* 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

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@@ -0,0 +1,62 @@
using System.Linq;
using Content.Server.Chat.Managers;
using Content.Server.Disease.Components;
using Content.Server.Disease;
using Content.Shared.Disease;
using Robust.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Server.StationEvents.Events;
/// <summary>
/// Infects a couple people
/// with a random disease that isn't super deadly
/// </summary>
public sealed class DiseaseOutbreak : StationEvent
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
/// <summary>
/// Disease prototypes I decided were not too deadly for a random event
/// </summary>
public readonly IReadOnlyList<string> NotTooSeriousDiseases = new[]
{
"SpaceCold",
"VanAusdallsRobovirus",
"VentCough",
"AMIV"
};
public override string Name => "DiseaseOutbreak";
public override float Weight => WeightNormal;
protected override float EndAfter => 1.0f;
/// <summary>
/// Finds 2-5 random entities that can host diseases
/// and gives them a randomly selected disease.
/// They all get the same disease.
/// </summary>
public override void Startup()
{
base.Startup();
var targetList = _entityManager.EntityQuery<DiseaseCarrierComponent>().ToList();
_random.Shuffle(targetList);
var toInfect = _random.Next(2, 5);
var diseaseName = _random.Pick(NotTooSeriousDiseases);
if (!_prototypeManager.TryIndex(diseaseName, out DiseasePrototype? disease) || disease == null)
return;
foreach (var target in targetList)
{
if (toInfect-- == 0)
break;
EntitySystem.Get<DiseaseSystem>().TryAddDisease(target, disease);
}
_chatManager.DispatchStationAnnouncement(Loc.GetString("station-event-disease-outbreak-announcement"));
}
}

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@@ -42,7 +42,7 @@ public sealed class VentClog : StationEvent
public readonly IReadOnlyList<string> SafeishVentChemicals = new[]
{
"Water", "Iron", "Oxygen", "Tritium", "Plasma", "SulfuricAcid", "Blood", "SpaceDrugs", "SpaceCleaner", "Flour",
"Nutriment", "Sugar", "SpaceLube", "Ethanol", "Mercury", "Ephedrine", "WeldingFuel"
"Nutriment", "Sugar", "SpaceLube", "Ethanol", "Mercury", "Ephedrine", "WeldingFuel", "VentCrud"
};
public override void Startup()