Diseases (#7057)
* 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
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using Content.Shared.Disease;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// <summary>
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/// Spawn a random disease at regular intervals when artifact activated.
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/// </summary>
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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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[ViewVariables(VVAccess.ReadWrite)]
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public string SpawnDisease = string.Empty;
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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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/// </summary>
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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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using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
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using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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using Content.Shared.Disease;
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using Content.Server.Disease;
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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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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems
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{
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/// <summary>
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/// Handles disease-producing artifacts
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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 SharedInteractionSystem _interactionSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DiseaseArtifactComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<DiseaseArtifactComponent, ArtifactActivatedEvent>(OnActivate);
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}
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/// <summary>
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/// Makes sure this artifact is assigned a disease
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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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component.SpawnDisease = diseaseName;
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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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}
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/// <summary>
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/// When activated, blasts everyone in LOS within 3 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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var xform = Transform(uid);
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foreach (var entity in _lookup.GetEntitiesInRange(xform.MapID, xform.WorldPosition, 3f))
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{
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if (!_interactionSystem.InRangeUnobstructed(uid, entity, 3f))
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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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}
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}
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}
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}
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