it on the same component
if (!args.Component.Fake || args.Component.Disease == string.Empty || args.Target == null)
return;
EntitySystem.Get<DiseaseSystem>().TryAddDisease(null, null, args.Component.Disease, args.Target.Value);
if (args.User == args.Target)
{
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-self", ("disease", args.Component.Disease)),
args.User, Filter.Entities(args.User));
return;
}
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", args.Target), ("disease", args.Component.Disease)),
args.User, Filter.Entities(args.User));
}
private void OpenUserInterface(EntityUid user, HealthAnalyzerComponent healthAnalyzer)