Remove diseases (#15684)

This commit is contained in:
metalgearsloth
2023-05-07 17:50:37 +10:00
committed by GitHub
parent 29f7a39780
commit 0e81cb4319
111 changed files with 103 additions and 3419 deletions

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@@ -1,8 +0,0 @@
using Content.Shared.Atmos.Miasma;
using Robust.Shared.GameStates;
namespace Content.Client.Atmos.Miasma;
[NetworkedComponent, RegisterComponent]
public sealed class FliesComponent : SharedFliesComponent
{ }

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@@ -1,41 +0,0 @@
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
namespace Content.Client.Atmos.Miasma;
public sealed class FliesSystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent<FliesComponent, ComponentStartup>(FliesAdded);
SubscribeLocalEvent<FliesComponent, ComponentShutdown>(FliesRemoved);
}
private void FliesRemoved(EntityUid uid, FliesComponent component, ComponentShutdown args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
if (!sprite.LayerMapTryGet(FliesKey.Key, out var layer))
return;
sprite.RemoveLayer(layer);
}
private void FliesAdded(EntityUid uid, FliesComponent component, ComponentStartup args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
if (sprite.LayerMapTryGet(FliesKey.Key, out var _))
return;
var layer = sprite.AddLayer(new SpriteSpecifier.Rsi(new ("Objects/Misc/flies.rsi"), "flies"));
sprite.LayerMapSet(FliesKey.Key, layer);
}
private enum FliesKey
{
Key,
}
}

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@@ -1,31 +0,0 @@
using Robust.Client.GameObjects;
using Content.Shared.Disease;
namespace Content.Client.Disease
{
/// <summary>
/// Controls client-side visuals for the
/// disease machines.
/// </summary>
public sealed class DiseaseMachineSystem : VisualizerSystem<DiseaseMachineVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, DiseaseMachineVisualsComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (AppearanceSystem.TryGetData<bool>(uid, DiseaseMachineVisuals.IsOn, out var isOn, args.Component)
&& AppearanceSystem.TryGetData<bool>(uid, DiseaseMachineVisuals.IsRunning, out var isRunning, args.Component))
{
var state = isRunning ? component.RunningState : component.IdleState;
args.Sprite.LayerSetVisible(DiseaseMachineVisualLayers.IsOn, isOn);
args.Sprite.LayerSetState(DiseaseMachineVisualLayers.IsRunning, state);
}
}
}
}
public enum DiseaseMachineVisualLayers : byte
{
IsOn,
IsRunning
}

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@@ -1,15 +0,0 @@
namespace Content.Client.Disease;
/// <summary>
/// Holds the idle and running state for machines to control
/// playing animtions on the client.
/// </summary>
[RegisterComponent]
public sealed class DiseaseMachineVisualsComponent : Component
{
[DataField("idleState", required: true)]
public string IdleState = default!;
[DataField("runningState", required: true)]
public string RunningState = default!;
}

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@@ -1,7 +1,6 @@
using System.Text;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Disease.Components;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.MedicalScanner;
@@ -32,20 +31,11 @@ namespace Content.Client.HealthAnalyzer.UI
entities.TryGetComponent<MetaDataComponent>(msg.TargetEntity.Value, out var metaData))
entityName = Identity.Name(msg.TargetEntity.Value, entities);
IReadOnlyDictionary<string, FixedPoint2> DamagePerGroup = damageable.DamagePerGroup;
IReadOnlyDictionary<string, FixedPoint2> DamagePerType = damageable.Damage.DamageDict;
IReadOnlyDictionary<string, FixedPoint2> damagePerGroup = damageable.DamagePerGroup;
IReadOnlyDictionary<string, FixedPoint2> damagePerType = damageable.Damage.DamageDict;
text.Append($"{Loc.GetString("health-analyzer-window-entity-health-text", ("entityName", entityName))}\n");
// Status Effects / Components
if (entities.HasComponent<DiseasedComponent>(msg.TargetEntity))
{
text.Append($"{Loc.GetString("disease-scanner-diseased")}\n");
}else
{
text.Append($"{Loc.GetString("disease-scanner-not-diseased")}\n");
}
// Damage
text.Append($"\n{Loc.GetString("health-analyzer-window-entity-damage-total-text", ("amount", damageable.TotalDamage))}\n");
@@ -54,14 +44,14 @@ namespace Content.Client.HealthAnalyzer.UI
var protos = IoCManager.Resolve<IPrototypeManager>();
// Show the total damage and type breakdown for each damage group.
foreach (var (damageGroupId, damageAmount) in DamagePerGroup)
foreach (var (damageGroupId, damageAmount) in damagePerGroup)
{
text.Append($"\n{Loc.GetString("health-analyzer-window-damage-group-text", ("damageGroup", Loc.GetString("health-analyzer-window-damage-group-" + damageGroupId)), ("amount", damageAmount))}");
// Show the damage for each type in that group.
var group = protos.Index<DamageGroupPrototype>(damageGroupId);
foreach (var type in group.DamageTypes)
{
if (DamagePerType.TryGetValue(type, out var typeAmount))
if (damagePerType.TryGetValue(type, out var typeAmount))
{
// If damage types are allowed to belong to more than one damage group, they may appear twice here. Mark them as duplicate.
if (!shownTypes.Contains(type))

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@@ -0,0 +1,9 @@
namespace Content.Client.Medical;
/* Here be dragons */
public enum DiseaseMachineVisualLayers : byte
{
IsOn,
IsRunning
}

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@@ -1,35 +0,0 @@
using System.Threading.Tasks;
using Content.Server.Disease;
using Content.Shared.Disease;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Disease;
[TestFixture]
[TestOf(typeof(DiseaseSystem))]
public sealed class DeviceNetworkTest
{
[Test]
public async Task AddAllDiseases()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true});
var server = pairTracker.Pair.Server;
var testMap = await PoolManager.CreateTestMap(pairTracker);
await server.WaitPost(() =>
{
var protoManager = IoCManager.Resolve<IPrototypeManager>();
var entManager = IoCManager.Resolve<IEntityManager>();
var entSysManager = IoCManager.Resolve<IEntitySystemManager>();
var diseaseSystem = entSysManager.GetEntitySystem<DiseaseSystem>();
var sickEntity = entManager.SpawnEntity("MobHuman", testMap.GridCoords);
foreach (var diseaseProto in protoManager.EnumeratePrototypes<DiseasePrototype>())
{
diseaseSystem.TryAddDisease(sickEntity, diseaseProto);
}
});
}
}

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@@ -1,48 +0,0 @@
using System.Threading.Tasks;
using Content.Shared.Disease;
using NUnit.Framework;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests;
[TestFixture]
public sealed class DiseaseTest
{
/// <summary>
/// Asserts that a disease prototype has valid stages for its effects and cures.
/// </summary>
[Test]
public async Task Stages()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true});
var server = pairTracker.Pair.Server;
var protoManager = server.ResolveDependency<IPrototypeManager>();
await server.WaitAssertion(() =>
{
foreach (var proto in protoManager.EnumeratePrototypes<DiseasePrototype>())
{
var stagesLength = proto.Stages.Count;
foreach (var effect in proto.Effects)
{
for (var i = 0; i < effect.Stages.Length; i++)
{
Assert.That(i >= 0 && i < stagesLength, $"Disease {proto.ID} has an effect with an incorrect stage, {i}!");
}
}
foreach (var cure in proto.Cures)
{
for (var i = 0; i < cure.Stages.Length; i++)
{
Assert.That(i >= 0 && i < stagesLength, $"Disease {proto.ID} has a cure with an incorrect stage, {i}!");
}
}
}
});
await pairTracker.CleanReturnAsync();
}
}

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@@ -1,16 +1,5 @@
using Content.Server.Atmos.Miasma;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Disease.Components;
using Content.Server.Disease;
using Content.Server.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Shared.Administration;
using Content.Shared.Damage;
using Content.Shared.Jittering;
using Content.Shared.Nutrition.Components;
using Content.Shared.Rejuvenate;
using Content.Shared.StatusEffect;
using Robust.Server.Player;
using Robust.Shared.Console;

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@@ -6,12 +6,9 @@ using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Damage.Systems;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Server.Electrocution;
using Content.Server.Explosion.EntitySystems;
using Content.Server.GhostKick;
using Content.Server.Interaction.Components;
using Content.Server.Medical;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Pointing.Components;
@@ -30,7 +27,6 @@ using Content.Shared.Body.Part;
using Content.Shared.Clothing.Components;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Disease;
using Content.Shared.Electrocution;
using Content.Shared.Interaction.Components;
using Content.Shared.Inventory;
@@ -44,7 +40,6 @@ using Content.Shared.Popups;
using Content.Shared.Tabletop.Components;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
@@ -53,7 +48,6 @@ using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Robust.Shared.Audio;
using Timer = Robust.Shared.Timing.Timer;
using Content.Shared.Cluwne;
@@ -65,7 +59,6 @@ public sealed partial class AdminVerbSystem
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly CreamPieSystem _creamPieSystem = default!;
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
[Dependency] private readonly ElectrocutionSystem _electrocutionSystem = default!;
[Dependency] private readonly EntityStorageSystem _entityStorageSystem = default!;
[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
@@ -196,24 +189,6 @@ public sealed partial class AdminVerbSystem
};
args.Verbs.Add(disposalBin);
if (TryComp<DiseaseCarrierComponent>(args.Target, out var carrier))
{
Verb lungCancer = new()
{
Text = "Lung Cancer",
Category = VerbCategory.Smite,
Icon = new SpriteSpecifier.Rsi(new ("/Textures/Mobs/Species/Human/organs.rsi"), "lung-l"),
Act = () =>
{
_diseaseSystem.TryInfect(carrier, _prototypeManager.Index<DiseasePrototype>("StageIIIALungCancer"),
1.0f, true);
},
Impact = LogImpact.Extreme,
Message = Loc.GetString("admin-smite-lung-cancer-description")
};
args.Verbs.Add(lungCancer);
}
if (TryComp<DamageableComponent>(args.Target, out var damageable) &&
HasComp<MobStateComponent>(args.Target))
{

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@@ -1,11 +0,0 @@
using Content.Shared.Atmos.Miasma;
using Robust.Shared.GameStates;
namespace Content.Server.Atmos.Miasma;
[NetworkedComponent, RegisterComponent]
public sealed class FliesComponent : SharedFliesComponent
{
/// Need something to hold the ambient sound, at least until that system becomes more robust
public EntityUid VirtFlies;
}

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@@ -26,42 +26,6 @@ public sealed class RottingSystem : EntitySystem
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly TransformSystem _transform = default!;
/// Miasma Disease Pool
/// Miasma outbreaks are not per-entity,
/// so this ensures that each entity in the same incident
/// receives the same disease.
public readonly IReadOnlyList<string> MiasmaDiseasePool = new[]
{
"VentCough",
"AMIV",
"SpaceCold",
"SpaceFlu",
"BirdFlew",
"VanAusdallsRobovirus",
"BleedersBite",
"Plague",
"TongueTwister",
"MemeticAmirmir"
};
/// <summary>
/// The current pool disease.
/// </summary>
private string _poolDisease = "";
/// <summary>
/// The target time it waits until..
/// After that, it resets current time + _poolRepickTime.
/// Any infection will also reset it to current time + _poolRepickTime.
/// </summary>
private TimeSpan _diseaseTime = TimeSpan.FromMinutes(5);
/// <summary>
/// How long without an infection before we pick a new disease.
/// </summary>
private readonly TimeSpan _poolRepickTime = TimeSpan.FromMinutes(5);
public override void Initialize()
{
base.Initialize();
@@ -76,13 +40,7 @@ public sealed class RottingSystem : EntitySystem
SubscribeLocalEvent<RottingComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<RottingComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<FliesComponent, ComponentInit>(OnFliesInit);
SubscribeLocalEvent<FliesComponent, ComponentShutdown>(OnFliesShutdown);
SubscribeLocalEvent<TemperatureComponent, IsRottingEvent>(OnTempIsRotting);
// Init disease pool
_poolDisease = _random.Pick(MiasmaDiseasePool);
}
private void OnPerishableUnpaused(EntityUid uid, PerishableComponent component, ref EntityUnpausedEvent args)
@@ -106,7 +64,6 @@ public sealed class RottingSystem : EntitySystem
private void OnShutdown(EntityUid uid, RottingComponent component, ComponentShutdown args)
{
RemComp<FliesComponent>(uid);
if (TryComp<PerishableComponent>(uid, out var perishable))
{
perishable.NextPerishUpdate = TimeSpan.Zero;
@@ -182,22 +139,6 @@ public sealed class RottingSystem : EntitySystem
RemCompDeferred<RottingComponent>(uid);
}
/// Containers
#region Fly stuff
private void OnFliesInit(EntityUid uid, FliesComponent component, ComponentInit args)
{
component.VirtFlies = Spawn("AmbientSoundSourceFlies", Transform(uid).Coordinates);
}
private void OnFliesShutdown(EntityUid uid, FliesComponent component, ComponentShutdown args)
{
if (!Terminating(uid) && !Deleted(uid))
Del(component.VirtFlies);
}
#endregion
private void OnTempIsRotting(EntityUid uid, TemperatureComponent component, ref IsRottingEvent args)
{
if (args.Handled)
@@ -205,23 +146,10 @@ public sealed class RottingSystem : EntitySystem
args.Handled = component.CurrentTemperature > Atmospherics.T0C + 0.85f;
}
public string RequestPoolDisease()
{
// We reset the current time on this outbreak so people don't get unlucky at the transition time
_diseaseTime = _timing.CurTime + _poolRepickTime;
return _poolDisease;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (_timing.CurTime >= _diseaseTime)
{
_diseaseTime = _timing.CurTime + _poolRepickTime;
_poolDisease = _random.Pick(MiasmaDiseasePool);
}
var perishQuery = EntityQueryEnumerator<PerishableComponent>();
while (perishQuery.MoveNext(out var uid, out var perishable))
{
@@ -237,9 +165,7 @@ public sealed class RottingSystem : EntitySystem
{
var rot = AddComp<RottingComponent>(uid);
rot.NextRotUpdate = _timing.CurTime + rot.RotUpdateRate;
EnsureComp<FliesComponent>(uid);
}
}
var rotQuery = EntityQueryEnumerator<RottingComponent, PerishableComponent, TransformComponent>();

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@@ -1,36 +0,0 @@
using Content.Shared.Chemistry.Reagent;
using Content.Server.Disease;
using Content.Shared.Disease;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using JetBrains.Annotations;
namespace Content.Server.Chemistry.ReagentEffects
{
/// <summary>
/// Default metabolism for medicine reagents.
/// </summary>
[UsedImplicitly]
public sealed class ChemCauseDisease : ReagentEffect
{
/// <summary>
/// Chance it has each tick to cause disease, between 0 and 1
/// </summary>
[DataField("causeChance")]
public float CauseChance = 0.15f;
/// <summary>
/// The disease to add.
/// </summary>
[DataField("disease", customTypeSerializer: typeof(PrototypeIdSerializer<DiseasePrototype>), required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public string Disease = default!;
public override void Effect(ReagentEffectArgs args)
{
if (args.Scale != 1f)
return;
EntitySystem.Get<DiseaseSystem>().TryAddDisease(args.SolutionEntity, Disease);
}
}
}

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@@ -1,35 +0,0 @@
using Content.Shared.Chemistry.Reagent;
using Content.Server.Disease;
using Content.Shared.Disease.Components;
using Robust.Shared.Random;
using JetBrains.Annotations;
namespace Content.Server.Chemistry.ReagentEffects
{
/// <summary>
/// Causes a random disease from a list, if the user is not already diseased.
/// </summary>
[UsedImplicitly]
public sealed class ChemCauseRandomDisease : ReagentEffect
{
/// <summary>
/// A disease to choose from.
/// </summary>
[DataField("diseases", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public List<string> Diseases = default!;
public override void Effect(ReagentEffectArgs args)
{
if (args.EntityManager.TryGetComponent<DiseasedComponent>(args.SolutionEntity, out var diseased))
return;
if (args.Scale != 1f)
return;
var random = IoCManager.Resolve<IRobustRandom>();
EntitySystem.Get<DiseaseSystem>().TryAddDisease(args.SolutionEntity, random.Pick(Diseases));
}
}
}

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@@ -1,29 +0,0 @@
using Content.Shared.Chemistry.Reagent;
using Content.Server.Disease;
using JetBrains.Annotations;
namespace Content.Server.Chemistry.ReagentEffects
{
/// <summary>
/// Default metabolism for medicine reagents.
/// </summary>
[UsedImplicitly]
public sealed class ChemCureDisease : ReagentEffect
{
/// <summary>
/// Chance it has each tick to cure a disease, between 0 and 1
/// </summary>
[DataField("cureChance")]
public float CureChance = 0.15f;
public override void Effect(ReagentEffectArgs args)
{
var cureChance = CureChance;
cureChance *= args.Scale;
var ev = new CureDiseaseAttemptEvent(cureChance);
args.EntityManager.EventBus.RaiseLocalEvent(args.SolutionEntity, ev, false);
}
}
}

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@@ -1,26 +0,0 @@
using Content.Shared.Chemistry.Reagent;
using JetBrains.Annotations;
using Content.Server.Atmos.Miasma;
using Content.Server.Disease;
namespace Content.Server.Chemistry.ReagentEffects
{
/// <summary>
/// The miasma system rotates between 1 disease at a time.
/// This gives all entities the disease the miasme system is currently on.
/// For things ingested by one person, you probably want ChemCauseRandomDisease instead.
/// </summary>
[UsedImplicitly]
public sealed class ChemMiasmaPoolSource : ReagentEffect
{
public override void Effect(ReagentEffectArgs args)
{
if (args.Scale != 1f)
return;
string disease = EntitySystem.Get<RottingSystem>().RequestPoolDisease();
EntitySystem.Get<DiseaseSystem>().TryAddDisease(args.SolutionEntity, disease);
}
}
}

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@@ -4,7 +4,6 @@ using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Clothing.Components;
using Content.Server.Disease.Components;
using Content.Server.IdentityManagement;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Popups;
@@ -15,7 +14,6 @@ using Content.Shared.Clothing.EntitySystems;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Robust.Shared.Player;
namespace Content.Server.Clothing
{
@@ -80,8 +78,8 @@ namespace Content.Server.Clothing
private void ToggleMaskComponents(EntityUid uid, MaskComponent mask, EntityUid wearer, bool isEquip = false)
{
//toggle visuals
if (TryComp<ClothingComponent>(mask.Owner, out var clothing))
// toggle visuals
if (TryComp<ClothingComponent>(uid, out var clothing))
{
//TODO: sprites for 'pulled down' state. defaults to invisible due to no sprite with this prefix
_clothing.SetEquippedPrefix(uid, mask.IsToggled ? "toggled" : null, clothing);
@@ -93,10 +91,6 @@ namespace Content.Server.Clothing
if (TryComp<IngestionBlockerComponent>(uid, out var blocker))
blocker.Enabled = !mask.IsToggled;
// toggle disease protection
if (TryComp<DiseaseProtectionComponent>(uid, out var diseaseProtection))
diseaseProtection.IsActive = !mask.IsToggled;
// toggle identity
if (TryComp<IdentityBlockerComponent>(uid, out var identity))
identity.Enabled = !mask.IsToggled;

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@@ -1,56 +0,0 @@
using System.Linq;
using Content.Shared.Disease;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Server.Disease.Components
{
/// <summary>
/// Allows the entity to be infected with diseases.
/// Please use only on mobs.
/// </summary>
[RegisterComponent]
public sealed class DiseaseCarrierComponent : Component
{
/// <summary>
/// Shows the CURRENT diseases on the carrier
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public List<DiseasePrototype> Diseases = new();
/// <summary>
/// The carrier's resistance to disease
/// </summary>
[DataField("diseaseResist")]
[ViewVariables(VVAccess.ReadWrite)]
public float DiseaseResist = 0f;
/// <summary>
/// Diseases the carrier has had, used for immunity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public List<DiseasePrototype> PastDiseases = new();
/// <summary>
/// All the diseases the carrier has or has had.
/// Checked against when trying to add a disease
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public List<DiseasePrototype> AllDiseases => PastDiseases.Concat(Diseases).ToList();
/// <summary>
/// A list of diseases which the entity does not
/// exhibit direct symptoms from. They still transmit
/// these diseases, just without symptoms.
/// </summary>
[DataField("carrierDiseases", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<DiseasePrototype>))]
public HashSet<string>? CarrierDiseases;
/// <summary>
/// When this component is initialized,
/// these diseases will be added to past diseases,
/// rendering them immune.
/// </summary>
[DataField("naturalImmunities")]
public List<string>? NaturalImmunities;
}
}

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@@ -1,9 +0,0 @@
namespace Content.Server.Disease.Components
{
/// <summary>
/// To give the disease diagnosing machine specific behavior
/// </summary>
[RegisterComponent]
public sealed class DiseaseDiagnoserComponent : Component
{}
}

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@@ -1,31 +0,0 @@
using Content.Shared.Disease;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Disease.Components
{
/// <summary>
/// For shared behavior between both disease machines
/// </summary>
[RegisterComponent]
public sealed class DiseaseMachineComponent : Component
{
[DataField("delay")]
public float Delay = 5f;
/// <summary>
/// How much time we've accumulated processing
/// </summary>
[DataField("accumulator")]
public float Accumulator = 0f;
/// <summary>
/// The disease prototype currently being diagnosed
/// </summary>
[ViewVariables]
public DiseasePrototype? Disease;
/// <summary>
/// What the machine will spawn
/// </summary>
[DataField("machineOutput", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>), required: true)]
public string MachineOutput = string.Empty;
}
}

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@@ -1,9 +0,0 @@
namespace Content.Server.Disease.Components
{
/// <summary>
/// For EntityQuery to keep track of which machines are running
/// </summary>
[RegisterComponent]
public sealed class DiseaseMachineRunningComponent : Component
{}
}

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@@ -1,24 +0,0 @@
namespace Content.Server.Disease.Components
{
/// <summary>
/// Value added to clothing to give its wearer
/// protection against infection from diseases
/// </summary>
[RegisterComponent]
public sealed class DiseaseProtectionComponent : Component
{
/// <summary>
/// Float value between 0 and 1, will be subtracted
/// from the infection chance (which is base 0.7)
/// Reference guide is a full biosuit w/gloves & mask
/// should add up to exactly 0.7
/// </summary>
[DataField("protection")]
public float Protection = 0.1f;
/// <summary>
/// Is the component currently being worn and affecting someone's disease
/// resistance? Making the unequip check not totally CBT
/// </summary>
public bool IsActive = false;
}
}

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@@ -1,27 +0,0 @@
using Content.Shared.Disease;
namespace Content.Server.Disease.Components
{
/// <summary>
/// For mouth swabs used to collect and process
/// disease samples.
/// </summary>
[RegisterComponent]
public sealed class DiseaseSwabComponent : Component
{
/// <summary>
/// How long it takes to swab someone.
/// </summary>
[DataField("swabDelay")]
public float SwabDelay = 2f;
/// <summary>
/// If this swab has been used
/// </summary>
public bool Used = false;
/// <summary>
/// The disease prototype currently on the swab
/// </summary>
[ViewVariables]
public DiseasePrototype? Disease;
}
}

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@@ -1,28 +0,0 @@
using System.Threading;
using Content.Shared.Disease;
namespace Content.Server.Disease.Components
{
/// <summary>
/// For disease vaccines
/// </summary>
[RegisterComponent]
public sealed class DiseaseVaccineComponent : Component
{
/// <summary>
/// How long it takes to inject someone
/// </summary>
[DataField("injectDelay")]
public float InjectDelay = 2f;
/// <summary>
/// If this vaccine has been used
/// </summary>
public bool Used = false;
/// <summary>
/// The disease prototype currently on the vaccine
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public DiseasePrototype? Disease;
}
}

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@@ -1,10 +0,0 @@
namespace Content.Server.Disease.Components
{
/// <summary>
/// Controls disease machine behavior specific to the
/// vaccine creating machine
/// </summary>
[RegisterComponent]
public sealed class DiseaseVaccineCreatorComponent : Component
{}
}

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using Content.Server.Bed.Components;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.Disease;
namespace Content.Server.Disease.Cures
{
/// <summary>
/// Cures the disease after a certain amount of time
/// strapped.
/// </summary>
public sealed class DiseaseBedrestCure : DiseaseCure
{
[ViewVariables(VVAccess.ReadWrite)]
public int Ticker = 0;
/// How many extra ticks you get for sleeping.
[DataField("sleepMultiplier")]
public int SleepMultiplier = 3;
[DataField("maxLength", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public int MaxLength = 60;
public override bool Cure(DiseaseEffectArgs args)
{
if (!args.EntityManager.TryGetComponent<BuckleComponent>(args.DiseasedEntity, out var buckle) ||
!args.EntityManager.HasComponent<HealOnBuckleComponent>(buckle.BuckledTo))
return false;
var ticks = 1;
if (args.EntityManager.HasComponent<SleepingComponent>(args.DiseasedEntity))
ticks *= SleepMultiplier;
if (buckle.Buckled)
Ticker += ticks;
return Ticker >= MaxLength;
}
public override string CureText()
{
return (Loc.GetString("diagnoser-cure-bedrest", ("time", MaxLength), ("sleep", (MaxLength / SleepMultiplier))));
}
}
}

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using Content.Server.Temperature.Components;
using Content.Shared.Disease;
namespace Content.Server.Disease.Cures
{
/// <summary>
/// Cures the disease if temperature is within certain bounds.
/// </summary>
public sealed class DiseaseBodyTemperatureCure : DiseaseCure
{
[DataField("min")]
public float Min = 0;
[DataField("max")]
public float Max = float.MaxValue;
public override bool Cure(DiseaseEffectArgs args)
{
if (!args.EntityManager.TryGetComponent(args.DiseasedEntity, out TemperatureComponent? temp))
return false;
return temp.CurrentTemperature > Min && temp.CurrentTemperature < float.MaxValue;
}
public override string CureText()
{
if (Min == 0)
return Loc.GetString("diagnoser-cure-temp-max", ("max", Math.Round(Max)));
if (Max == float.MaxValue)
return Loc.GetString("diagnoser-cure-temp-min", ("min", Math.Round(Min)));
return Loc.GetString("diagnoser-cure-temp-both", ("max", Math.Round(Max)), ("min", Math.Round(Min)));
}
}
}

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using Content.Shared.Disease;
namespace Content.Server.Disease.Cures
{
/// <summary>
/// Automatically removes the disease after a
/// certain amount of time.
/// </summary>
public sealed class DiseaseJustWaitCure : DiseaseCure
{
/// <summary>
/// All of these are in seconds
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int Ticker = 0;
[DataField("maxLength", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public int MaxLength = 150;
public override bool Cure(DiseaseEffectArgs args)
{
Ticker++;
return Ticker >= MaxLength;
}
public override string CureText()
{
return Loc.GetString("diagnoser-cure-wait", ("time", MaxLength));
}
}
}

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using Content.Shared.Disease;
using Content.Shared.FixedPoint;
using Content.Shared.Chemistry.Reagent;
using Content.Server.Body.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.Disease.Cures
{
/// <summary>
/// Cures the disease if a certain amount of reagent
/// is in the host's chemstream.
/// </summary>
public sealed class DiseaseReagentCure : DiseaseCure
{
[DataField("min")]
public FixedPoint2 Min = 5;
[DataField("reagent")]
public string? Reagent;
public override bool Cure(DiseaseEffectArgs args)
{
if (!args.EntityManager.TryGetComponent<BloodstreamComponent>(args.DiseasedEntity, out var bloodstream))
return false;
var quant = FixedPoint2.Zero;
if (Reagent != null && bloodstream.ChemicalSolution.ContainsReagent(Reagent))
{
quant = bloodstream.ChemicalSolution.GetReagentQuantity(Reagent);
}
return quant >= Min;
}
public override string CureText()
{
var prototypeMan = IoCManager.Resolve<IPrototypeManager>();
if (Reagent == null || !prototypeMan.TryIndex<ReagentPrototype>(Reagent, out var reagentProt))
return string.Empty;
return (Loc.GetString("diagnoser-cure-reagent", ("units", Min), ("reagent", reagentProt.LocalizedName)));
}
}
}

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using Content.Server.Disease.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Paper;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Station.Systems;
using Content.Shared.Disease;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Swab;
using Content.Shared.Tools.Components;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Disease
{
/// <summary>
/// Everything that's about disease diangosis and machines is in here
/// </summary>
public sealed class DiseaseDiagnosisSystem : EntitySystem
{
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly PaperSystem _paperSystem = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DiseaseSwabComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<DiseaseSwabComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<DiseaseDiagnoserComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
SubscribeLocalEvent<DiseaseVaccineCreatorComponent, AfterInteractUsingEvent>(OnAfterInteractUsingVaccine);
// Visuals
SubscribeLocalEvent<DiseaseMachineComponent, PowerChangedEvent>(OnPowerChanged);
// Private Events
SubscribeLocalEvent<DiseaseDiagnoserComponent, DiseaseMachineFinishedEvent>(OnDiagnoserFinished);
SubscribeLocalEvent<DiseaseVaccineCreatorComponent, DiseaseMachineFinishedEvent>(OnVaccinatorFinished);
SubscribeLocalEvent<DiseaseSwabComponent, DiseaseSwabDoAfterEvent>(OnSwabDoAfter);
}
private Queue<EntityUid> AddQueue = new();
private Queue<EntityUid> RemoveQueue = new();
/// <summary>
/// This handles running disease machines
/// to handle their delay and visuals.
/// </summary>
public override void Update(float frameTime)
{
foreach (var uid in AddQueue)
{
EnsureComp<DiseaseMachineRunningComponent>(uid);
}
AddQueue.Clear();
foreach (var uid in RemoveQueue)
{
RemComp<DiseaseMachineRunningComponent>(uid);
}
RemoveQueue.Clear();
foreach (var (_, diseaseMachine) in EntityQuery<DiseaseMachineRunningComponent, DiseaseMachineComponent>())
{
diseaseMachine.Accumulator += frameTime;
while (diseaseMachine.Accumulator >= diseaseMachine.Delay)
{
diseaseMachine.Accumulator -= diseaseMachine.Delay;
var ev = new DiseaseMachineFinishedEvent(diseaseMachine);
RaiseLocalEvent(diseaseMachine.Owner, ev);
RemoveQueue.Enqueue(diseaseMachine.Owner);
}
}
}
///
/// Event Handlers
///
/// <summary>
/// This handles using swabs on other people
/// and checks that the swab isn't already used
/// and the other person's mouth is accessible
/// and then adds a random disease from that person
/// to the swab if they have any
/// </summary>
private void OnAfterInteract(EntityUid uid, DiseaseSwabComponent swab, AfterInteractEvent args)
{
if (args.Target == null || !args.CanReach || !HasComp<DiseaseCarrierComponent>(args.Target))
return;
if (swab.Used)
{
_popupSystem.PopupEntity(Loc.GetString("swab-already-used"), args.User, args.User);
return;
}
if (_inventorySystem.TryGetSlotEntity(args.Target.Value, "mask", out var maskUid) &&
EntityManager.TryGetComponent<IngestionBlockerComponent>(maskUid, out var blocker) &&
blocker.Enabled)
{
_popupSystem.PopupEntity(Loc.GetString("swab-mask-blocked", ("target", Identity.Entity(args.Target.Value, EntityManager)), ("mask", maskUid)), args.User, args.User);
return;
}
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(args.User, swab.SwabDelay, new DiseaseSwabDoAfterEvent(), uid, target: args.Target, used: uid)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true
});
}
/// <summary>
/// This handles the disease diagnoser machine up
/// until it's turned on. It has some slight
/// differences in checks from the vaccinator.
/// </summary>
private void OnAfterInteractUsing(EntityUid uid, DiseaseDiagnoserComponent component, AfterInteractUsingEvent args)
{
var machine = Comp<DiseaseMachineComponent>(uid);
if (args.Handled || !args.CanReach)
return;
if (HasComp<DiseaseMachineRunningComponent>(uid) || !this.IsPowered(uid, EntityManager))
return;
if (!HasComp<HandsComponent>(args.User) || HasComp<ToolComponent>(args.Used)) // Don't want to accidentally breach wrenching or whatever
return;
if (!TryComp<DiseaseSwabComponent>(args.Used, out var swab))
{
_popupSystem.PopupEntity(Loc.GetString("diagnoser-cant-use-swab", ("machine", uid), ("swab", args.Used)), uid, args.User);
return;
}
_popupSystem.PopupEntity(Loc.GetString("machine-insert-item", ("machine", uid), ("item", args.Used), ("user", args.User)), uid, args.User);
machine.Disease = swab.Disease;
EntityManager.DeleteEntity(args.Used);
AddQueue.Enqueue(uid);
UpdateAppearance(uid, true, true);
SoundSystem.Play("/Audio/Machines/diagnoser_printing.ogg", Filter.Pvs(uid), uid);
}
/// <summary>
/// This handles the vaccinator machine up
/// until it's turned on. It has some slight
/// differences in checks from the diagnoser.
/// </summary>
private void OnAfterInteractUsingVaccine(EntityUid uid, DiseaseVaccineCreatorComponent component, AfterInteractUsingEvent args)
{
if (args.Handled || !args.CanReach)
return;
if (HasComp<DiseaseMachineRunningComponent>(uid) || !this.IsPowered(uid, EntityManager))
return;
if (!HasComp<HandsComponent>(args.User) || HasComp<ToolComponent>(args.Used)) //This check ensures tools don't break without yaml ordering jank
return;
if (!TryComp<DiseaseSwabComponent>(args.Used, out var swab) || swab.Disease == null || !swab.Disease.Infectious)
{
_popupSystem.PopupEntity(Loc.GetString("diagnoser-cant-use-swab", ("machine", uid), ("swab", args.Used)), uid, args.User);
return;
}
_popupSystem.PopupEntity(Loc.GetString("machine-insert-item", ("machine", uid), ("item", args.Used), ("user", args.User)), uid, args.User);
var machine = Comp<DiseaseMachineComponent>(uid);
machine.Disease = swab.Disease;
EntityManager.DeleteEntity(args.Used);
AddQueue.Enqueue(uid);
UpdateAppearance(uid, true, true);
SoundSystem.Play("/Audio/Machines/vaccinator_running.ogg", Filter.Pvs(uid), uid);
}
/// <summary>
/// This handles swab examination text
/// so you can tell if they are used or not.
/// </summary>
private void OnExamined(EntityUid uid, DiseaseSwabComponent swab, ExaminedEvent args)
{
if (args.IsInDetailsRange)
{
if (swab.Used)
args.PushMarkup(Loc.GetString("swab-used"));
else
args.PushMarkup(Loc.GetString("swab-unused"));
}
}
///
/// Helper functions
///
/// <summary>
/// This assembles a disease report
/// With its basic details and
/// specific cures (i.e. not spaceacillin).
/// The cure resist field tells you how
/// effective spaceacillin etc will be.
/// </summary>
private FormattedMessage AssembleDiseaseReport(DiseasePrototype disease)
{
FormattedMessage report = new();
var diseaseName = Loc.GetString(disease.Name);
report.AddMarkup(Loc.GetString("diagnoser-disease-report-name", ("disease", diseaseName)));
report.PushNewline();
if (disease.Infectious)
{
report.AddMarkup(Loc.GetString("diagnoser-disease-report-infectious"));
report.PushNewline();
} else
{
report.AddMarkup(Loc.GetString("diagnoser-disease-report-not-infectious"));
report.PushNewline();
}
string cureResistLine = string.Empty;
cureResistLine += disease.CureResist switch
{
< 0f => Loc.GetString("diagnoser-disease-report-cureresist-none"),
<= 0.05f => Loc.GetString("diagnoser-disease-report-cureresist-low"),
<= 0.14f => Loc.GetString("diagnoser-disease-report-cureresist-medium"),
_ => Loc.GetString("diagnoser-disease-report-cureresist-high")
};
report.AddMarkup(cureResistLine);
report.PushNewline();
// Add Cures
if (disease.Cures.Count == 0)
{
report.AddMarkup(Loc.GetString("diagnoser-no-cures"));
}
else
{
report.PushNewline();
report.AddMarkup(Loc.GetString("diagnoser-cure-has"));
report.PushNewline();
foreach (var cure in disease.Cures)
{
report.AddMarkup(cure.CureText());
report.PushNewline();
}
}
return report;
}
public bool ServerHasDisease(DiseaseServerComponent server, DiseasePrototype disease)
{
bool has = false;
foreach (var serverDisease in server.Diseases)
{
if (serverDisease.ID == disease.ID)
has = true;
}
return has;
}
///
/// Appearance stuff
///
/// <summary>
/// Appearance helper function to
/// set the component's power and running states.
/// </summary>
private void UpdateAppearance(EntityUid uid, bool isOn, bool isRunning)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
_appearance.SetData(uid, DiseaseMachineVisuals.IsOn, isOn, appearance);
_appearance.SetData(uid, DiseaseMachineVisuals.IsRunning, isRunning, appearance);
}
/// <summary>
/// Makes sure the machine is visually off/on.
/// </summary>
private void OnPowerChanged(EntityUid uid, DiseaseMachineComponent component, ref PowerChangedEvent args)
{
UpdateAppearance(uid, args.Powered, false);
}
/// <summary>
/// Copies a disease prototype to the swab
/// after the doafter completes.
/// </summary>
private void OnSwabDoAfter(EntityUid uid, DiseaseSwabComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || !TryComp<DiseaseCarrierComponent>(args.Args.Target, out var carrier) || !TryComp<DiseaseSwabComponent>(args.Args.Used, out var swab))
return;
swab.Used = true;
_popupSystem.PopupEntity(Loc.GetString("swab-swabbed", ("target", Identity.Entity(args.Args.Target.Value, EntityManager))), args.Args.Target.Value, args.Args.User);
if (swab.Disease != null || carrier.Diseases.Count == 0)
return;
swab.Disease = _random.Pick(carrier.Diseases);
}
/// <summary>
/// Prints a diagnostic report with its findings.
/// Also cancels the animation.
/// </summary>
private void OnDiagnoserFinished(EntityUid uid, DiseaseDiagnoserComponent component, DiseaseMachineFinishedEvent args)
{
var isPowered = this.IsPowered(uid, EntityManager);
UpdateAppearance(uid, isPowered, false);
// spawn a piece of paper.
var printed = Spawn(args.Machine.MachineOutput, Transform(uid).Coordinates);
if (!TryComp<PaperComponent>(printed, out var paper))
return;
string reportTitle;
FormattedMessage contents = new();
if (args.Machine.Disease != null)
{
var diseaseName = Loc.GetString(args.Machine.Disease.Name);
reportTitle = Loc.GetString("diagnoser-disease-report", ("disease", diseaseName));
contents = AssembleDiseaseReport(args.Machine.Disease);
var known = false;
foreach (var server in EntityQuery<DiseaseServerComponent>(true))
{
if (_stationSystem.GetOwningStation(server.Owner) != _stationSystem.GetOwningStation(uid))
continue;
if (ServerHasDisease(server, args.Machine.Disease))
{
known = true;
}
else
{
server.Diseases.Add(args.Machine.Disease);
}
}
if (!known)
{
Spawn("ResearchDisk5000", Transform(uid).Coordinates);
}
}
else
{
reportTitle = Loc.GetString("diagnoser-disease-report-none");
contents.AddMarkup(Loc.GetString("diagnoser-disease-report-none-contents"));
}
MetaData(printed).EntityName = reportTitle;
_paperSystem.SetContent(printed, contents.ToMarkup(), paper);
}
/// <summary>
/// Prints a vaccine that will vaccinate
/// against the disease on the inserted swab.
/// </summary>
private void OnVaccinatorFinished(EntityUid uid, DiseaseVaccineCreatorComponent component, DiseaseMachineFinishedEvent args)
{
UpdateAppearance(uid, this.IsPowered(uid, EntityManager), false);
// spawn a vaccine
var vaxx = Spawn(args.Machine.MachineOutput, Transform(uid).Coordinates);
if (!TryComp<DiseaseVaccineComponent>(vaxx, out var vaxxComp))
return;
vaxxComp.Disease = args.Machine.Disease;
}
/// <summary>
/// Fires when a disease machine is done
/// with its production delay and ready to
/// create a report or vaccine
/// </summary>
private sealed class DiseaseMachineFinishedEvent : EntityEventArgs
{
public DiseaseMachineComponent Machine {get;}
public DiseaseMachineFinishedEvent(DiseaseMachineComponent machine)
{
Machine = machine;
}
}
}
}

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using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Disease.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Popups;
using Content.Shared.Clothing.Components;
using Content.Shared.Disease;
using Content.Shared.Disease.Components;
using Content.Shared.Disease.Events;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Rejuvenate;
using Robust.Shared.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Utility;
namespace Content.Server.Disease
{
/// <summary>
/// Handles disease propagation & curing
/// </summary>
public sealed class DiseaseSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ISerializationManager _serializationManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DiseaseCarrierComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<DiseaseCarrierComponent, CureDiseaseAttemptEvent>(OnTryCureDisease);
SubscribeLocalEvent<DiseaseCarrierComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<DiseasedComponent, ContactInteractionEvent>(OnContactInteraction);
SubscribeLocalEvent<DiseasedComponent, EntitySpokeEvent>(OnEntitySpeak);
SubscribeLocalEvent<DiseaseProtectionComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<DiseaseProtectionComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<DiseaseVaccineComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<DiseaseVaccineComponent, ExaminedEvent>(OnExamined);
// Handling stuff from other systems
SubscribeLocalEvent<DiseaseCarrierComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
// Private events stuff
SubscribeLocalEvent<DiseaseVaccineComponent, VaccineDoAfterEvent>(OnDoAfter);
}
private Queue<EntityUid> AddQueue = new();
private Queue<(DiseaseCarrierComponent carrier, DiseasePrototype disease)> CureQueue = new();
/// <summary>
/// First, adds or removes diseased component from the queues and clears them.
/// Then, iterates over every diseased component to check for their effects
/// and cures
/// </summary>
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var entity in AddQueue)
{
EnsureComp<DiseasedComponent>(entity);
}
AddQueue.Clear();
foreach (var tuple in CureQueue)
{
if (tuple.carrier.Diseases.Count == 1) //This is reliable unlike testing Count == 0 right after removal for reasons I don't quite get
RemComp<DiseasedComponent>(tuple.carrier.Owner);
tuple.carrier.PastDiseases.Add(tuple.disease);
tuple.carrier.Diseases.Remove(tuple.disease);
}
CureQueue.Clear();
foreach (var (_, carrierComp, mobState) in EntityQuery<DiseasedComponent, DiseaseCarrierComponent, MobStateComponent>())
{
DebugTools.Assert(carrierComp.Diseases.Count > 0);
if (_mobStateSystem.IsDead(mobState.Owner, mobState))
{
if (_random.Prob(0.005f * frameTime)) //Mean time to remove is 200 seconds per disease
CureDisease(carrierComp, _random.Pick(carrierComp.Diseases));
continue;
}
for (var i = 0; i < carrierComp.Diseases.Count; i++) //this is a for-loop so that it doesn't break when new diseases are added
{
var disease = carrierComp.Diseases[i];
disease.Accumulator += frameTime;
disease.TotalAccumulator += frameTime;
if (disease.Accumulator < disease.TickTime) continue;
// if the disease is on the silent disease list, don't do effects
var doEffects = carrierComp.CarrierDiseases?.Contains(disease.ID) != true;
var args = new DiseaseEffectArgs(carrierComp.Owner, disease, EntityManager);
disease.Accumulator -= disease.TickTime;
int stage = 0; //defaults to stage 0 because you should always have one
float lastThreshold = 0;
for (var j = 0; j < disease.Stages.Count; j++)
{
if (disease.TotalAccumulator >= disease.Stages[j] &&
disease.Stages[j] > lastThreshold)
{
lastThreshold = disease.Stages[j];
stage = j;
}
}
foreach (var cure in disease.Cures)
{
if (cure.Stages.AsSpan().Contains(stage) && cure.Cure(args))
CureDisease(carrierComp, disease);
}
if (doEffects)
{
foreach (var effect in disease.Effects)
{
if (effect.Stages.AsSpan().Contains(stage) && _random.Prob(effect.Probability))
effect.Effect(args);
}
}
}
}
}
///
/// Event Handlers
///
/// <summary>
/// Fill in the natural immunities of this entity.
/// </summary>
private void OnInit(EntityUid uid, DiseaseCarrierComponent component, ComponentInit args)
{
if (component.NaturalImmunities == null || component.NaturalImmunities.Count == 0)
return;
foreach (var immunity in component.NaturalImmunities)
{
if (_prototypeManager.TryIndex<DiseasePrototype>(immunity, out var disease))
component.PastDiseases.Add(disease);
else
{
Logger.Error("Failed to index disease prototype + " + immunity + " for " + uid);
}
}
}
/// <summary>
/// Used when something is trying to cure ANY disease on the target,
/// not for special disease interactions. Randomly
/// tries to cure every disease on the target.
/// </summary>
private void OnTryCureDisease(EntityUid uid, DiseaseCarrierComponent component, CureDiseaseAttemptEvent args)
{
foreach (var disease in component.Diseases)
{
var cureProb = ((args.CureChance / component.Diseases.Count) - disease.CureResist);
if (cureProb < 0)
return;
if (cureProb > 1)
{
CureDisease(component, disease);
return;
}
if (_random.Prob(cureProb))
{
CureDisease(component, disease);
return;
}
}
}
private void OnRejuvenate(EntityUid uid, DiseaseCarrierComponent component, RejuvenateEvent args)
{
CureAllDiseases(uid, component);
}
/// <summary>
/// Called when a component with disease protection
/// is equipped so it can be added to the person's
/// total disease resistance
/// </summary>
private void OnEquipped(EntityUid uid, DiseaseProtectionComponent component, GotEquippedEvent args)
{
// This only works on clothing
if (!TryComp<ClothingComponent>(uid, out var clothing))
return;
// Is the clothing in its actual slot?
if (!clothing.Slots.HasFlag(args.SlotFlags))
return;
// Give the user the component's disease resist
if(TryComp<DiseaseCarrierComponent>(args.Equipee, out var carrier))
carrier.DiseaseResist += component.Protection;
// Set the component to active to the unequip check isn't CBT
component.IsActive = true;
}
/// <summary>
/// Called when a component with disease protection
/// is unequipped so it can be removed from the person's
/// total disease resistance
/// </summary>
private void OnUnequipped(EntityUid uid, DiseaseProtectionComponent component, GotUnequippedEvent args)
{
// Only undo the resistance if it was affecting the user
if (!component.IsActive)
return;
if(TryComp<DiseaseCarrierComponent>(args.Equipee, out var carrier))
carrier.DiseaseResist -= component.Protection;
component.IsActive = false;
}
/// <summary>
/// Called when it's already decided a disease will be cured
/// so it can be safely queued up to be removed from the target
/// and added to past disease history (for immunity)
/// </summary>
private void CureDisease(DiseaseCarrierComponent carrier, DiseasePrototype disease)
{
var CureTuple = (carrier, disease);
CureQueue.Enqueue(CureTuple);
_popupSystem.PopupEntity(Loc.GetString("disease-cured"), carrier.Owner, carrier.Owner);
}
public void CureAllDiseases(EntityUid uid, DiseaseCarrierComponent? carrier = null)
{
if (!Resolve(uid, ref carrier))
return;
foreach (var disease in carrier.Diseases)
{
CureDisease(carrier, disease);
}
}
/// <summary>
/// When a diseased person interacts with something, check infection.
/// </summary>
private void OnContactInteraction(EntityUid uid, DiseasedComponent component, ContactInteractionEvent args)
{
InteractWithDiseased(uid, args.Other);
}
private void OnEntitySpeak(EntityUid uid, DiseasedComponent component, EntitySpokeEvent args)
{
if (TryComp<DiseaseCarrierComponent>(uid, out var carrier))
{
SneezeCough(uid, _random.Pick(carrier.Diseases), string.Empty);
}
}
/// <summary>
/// Called when a vaccine is used on someone
/// to handle the vaccination doafter
/// </summary>
private void OnAfterInteract(EntityUid uid, DiseaseVaccineComponent vaxx, AfterInteractEvent args)
{
if (args.Target == null || !args.CanReach || args.Handled)
return;
args.Handled = true;
if (vaxx.Used)
{
_popupSystem.PopupEntity(Loc.GetString("vaxx-already-used"), args.User, args.User);
return;
}
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(args.User, vaxx.InjectDelay, new VaccineDoAfterEvent(), uid, target: args.Target, used: uid)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true
});
}
/// <summary>
/// Called when a vaccine is examined.
/// Currently doesn't do much because
/// vaccines don't have unique art with a seperate
/// state visualizer.
/// </summary>
private void OnExamined(EntityUid uid, DiseaseVaccineComponent vaxx, ExaminedEvent args)
{
if (args.IsInDetailsRange)
{
if (vaxx.Used)
args.PushMarkup(Loc.GetString("vaxx-used"));
else
args.PushMarkup(Loc.GetString("vaxx-unused"));
}
}
private void OnApplyMetabolicMultiplier(EntityUid uid, DiseaseCarrierComponent component, ApplyMetabolicMultiplierEvent args)
{
if (args.Apply)
{
foreach (var disease in component.Diseases)
{
disease.TickTime *= args.Multiplier;
return;
}
}
foreach (var disease in component.Diseases)
{
disease.TickTime /= args.Multiplier;
if (disease.Accumulator >= disease.TickTime)
disease.Accumulator = disease.TickTime;
}
}
///
/// Helper functions
///
/// <summary>
/// Tries to infect anyone that
/// interacts with a diseased person or body
/// </summary>
private void InteractWithDiseased(EntityUid diseased, EntityUid target, DiseaseCarrierComponent? diseasedCarrier = null)
{
if (!Resolve(diseased, ref diseasedCarrier, false) ||
diseasedCarrier.Diseases.Count == 0 ||
!TryComp<DiseaseCarrierComponent>(target, out var carrier))
return;
var disease = _random.Pick(diseasedCarrier.Diseases);
TryInfect(carrier, disease, 0.4f);
}
/// <summary>
/// Adds a disease to a target
/// if it's not already in their current
/// or past diseases. If you want this
/// to not be guaranteed you are looking
/// for TryInfect.
/// </summary>
public void TryAddDisease(EntityUid host, DiseasePrototype addedDisease, DiseaseCarrierComponent? target = null)
{
if (!Resolve(host, ref target, false))
return;
foreach (var disease in target.AllDiseases)
{
if (disease.ID == addedDisease?.ID) //ID because of the way protoypes work
return;
}
var freshDisease = _serializationManager.CreateCopy(addedDisease, notNullableOverride: true);
if (freshDisease == null) return;
target.Diseases.Add(freshDisease);
AddQueue.Enqueue(target.Owner);
}
public void TryAddDisease(EntityUid host, string? addedDisease, DiseaseCarrierComponent? target = null)
{
if (addedDisease == null || !_prototypeManager.TryIndex<DiseasePrototype>(addedDisease, out var added))
return;
TryAddDisease(host, added, target);
}
/// <summary>
/// Pits the infection chance against the
/// person's disease resistance and
/// rolls the dice to see if they get
/// the disease.
/// </summary>
/// <param name="carrier">The target of the disease</param>
/// <param name="disease">The disease to apply</param>
/// <param name="chance">% chance of the disease being applied, before considering resistance</param>
/// <param name="forced">Bypass the disease's infectious trait.</param>
public void TryInfect(DiseaseCarrierComponent carrier, DiseasePrototype? disease, float chance = 0.7f, bool forced = false)
{
if(disease == null || !forced && !disease.Infectious)
return;
var infectionChance = chance - carrier.DiseaseResist;
if (infectionChance <= 0)
return;
if (_random.Prob(infectionChance))
TryAddDisease(carrier.Owner, disease, carrier);
}
public void TryInfect(DiseaseCarrierComponent carrier, string? disease, float chance = 0.7f, bool forced = false)
{
if (disease == null || !_prototypeManager.TryIndex<DiseasePrototype>(disease, out var d))
return;
TryInfect(carrier, d, chance, forced);
}
/// <summary>
/// Raises an event for systems to cancel the snough if needed
/// Plays a sneeze/cough sound and popup if applicable
/// and then tries to infect anyone in range
/// if the snougher is not wearing a mask.
/// </summary>
public bool SneezeCough(EntityUid uid, DiseasePrototype? disease, string emoteId, bool airTransmit = true, TransformComponent? xform = null)
{
if (!Resolve(uid, ref xform)) return false;
if (_mobStateSystem.IsDead(uid)) return false;
var attemptSneezeCoughEvent = new AttemptSneezeCoughEvent(uid, emoteId);
RaiseLocalEvent(uid, ref attemptSneezeCoughEvent);
if (attemptSneezeCoughEvent.Cancelled) return false;
_chatSystem.TryEmoteWithChat(uid, emoteId);
if (disease is not { Infectious: true } || !airTransmit)
return true;
if (_inventorySystem.TryGetSlotEntity(uid, "mask", out var maskUid) &&
EntityManager.TryGetComponent<IngestionBlockerComponent>(maskUid, out var blocker) &&
blocker.Enabled)
return true;
var carrierQuery = GetEntityQuery<DiseaseCarrierComponent>();
foreach (var entity in _lookup.GetEntitiesInRange(xform.MapPosition, 2f))
{
if (!carrierQuery.TryGetComponent(entity, out var carrier) ||
!_interactionSystem.InRangeUnobstructed(uid, entity)) continue;
TryInfect(carrier, disease, 0.3f);
}
return true;
}
/// <summary>
/// Adds a disease to the carrier's
/// past diseases to give them immunity
/// IF they don't already have the disease.
/// </summary>
public void Vaccinate(DiseaseCarrierComponent carrier, DiseasePrototype disease)
{
foreach (var currentDisease in carrier.Diseases)
{
if (currentDisease.ID == disease.ID) //ID because of the way protoypes work
return;
}
carrier.PastDiseases.Add(disease);
}
private void OnDoAfter(EntityUid uid, DiseaseVaccineComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || !TryComp<DiseaseCarrierComponent>(args.Args.Target, out var carrier) || component.Disease == null)
return;
Vaccinate(carrier, component.Disease);
EntityManager.DeleteEntity(uid);
args.Handled = true;
}
}
/// <summary>
/// This event is fired by chems
/// and other brute-force rather than
/// specific cures. It will roll the dice to attempt
/// to cure each disease on the target
/// </summary>
public sealed class CureDiseaseAttemptEvent : EntityEventArgs
{
public float CureChance { get; }
public CureDiseaseAttemptEvent(float cureChance)
{
CureChance = cureChance;
}
}
/// <summary>
/// Controls whether the snough is a sneeze, cough
/// or neither. If none, will not create
/// a popup. Mostly used for talking
/// </summary>
public enum SneezeCoughType
{
Sneeze,
Cough,
None
}
}

View File

@@ -1,30 +0,0 @@
using JetBrains.Annotations;
using Content.Shared.Disease;
namespace Content.Server.Disease.Effects
{
/// <summary>
/// Adds a component to the diseased entity
/// </summary>
[UsedImplicitly]
public sealed class DiseaseAddComponent : DiseaseEffect
{
/// <summary>
/// The component that is added at the end of build up
/// </summary>
[DataField("comp")]
public string? Comp = null;
public override void Effect(DiseaseEffectArgs args)
{
if (Comp == null)
return;
EntityUid uid = args.DiseasedEntity;
var newComponent = (Component) IoCManager.Resolve<IComponentFactory>().GetComponent(Comp);
newComponent.Owner = uid;
if (!args.EntityManager.HasComponent(uid, newComponent.GetType()))
args.EntityManager.AddComponent(uid, newComponent);
}
}
}

View File

@@ -1,47 +0,0 @@
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)
return;
var solutionSys = args.EntityManager.EntitySysManager.GetEntitySystem<SolutionContainerSystem>();
if (Reagent == null)
return;
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

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

@@ -1,21 +0,0 @@
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

@@ -1,39 +0,0 @@
using Content.Shared.Chat.Prototypes;
using Content.Shared.Disease;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Disease
{
/// <summary>
/// Makes the diseased honk.
/// or neither.
/// </summary>
[UsedImplicitly]
public sealed class DiseaseHonk : DiseaseEffect
{
/// <summary>
/// Message to play when honking.
/// </summary>
[DataField("honkMessage")]
public string HonkMessage = "disease-honk";
/// <summary>
/// Emote to play when honking.
/// </summary>
[DataField("emote", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EmotePrototype>))]
public string EmoteId = String.Empty;
/// <summary>
/// Whether to spread the disease through the air.
/// </summary>
[DataField("airTransmit")]
public bool AirTransmit = false;
public override void Effect(DiseaseEffectArgs args)
{
EntitySystem.Get<DiseaseSystem>().SneezeCough(args.DiseasedEntity, args.Disease, EmoteId, AirTransmit);
}
}
}

View File

@@ -1,39 +0,0 @@
using Content.Server.Polymorph.Systems;
using Content.Shared.Audio;
using Content.Shared.Disease;
using Content.Shared.Polymorph;
using Content.Shared.Popups;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Disease.Effects
{
[UsedImplicitly]
public sealed class DiseasePolymorph : DiseaseEffect
{
[DataField("polymorphId", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<PolymorphPrototype>))]
[ViewVariables(VVAccess.ReadWrite)]
public readonly string PolymorphId = default!;
[DataField("polymorphSound")]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? PolymorphSound;
[DataField("polymorphMessage")]
[ViewVariables(VVAccess.ReadWrite)]
public string? PolymorphMessage;
public override void Effect(DiseaseEffectArgs args)
{
EntityUid? polyUid = EntitySystem.Get<PolymorphSystem>().PolymorphEntity(args.DiseasedEntity, PolymorphId);
if (PolymorphSound != null && polyUid != null)
SoundSystem.Play(PolymorphSound.GetSound(), Filter.Pvs(polyUid.Value), polyUid.Value, AudioHelpers.WithVariation(0.2f));
if (PolymorphMessage != null && polyUid != null)
EntitySystem.Get<SharedPopupSystem>().PopupEntity(Loc.GetString(PolymorphMessage), polyUid.Value, polyUid.Value, PopupType.Large);
}
}
}

View File

@@ -1,43 +0,0 @@
using Content.Shared.Disease;
using Content.Shared.Popups;
using Robust.Shared.Player;
using JetBrains.Annotations;
using Content.Shared.IdentityManagement;
namespace Content.Server.Disease.Effects
{
/// <summary>
/// Plays a popup on the host's transform.
/// Supports passing the host's entity metadata
/// in PVS ones with {$person}
/// </summary>
[UsedImplicitly]
public sealed class DiseasePopUp : DiseaseEffect
{
[DataField("message")]
public string Message = "disease-sick-generic";
[DataField("type")]
public PopupRecipients Type = PopupRecipients.Local;
[DataField("visualType")]
public PopupType VisualType = PopupType.Small;
public override void Effect(DiseaseEffectArgs args)
{
var popupSys = args.EntityManager.EntitySysManager.GetEntitySystem<SharedPopupSystem>();
if (Type == PopupRecipients.Local)
popupSys.PopupEntity(Loc.GetString(Message), args.DiseasedEntity, args.DiseasedEntity, VisualType);
else if (Type == PopupRecipients.Pvs)
popupSys.PopupEntity(Loc.GetString(Message, ("person", Identity.Entity(args.DiseasedEntity, args.EntityManager))), args.DiseasedEntity, VisualType);
}
}
public enum PopupRecipients
{
Pvs,
Local
}
}

View File

@@ -1,32 +0,0 @@
using Content.Shared.Chat.Prototypes;
using Content.Shared.Disease;
using JetBrains.Annotations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Disease
{
/// <summary>
/// Makes the diseased sneeze or cough
/// or neither.
/// </summary>
[UsedImplicitly]
public sealed class DiseaseSnough : DiseaseEffect
{
/// <summary>
/// Emote to play when snoughing
/// </summary>
[DataField("emote", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EmotePrototype>))]
public string EmoteId = String.Empty;
/// <summary>
/// Whether to spread the disease through the air
/// </summary>
[DataField("airTransmit")]
public bool AirTransmit = true;
public override void Effect(DiseaseEffectArgs args)
{
EntitySystem.Get<DiseaseSystem>().SneezeCough(args.DiseasedEntity, args.Disease, EmoteId, AirTransmit);
}
}
}

View File

@@ -1,27 +0,0 @@
using JetBrains.Annotations;
using Content.Shared.Disease;
using Content.Server.Medical;
namespace Content.Server.Disease.Effects
{
/// <summary>
/// Forces you to vomit.
/// </summary>
[UsedImplicitly]
public sealed class DiseaseVomit : DiseaseEffect
{
/// How many units of thirst to add each time we vomit
[DataField("thirstAmount")]
public float ThirstAmount = -40f;
/// How many units of hunger to add each time we vomit
[DataField("hungerAmount")]
public float HungerAmount = -40f;
public override void Effect(DiseaseEffectArgs args)
{
var vomitSys = args.EntityManager.EntitySysManager.GetEntitySystem<VomitSystem>();
vomitSys.Vomit(args.DiseasedEntity, ThirstAmount, HungerAmount);
}
}
}

View File

@@ -1,15 +0,0 @@
using Content.Shared.Disease;
namespace Content.Server.Disease.Components
{
[RegisterComponent]
public sealed class DiseaseServerComponent : Component
{
/// <summary>
/// Which diseases this server has information on.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public List<DiseasePrototype> Diseases = new();
}
}

View File

@@ -7,6 +7,5 @@ public sealed class ZombieRuleComponent : Component
public Dictionary<string, string> InitialInfectedNames = new();
public string PatientZeroPrototypeID = "InitialInfected";
public string InitialZombieVirusPrototype = "PassiveZombieVirus";
public const string ZombifySelfActionPrototype = "TurnUndead";
}

View File

@@ -2,8 +2,6 @@ using System.Globalization;
using System.Linq;
using Content.Server.Actions;
using Content.Server.Chat.Managers;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind.Components;
using Content.Server.Players;
@@ -38,7 +36,6 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IServerPreferencesManager _prefs = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly ActionsSystem _action = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
@@ -233,7 +230,8 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
var prefList = new List<IPlayerSession>();
foreach (var player in allPlayers)
{
if (player.AttachedEntity != null && HasComp<DiseaseCarrierComponent>(player.AttachedEntity))
// TODO: A
if (player.AttachedEntity != null && HasComp<HumanoidAppearanceComponent>(player.AttachedEntity))
{
playerList.Add(player);
@@ -287,7 +285,8 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
var inCharacterName = string.Empty;
if (mind.OwnedEntity != null)
{
_diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, component.InitialZombieVirusPrototype);
EnsureComp<PendingZombieComponent>(mind.OwnedEntity.Value);
EnsureComp<ZombifyOnDeathComponent>(mind.OwnedEntity.Value);
inCharacterName = MetaData(mind.OwnedEntity.Value).EntityName;
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));

View File

@@ -1,9 +1,7 @@
using Content.Server.UserInterface;
using Content.Shared.Disease;
using Content.Shared.MedicalScanner;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Medical.Components
{
@@ -32,12 +30,5 @@ namespace Content.Server.Medical.Components
/// </summary>
[DataField("scanningEndSound")]
public SoundSpecifier? ScanningEndSound;
/// <summary>
/// The disease this will give people.
/// </summary>
[DataField("disease", customTypeSerializer: typeof(PrototypeIdSerializer<DiseasePrototype>))]
[ViewVariables(VVAccess.ReadWrite)]
public string? Disease;
}
}

View File

@@ -1,11 +1,7 @@
using Content.Server.Disease;
using Content.Server.Medical.Components;
using Content.Server.Popups;
using Content.Server.PowerCell;
using Content.Server.UserInterface;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.MedicalScanner;
using Content.Shared.Mobs.Components;
@@ -15,8 +11,6 @@ namespace Content.Server.Medical
{
public sealed class HealthAnalyzerSystem : EntitySystem
{
[Dependency] private readonly DiseaseSystem _disease = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly PowerCellSystem _cell = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
@@ -52,31 +46,6 @@ namespace Content.Server.Medical
_audio.PlayPvs(component.ScanningEndSound, args.Args.User);
UpdateScannedUser(uid, args.Args.User, args.Args.Target.Value, 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
/*
* this code is cursed wuuuuuuut
*/
if (string.IsNullOrEmpty(component.Disease))
{
args.Handled = true;
return;
}
_disease.TryAddDisease(args.Args.Target.Value, component.Disease);
if (args.Args.User == args.Args.Target)
{
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-self", ("disease", component.Disease)),
args.Args.User, args.Args.User);
}
else
{
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", Identity.Entity(args.Args.Target.Value, EntityManager)),
("disease", component.Disease)), args.Args.User, args.Args.User);
}
args.Handled = true;
}

View File

@@ -11,8 +11,6 @@ using Robust.Shared.Physics;
using Content.Shared.Throwing;
using Content.Server.Storage.EntitySystems;
using Content.Shared.Interaction;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Shared.Item;
using Content.Shared.Bed.Sleep;
using System.Linq;
@@ -26,7 +24,6 @@ using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Revenant.Components;
using Content.Shared.Revenant.EntitySystems;
using Robust.Shared.Physics.Components;
using Robust.Shared.Utility;
@@ -37,7 +34,6 @@ public sealed partial class RevenantSystem
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
[Dependency] private readonly DiseaseSystem _disease = default!;
[Dependency] private readonly EmagSystem _emag = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
@@ -308,13 +304,7 @@ public sealed partial class RevenantSystem
return;
args.Handled = true;
var emo = GetEntityQuery<DiseaseCarrierComponent>();
foreach (var ent in _lookup.GetEntitiesInRange(uid, component.BlightRadius))
{
if (emo.TryGetComponent(ent, out var comp))
_disease.TryAddDisease(ent, component.BlightDiseasePrototypeId, comp);
}
// TODO: When disease refactor is in.
}
private void OnMalfunctionAction(EntityUid uid, RevenantComponent component, RevenantMalfunctionActionEvent args)

View File

@@ -1,25 +0,0 @@
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;
[RegisterComponent, Access(typeof(DiseaseOutbreakRule))]
public sealed class DiseaseOutbreakRuleComponent : Component
{
/// <summary>
/// Disease prototypes I decided were not too deadly for a random event
/// </summary>
/// <remarks>
/// Fire name
/// </remarks>
[DataField("notTooSeriousDiseases")]
public readonly IReadOnlyList<string> NotTooSeriousDiseases = new[]
{
"SpaceCold",
"VanAusdallsRobovirus",
"VentCough",
"AMIV",
"SpaceFlu",
"BirdFlew",
"TongueTwister"
};
}

View File

@@ -1,59 +0,0 @@
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.Disease;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
/// <summary>
/// Infects a couple people
/// with a random disease that isn't super deadly
/// </summary>
public sealed class DiseaseOutbreakRule : StationEventSystem<DiseaseOutbreakRuleComponent>
{
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
/// <summary>
/// Finds 2-5 random, alive entities that can host diseases
/// and gives them a randomly selected disease.
/// They all get the same disease.
/// </summary>
protected override void Started(EntityUid uid, DiseaseOutbreakRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
HashSet<EntityUid> stationsToNotify = new();
List<DiseaseCarrierComponent> aliveList = new();
foreach (var (carrier, mobState) in EntityQuery<DiseaseCarrierComponent, MobStateComponent>())
{
if (!_mobStateSystem.IsDead(mobState.Owner, mobState))
aliveList.Add(carrier);
}
RobustRandom.Shuffle(aliveList);
// We're going to filter the above out to only alive mobs. Might change after future mobstate rework
var toInfect = RobustRandom.Next(2, 5);
var diseaseName = RobustRandom.Pick(component.NotTooSeriousDiseases);
if (!PrototypeManager.TryIndex(diseaseName, out DiseasePrototype? disease))
return;
// Now we give it to people in the list of living disease carriers earlier
foreach (var target in aliveList)
{
if (toInfect-- == 0)
break;
_diseaseSystem.TryAddDisease(target.Owner, disease, target);
var station = StationSystem.GetOwningStation(target.Owner);
if(station == null) continue;
stationsToNotify.Add((EntityUid) station);
}
}
}

View File

@@ -1,25 +0,0 @@
using Content.Shared.Chat.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Traits.Assorted;
/// <summary>
/// This is used for the occasional sneeze or cough.
/// </summary>
[RegisterComponent]
public sealed class UncontrollableSnoughComponent : Component
{
/// <summary>
/// Emote to play when snoughing
/// </summary>
[DataField("emote", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EmotePrototype>))]
public string EmoteId = String.Empty;
/// <summary>
/// The random time between incidents, (min, max).
/// </summary>
[DataField("timeBetweenIncidents", required: true)]
public Vector2 TimeBetweenIncidents { get; }
public float NextIncidentTime;
}

View File

@@ -1,45 +0,0 @@
using Content.Server.Disease;
using Robust.Shared.Random;
namespace Content.Server.Traits.Assorted;
/// <summary>
/// This handles making people randomly cough/sneeze without a disease.
/// </summary>
public sealed class UncontrollableSnoughSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<UncontrollableSnoughComponent, ComponentStartup>(SetupSnough);
}
private void SetupSnough(EntityUid uid, UncontrollableSnoughComponent component, ComponentStartup args)
{
component.NextIncidentTime =
_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<UncontrollableSnoughComponent>();
while (query.MoveNext(out var ent, out var snough))
{
snough.NextIncidentTime -= frameTime;
if (snough.NextIncidentTime >= 0)
continue;
// Set the new time.
snough.NextIncidentTime +=
_random.NextFloat(snough.TimeBetweenIncidents.X, snough.TimeBetweenIncidents.Y);
_diseaseSystem.SneezeCough(ent, null, snough.EmoteId, false);
}
}
}

View File

@@ -1,30 +0,0 @@
using Content.Shared.Disease;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
/// <summary>
/// Spawn a random disease at regular intervals when artifact activated.
/// </summary>
[RegisterComponent]
public sealed class DiseaseArtifactComponent : Component
{
/// <summary>
/// The diseases that the artifact can use.
/// </summary>
[DataField("diseasePrototype", customTypeSerializer: typeof(PrototypeIdListSerializer<DiseasePrototype>))]
public List<string> DiseasePrototypes = new();
/// <summary>
/// Disease the artifact will spawn
/// Picks a random one from its list
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public DiseasePrototype? SpawnDisease;
/// <summary>
/// How far away it will check for people
/// If empty, picks a random one from its list
/// </summary>
[DataField("range"), ViewVariables(VVAccess.ReadWrite)]
public float Range = 5f;
}

View File

@@ -1,70 +0,0 @@
using System.Linq;
using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
using Content.Shared.Disease;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Robust.Shared.Prototypes;
using Content.Shared.Interaction;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems
{
/// <summary>
/// Handles disease-producing artifacts
/// </summary>
public sealed class DiseaseArtifactSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly DiseaseSystem _disease = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DiseaseArtifactComponent, ArtifactNodeEnteredEvent>(OnNodeEntered);
SubscribeLocalEvent<DiseaseArtifactComponent, ArtifactActivatedEvent>(OnActivate);
}
/// <summary>
/// Makes sure this artifact is assigned a disease
/// </summary>
private void OnNodeEntered(EntityUid uid, DiseaseArtifactComponent component, ArtifactNodeEnteredEvent args)
{
if (component.SpawnDisease != null || !component.DiseasePrototypes.Any())
return;
var diseaseName = component.DiseasePrototypes[args.RandomSeed % component.DiseasePrototypes.Count];
if (!_prototypeManager.TryIndex<DiseasePrototype>(diseaseName, out var disease))
{
Logger.ErrorS("disease", $"Invalid disease {diseaseName} selected from random diseases.");
return;
}
component.SpawnDisease = disease;
}
/// <summary>
/// When activated, blasts everyone in LOS within n tiles
/// with a high-probability disease infection attempt
/// </summary>
private void OnActivate(EntityUid uid, DiseaseArtifactComponent component, ArtifactActivatedEvent args)
{
if (component.SpawnDisease == null) return;
var xform = Transform(uid);
var carrierQuery = GetEntityQuery<DiseaseCarrierComponent>();
foreach (var entity in _lookup.GetEntitiesInRange(xform.Coordinates, component.Range))
{
if (!carrierQuery.TryGetComponent(entity, out var carrier)) continue;
if (!_interactionSystem.InRangeUnobstructed(uid, entity, component.Range))
continue;
_disease.TryInfect(carrier, component.SpawnDisease, forced: true);
}
}
}
}

View File

@@ -0,0 +1,23 @@
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Zombies;
/// <summary>
/// Temporary because diseases suck.
/// </summary>
[RegisterComponent]
public sealed class PendingZombieComponent : Component
{
[DataField("damage")] public DamageSpecifier Damage = new()
{
DamageDict = new Dictionary<string, FixedPoint2>()
{
{ "Blunt", FixedPoint2.New(1) }
}
};
[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
}

View File

@@ -3,8 +3,6 @@ using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Systems;
using Content.Server.Cloning;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Server.Drone.Components;
using Content.Server.Humanoid;
using Content.Server.Inventory;
@@ -12,7 +10,7 @@ using Content.Shared.Bed.Sleep;
using Content.Shared.Chemistry.Components;
using Content.Server.Emoting.Systems;
using Content.Server.Speech.EntitySystems;
using Content.Shared.Disease.Events;
using Content.Shared.Damage;
using Content.Shared.Inventory;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
@@ -26,16 +24,16 @@ namespace Content.Server.Zombies
{
public sealed class ZombieSystem : SharedZombieSystem
{
[Dependency] private readonly DiseaseSystem _disease = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly ServerInventorySystem _inv = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
public override void Initialize()
@@ -49,8 +47,30 @@ namespace Content.Server.Zombies
SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
SubscribeLocalEvent<ZombieComponent, AttemptSneezeCoughEvent>(OnSneeze);
SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
}
private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
{
component.NextTick = _timing.CurTime;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<PendingZombieComponent>();
var curTime = _timing.CurTime;
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextTick < curTime)
continue;
comp.NextTick += TimeSpan.FromSeconds(1);
_damageable.TryChangeDamage(uid, comp.Damage, true, false);
}
}
private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
@@ -95,11 +115,6 @@ namespace Content.Server.Zombies
}
}
private void OnSneeze(EntityUid uid, ZombieComponent component, ref AttemptSneezeCoughEvent args)
{
args.Cancelled = true;
}
private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component)
{
var baseChance = component.MaxZombieInfectionChance;
@@ -151,8 +166,11 @@ namespace Content.Server.Zombies
if (!TryComp<MobStateComponent>(entity, out var mobState) || HasComp<DroneComponent>(entity))
continue;
if (HasComp<DiseaseCarrierComponent>(entity) && _robustRandom.Prob(GetZombieInfectionChance(entity, component)))
_disease.TryAddDisease(entity, "ActiveZombieVirus");
if (_random.Prob(GetZombieInfectionChance(entity, component)))
{
EnsureComp<PendingZombieComponent>(entity);
EnsureComp<ZombifyOnDeathComponent>(entity);
}
if (HasComp<ZombieComponent>(entity))
args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;

View File

@@ -4,7 +4,6 @@ using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
using Content.Server.Disease.Components;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
@@ -101,7 +100,6 @@ namespace Content.Server.Zombies
//we need to basically remove all of these because zombies shouldn't
//get diseases, breath, be thirst, be hungry, or die in space
RemComp<DiseaseCarrierComponent>(target);
RemComp<RespiratorComponent>(target);
RemComp<BarotraumaComponent>(target);
RemComp<HungerComponent>(target);

View File

@@ -1,5 +0,0 @@
namespace Content.Shared.Atmos.Miasma;
public abstract class SharedFliesComponent : Component
{
}

View File

@@ -1,29 +0,0 @@
using JetBrains.Annotations;
namespace Content.Shared.Disease
{
[ImplicitDataDefinitionForInheritors]
[MeansImplicitUse]
public abstract class DiseaseCure
{
/// <summary>
/// This returns true if the disease should be cured
/// and false otherwise
/// </summary>
public abstract bool Cure(DiseaseEffectArgs args);
/// <summary>
/// What stages the cure applies to.
/// probably should be all, but go wild
/// </summary>
[DataField("stages")]
public readonly int[] Stages = { 0 };
/// <summary>
/// This is used by the disease diangoser machine
/// to generate reports to tell people all of a disease's
/// special cures using in-game methods.
/// So it should return a localization string describing
/// the cure
/// </summary>
public abstract string CureText();
}
}

View File

@@ -1,34 +0,0 @@
using JetBrains.Annotations;
namespace Content.Shared.Disease
{
[ImplicitDataDefinitionForInheritors]
[MeansImplicitUse]
public abstract class DiseaseEffect
{
/// <summary>
/// What's the chance, from 0 to 1, that this effect will occur?
/// </summary>
[DataField("probability")]
public float Probability = 1.0f;
/// <summary>
/// What stages this effect triggers on
/// </summary>
[DataField("stages")]
public readonly int[] Stages = { 0 };
/// <summary>
/// What effect the disease will have.
/// </summary>
public abstract void Effect(DiseaseEffectArgs args);
}
/// <summary>
/// What you have to work with in any disease effect/cure.
/// Includes an entity manager because it is out of scope
/// otherwise.
/// </summary>
public readonly record struct DiseaseEffectArgs(
EntityUid DiseasedEntity,
DiseasePrototype Disease,
IEntityManager EntityManager
);
}

View File

@@ -1,16 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Disease
{
/// <summary>
/// Stores bools for if the machine is on
/// and if it's currently running.
/// Used for the visualizer
/// </summary>
[Serializable, NetSerializable]
public enum DiseaseMachineVisuals : byte
{
IsOn,
IsRunning
}
}

View File

@@ -1,83 +0,0 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
namespace Content.Shared.Disease
{
/// <summary>
/// Diseases encompass everything from viruses to cancers to heart disease.
/// It's not just a virology thing.
/// </summary>
[Prototype("disease")]
[DataDefinition]
public sealed class DiseasePrototype : IPrototype, IInheritingPrototype
{
[ViewVariables]
[IdDataField]
public string ID { get; } = default!;
[DataField("name")]
public string Name { get; private set; } = string.Empty;
[ParentDataFieldAttribute(typeof(AbstractPrototypeIdArraySerializer<DiseasePrototype>))]
public string[]? Parents { get; private set; }
[NeverPushInheritance]
[AbstractDataFieldAttribute]
public bool Abstract { get; private set; }
/// <summary>
/// Controls how often a disease ticks.
/// </summary>
[ViewVariables]
public float TickTime = 1f;
/// <summary>
/// Since disease isn't mapped to metabolism or anything,
/// it needs something to control its tickrate
/// </summary>
public float Accumulator = 0f;
/// <summary>
/// Since accumulator is reset with TickTime, this just tracks
/// the total amount of time a disease has been present.
/// </summary>
public float TotalAccumulator = 0f;
/// <summary>
/// Stores all the separate stages of the disease plus the time
/// thresholds for their activation
/// int: the disease stage (0 for baseline, 1, 2, etc.)
/// float: the time it takes for the stage to begin.
/// </summary>
[DataField("stages", serverOnly: true)]
public readonly List<float> Stages = new() { 0f };
/// <summary>
/// List of effects the disease has that will
/// run every second (by default anyway)
/// </summary>
[DataField("effects", serverOnly: true)]
public readonly List<DiseaseEffect> Effects = new(0);
/// <summary>
/// List of SPECIFIC CURES the disease has that will
/// be checked every second.
/// Stuff like spaceacillin operates outside this.
/// </summary>
[DataField("cures", serverOnly: true)]
public readonly List<DiseaseCure> Cures = new(0);
/// <summary>
/// This flatly reduces the probabilty disease medicine
/// has to cure it every tick. Although, since spaceacillin is
/// used as a reference and it has 0.15 chance, this is
/// a base 33% reduction in cure chance
/// </summary>
[DataField("cureResist", serverOnly: true)]
public float CureResist = 0.05f;
/// <summary>
/// Whether the disease can infect other people.
/// Since this isn't just a virology thing, this
/// primary determines what sort of disease it is.
/// This also affects things like the vaccine machine.
/// You can't print a cancer vaccine
/// </summary>
[DataField("infectious", serverOnly: true)]
public bool Infectious = true;
}
}

View File

@@ -1,12 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Disease.Components
{
/// This is added to anyone with at least 1 disease
/// and helps cull event subscriptions and entity queries
/// when they are not relevant.
[NetworkedComponent]
[RegisterComponent]
public sealed class DiseasedComponent : Component
{}
}

View File

@@ -1,8 +0,0 @@
namespace Content.Shared.Disease.Events;
/// <summary>
/// Raised by an entity about to sneeze/cough.
/// Set Cancelled to true on event handling to suppress the sneeze
/// </summary>
[ByRefEvent]
public record struct AttemptSneezeCoughEvent(EntityUid Uid, string? EmoteId, bool Cancelled = false);

View File

@@ -1,9 +0,0 @@
using Content.Shared.DoAfter;
using Robust.Shared.Serialization;
namespace Content.Shared.Disease.Events;
[Serializable, NetSerializable]
public sealed class VaccineDoAfterEvent : SimpleDoAfterEvent
{
}

View File

@@ -1,6 +1,4 @@
using Content.Shared.Bed.Sleep;
using Content.Shared.Disease.Events;
using Content.Shared.DragDrop;
using Content.Shared.Emoting;
using Content.Shared.Hands;
using Content.Shared.Interaction.Events;
@@ -38,7 +36,6 @@ public partial class MobStateSystem
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<MobStateComponent, AttemptSneezeCoughEvent>(OnSneezeAttempt);
}
private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
@@ -108,12 +105,6 @@ public partial class MobStateSystem
args.Cancelled = true;
}
private void OnSneezeAttempt(EntityUid target, MobStateComponent component, ref AttemptSneezeCoughEvent args)
{
if (IsDead(target, component))
args.Cancelled = true;
}
private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
{
// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.

View File

@@ -1,4 +1,3 @@
using Content.Shared.Disease;
using Content.Shared.FixedPoint;
using Content.Shared.Store;
using Robust.Shared.GameStates;
@@ -153,12 +152,6 @@ public sealed class RevenantComponent : Component
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("blightRadius")]
public float BlightRadius = 3.5f;
/// <summary>
/// The disease that is given to the victims of the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("blightDiseasePrototypeId", customTypeSerializer: typeof(PrototypeIdSerializer<DiseasePrototype>))]
public string BlightDiseasePrototypeId = "SpectralTiredness";
#endregion
#region Malfunction Ability

View File

@@ -3,11 +3,6 @@ using Robust.Shared.Serialization;
namespace Content.Shared.Swab;
[Serializable, NetSerializable]
public sealed class DiseaseSwabDoAfterEvent : SimpleDoAfterEvent
{
}
[Serializable, NetSerializable]
public sealed class BotanySwabDoAfterEvent : SimpleDoAfterEvent
{

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@@ -1,20 +0,0 @@
diagnoser-cant-use-swab = {CAPITALIZE(THE($machine))} rejects {THE($swab)}.
diagnoser-insert-swab = You insert {THE($swab)} into {THE($machine)}.
diagnoser-disease-report = Disease Report: {CAPITALIZE($disease)}
diagnoser-disease-report-none = Bill of Good Health
diagnoser-disease-report-none-contents = [color=green]No diseases were found in this sample.[/color]
diagnoser-disease-report-name = Disease Name: {CAPITALIZE($disease)}
diagnoser-disease-report-infectious = Infectious: [color=red]Yes[/color]
diagnoser-disease-report-not-infectious = Infectious: [color=green]No[/color]
diagnoser-disease-report-cureresist-none = Spaceacillin Resistance: [color=green]None[/color]
diagnoser-disease-report-cureresist-low = Spaceacillin Resistance: [color=yellow]Low[/color]
diagnoser-disease-report-cureresist-medium = Spaceacillin Resistance: [color=orange]Medium[/color]
diagnoser-disease-report-cureresist-high = Spaceacillin Resistance: [color=red]High[/color]
diagnoser-no-cures = The disease has no specific cures.
diagnoser-cure-has = The disease has the following cures:
diagnoser-cure-bedrest = Rest in bed for {$time} seconds, or {$sleep} seconds if sleeping.
diagnoser-cure-reagent = Consume at least {$units}u of {$reagent}.
diagnoser-cure-wait = It will go away on its own after {$time} seconds.
diagnoser-cure-temp = Reach a body temperature below {$max}°K or above {$min}°K.
diagnoser-cure-temp-min = Reach a body temperature above {$min}°K.
diagnoser-cure-temp-max = Reach a body temperature below {$max}°K.

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@@ -1,21 +0,0 @@
# Noninfectious
disease-proto-ultragigacancer = ultragigacancer
disease-proto-spectral-tiredness = spectral tiredness
disease-proto-lung-cancer = Stage IIIA Lung Cancer
# Infectious
disease-proto-space-cold = space cold
disease-proto-vent-cough = vent cough
disease-proto-space-flu = space flu
disease-proto-bird-flew = bird flew
disease-proto-robovirus = Van Ausdall's Robovirus
disease-proto-amiv = AMIV
disease-proto-amirmir = Memetic Amirmir
disease-proto-bleeders = Bleeder's Bite
disease-proto-plague = plague
disease-proto-owonavirus = OwOnavirus
disease-proto-tongue-twister = Tongue Twister
# Zombie
disease-proto-zombie = Zombie Virus
disease-proto-zombie-passive = Zombie Virus

View File

@@ -1,8 +1 @@
disease-cured = You feel a bit better.
disease-sick-generic = You feel sick.
disease-eaten-inside = You feel like you're being eaten from the inside.
disease-banana-compulsion = You really want to eat some bananas.
disease-beat-chest-compulsion = {CAPITALIZE(THE($person))} beats {POSS-ADJ($person)} chest.
disease-vomit = {CAPITALIZE(THE($person))} vomits.
disease-think = You feel like you can't think straight.
disease-polymorph = You feel your body twist and change form!
disease-vomit = {CAPITALIZE(THE($person))} vomits.

View File

@@ -1,4 +0,0 @@
miasma-smell = Something smells foul!
miasma-rotting = [color=orange]It's rotting![/color]
miasma-bloated = [color=orangered]It's bloated![/color]
miasma-extremely-bloated = [color=red]It's extremely bloated![/color]

View File

@@ -1,4 +0,0 @@
disease-scanner-diseased = DISEASED
disease-scanner-not-diseased = No diseases
disease-scanner-gave-other = You gave {THE($target)} {CAPITALIZE($disease)}!
disease-scanner-gave-self = You gave yourself {CAPITALIZE($disease)}! Congratulations!

View File

@@ -1,8 +0,0 @@
swab-already-used = You already used this swab.
swab-swabbed = You swab {THE($target)}'s mouth.
swab-mask-blocked = {CAPITALIZE(THE($target))} needs to take off {THE($mask)}.
swab-used = It looks like it's been used.
swab-unused = It's clean and ready to use.
botany-swab-from = You carefully collect pollen from the plant.
botany-swab-to = You carefully dust pollen on the plant.

View File

@@ -1,3 +0,0 @@
vaxx-already-used = You already used this vaccine.
vaxx-used = It's spent.
vaxx-unused = It hasn't been spent.

View File

@@ -13,10 +13,10 @@ job-description-chaplain = Preach the good word of your deity and religion, and
job-description-chef = Keep the station fed with a variety of food items, butcher dead animals to ensure miasma doesn't leak, and help keep the bar lively.
job-description-chemist = Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.
job-description-clown = Entertain the crew through elaborate slapstick routines or terrible jokes.
job-description-cmo = Manage the resources and personnel of the medical department to keep the crew alive and disease-free.
job-description-cmo = Manage the resources and personnel of the medical department to keep the crew alive.
job-description-paramedic = Rescue critically injured patients all over the station, sometimes outside too. Stablize them, give them a ride to medbay, and get back out there!
job-description-detective = Investigate crime scenes using forensic tools, ensure that the guilty party is found, and have a couple smokes.
job-description-doctor = Diagnose and heal crewmembers through medicinal chemicals, vaccinations, and disease cures, along with cloning the dead.
job-description-doctor = Diagnose and heal crewmembers through medicinal chemicals, vaccinations, along with cloning the dead.
job-description-engineer = Keep the station's main engine & solars active, optimize the power network, and make emergency repairs using your hardsuit.
job-description-ertengineer = Ensure that the station has power and clean air.
job-description-ertjanitor = Ensure that the station is properly cleaned--for morale.

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@@ -1 +0,0 @@
station-event-disease-outbreak-announcement = Confirmed outbreak of level 7 biohazard aboard the station. All personnel must contain the outbreak.

View File

@@ -6,9 +6,6 @@ trait-narcolepsy-decs = You fall asleep randomly
trait-pacifist-name = Pacifist
trait-sneezing-name = Runny nose
trait-sneezing-desc = You sneeze and cough uncontrollably
permanent-blindness-trait-examined = [color=lightblue]{CAPITALIZE(POSS-ADJ($target))} eyes are glassy and unfocused. It doesn't seem like {SUBJECT($target)} can see you.[/color]
trait-lightweight-name = Lightweight Drunk

View File

@@ -21,13 +21,13 @@
serverEvent: !type:RevenantOverloadLightsActionEvent
useDelay: 20
- type: instantAction
id: RevenantBlight
icon: Interface/Actions/blight.png
name: Blight
description: Costs 50 Essence.
serverEvent: !type:RevenantBlightActionEvent
useDelay: 20
#- type: instantAction
# id: RevenantBlight
# icon: Interface/Actions/blight.png
# name: Blight
# description: Costs 50 Essence.
# serverEvent: !type:RevenantBlightActionEvent
# useDelay: 20
- type: instantAction
id: RevenantMalfunction
@@ -35,4 +35,4 @@
name: Malfunction
description: Costs 60 Essence.
serverEvent: !type:RevenantMalfunctionActionEvent
useDelay: 20
useDelay: 20

View File

@@ -3,7 +3,7 @@
name: Defile
description: Defiles the surrounding area, ripping up floors, damaging windows, opening containers, and throwing items. Using it leaves you vulnerable to attacks for a short period of time.
productAction: RevenantDefile
cost:
cost:
StolenEssence: 10
categories:
- RevenantAbilities
@@ -16,7 +16,7 @@
name: Overload Lights
description: Overloads all nearby lights, causing lights to pulse and sending out dangerous lightning. Using it leaves you vulnerable to attacks for a long period of time.
productAction: RevenantOverloadLights
cost:
cost:
StolenEssence: 25
categories:
- RevenantAbilities
@@ -24,25 +24,25 @@
- !type:ListingLimitedStockCondition
stock: 1
- type: listing
id: RevenantBlight
name: Blight
description: Infects all nearby organisms with an infectious disease that causes toxic buildup and tiredness. Using it leaves you vulnerable to attacks for a medium period of time.
productAction: RevenantBlight
cost:
StolenEssence: 75
categories:
- RevenantAbilities
conditions:
- !type:ListingLimitedStockCondition
stock: 1
#- type: listing
# id: RevenantBlight
# name: Blight
# description: Infects all nearby organisms with an infectious disease that causes toxic buildup and tiredness. Using it leaves you vulnerable to attacks for a medium period of time.
# productAction: RevenantBlight
# cost:
# StolenEssence: 75
# categories:
# - RevenantAbilities
# conditions:
# - !type:ListingLimitedStockCondition
# stock: 1
- type: listing
id: RevenantMalfunction
name: Malfunction
description: Makes nearby electronics stop working properly. Using it leaves you vulnerable to attacks for a long period of time.
productAction: RevenantMalfunction
cost:
cost:
StolenEssence: 125
categories:
- RevenantAbilities

View File

@@ -1,60 +0,0 @@
- type: disease
id: ActiveHonkVirus
name: disease-proto-honk
infectious: false
cureResist: 0.2
stages:
- 0
- 120
- 780
effects:
# toxin
- !type:DiseaseAdjustReagent
probability: 0.07
reagent: Toxin
amount: 1
stages:
- 0
- 1
- 2
# honks
- !type:DiseaseHonk
probability: 0.03
emote: Honk
stages:
- 0
- !type:DiseaseHonk
probability: 0.04
emote: Honk
stages:
- 1
- !type:DiseaseHonk
probability: 0.06
emote: Honk
stages:
- 2
# stuttering accent chance when speaking
- !type:DiseaseGenericStatusEffect
probability: 0.3
key: Stutter
component: StutteringAccent
stages:
- 1
- !type:DiseaseGenericStatusEffect
probability: 0.6
key: Stutter
component: StutteringAccent
stages:
- 2
# possible cluwnification if ignored too long
- !type:DiseaseAddComponent
comp: Cluwne
probability: 0.0007
stages:
- 2
cures:
- !type:DiseaseReagentCure
reagent: BananaHonk
min: 5
- !type:DiseaseJustWaitCure
maxLength: 900

View File

@@ -1,301 +0,0 @@
- type: disease
id: SpaceCold
name: disease-proto-space-cold
cureResist: 0
effects:
- !type:DiseaseAdjustReagent
probability: 0.2
reagent: Histamine
amount: 0.5
- !type:DiseasePopUp
probability: 0.025
- !type:DiseaseSnough
probability: 0.025
emote: Sneeze
cures:
- !type:DiseaseBedrestCure
maxLength: 20
- !type:DiseaseJustWaitCure
maxLength: 400
- !type:DiseaseReagentCure
reagent: Ultravasculine
### - !type:DiseaseReagentCure ### In Loving Memory, Lean
### reagent: Lean ### 2022/03/12 - 2022/03/13
- type: disease
id: VentCough
name: disease-proto-vent-cough
effects:
- !type:DiseasePopUp
probability: 0.025
message: generic-reagent-effect-burning-insides
visualType: Medium
- !type:DiseaseSnough
probability: 0.025
emote: Cough
- !type:DiseaseHealthChange
probability: 0.015
damage:
types:
Caustic: 1
cures:
- !type:DiseaseBedrestCure
maxLength: 30
- !type:DiseaseJustWaitCure
maxLength: 600
- !type:DiseaseReagentCure
reagent: SpaceCleaner
- type: disease
id: SpaceFlu
name: disease-proto-space-flu
cureResist: 0.08
effects:
- !type:DiseaseVomit
probability: 0.01
- !type:DiseasePopUp
probability: 0.025
- !type:DiseaseSnough
probability: 0.025
emote: Sneeze
- !type:DiseaseHealthChange
probability: 0.015
damage:
types:
Heat: 1
cures:
- !type:DiseaseBedrestCure
maxLength: 100
- type: disease
id: BirdFlew
name: disease-proto-bird-flew
cureResist: 0.08
effects:
- !type:DiseaseVomit
probability: 0.015
- !type:DiseasePopUp
probability: 0.025
- !type:DiseaseSnough
probability: 0.025
emote: Cough
- !type:DiseaseHealthChange
probability: 0.05
damage:
types:
Caustic: 1
cures:
- !type:DiseaseBedrestCure
maxLength: 120
- type: disease
id: VanAusdallsRobovirus
name: disease-proto-robovirus
cureResist: 0.1
effects:
- !type:DiseaseAdjustReagent
probability: 0.025
reagent: Licoxide
amount: 0.5
- !type:DiseaseSnough
probability: 0.02
emote: RobotBeep
cures:
- !type:DiseaseJustWaitCure
maxLength: 900
- !type:DiseaseReagentCure
reagent: BeepskySmash
- type: disease
id: AMIV
name: disease-proto-amiv
cureResist: 0.10
stages:
- 0
- 120
- 780
effects:
# compulsion pop ups
- !type:DiseasePopUp
probability: 0.015
type: Pvs
message: disease-beat-chest-compulsion
visualType: Medium
stages:
- 0
- 1
- 2
- !type:DiseasePopUp
probability: 0.03
message: disease-banana-compulsion
visualType: Medium
stages:
- 0
- 1
- 2
# Screeches - spreads disease
- !type:DiseaseSnough
probability: 0.01
emote: MonkeyScreeches
stages:
- 0
- !type:DiseaseSnough
probability: 0.02
emote: MonkeyScreeches
stages:
- 1
- !type:DiseaseSnough
probability: 0.04
emote: MonkeyScreeches
stages:
- 2
# monkey accent chance when speaking
- !type:DiseaseGenericStatusEffect
probability: 0.2
key: Stutter
component: MonkeyAccent
stages:
- 1
- !type:DiseaseGenericStatusEffect
probability: 0.5
key: Stutter
component: MonkeyAccent
stages:
- 2
# asphyxiation damage, probably from all the screeching
- !type:DiseaseHealthChange
probability: 0.53
damage:
types:
Asphyxiation: 1
stages:
- 1
- 2
# possible monkefication if ignored too long
- !type:DiseasePolymorph
probability: 0.000427 ## ~5% chance over 120 secs
polymorphId: AMIVMorph
polymorphMessage: disease-polymorph
polymorphSound:
path: /Audio/Animals/monkey_scream.ogg
stages:
- 2
cures:
- !type:DiseaseJustWaitCure
maxLength: 900
stages:
- 0
- 1
- 2
- !type:DiseaseReagentCure
reagent: BananaHonk
stages:
- 0
- 1
- 2
- type: disease
id: MemeticAmirmir
name: disease-proto-amirmir
effects:
- !type:DiseaseGenericStatusEffect
probability: 0.015
key: ForcedSleep
component: ForcedSleeping
time: 3
type: Add
- !type:DiseaseSnough
probability: 0.025
emote: Yawn
- type: disease
id: BleedersBite
name: disease-proto-bleeders
effects:
- !type:DiseaseAdjustReagent
reagent: TranexamicAcid
amount: -2.5
- !type:DiseaseHealthChange
probability: 0.015
damage:
types:
Piercing: 20
- !type:DiseasePopUp
probability: 0.05
message: disease-eaten-inside
visualType: Medium
cures:
- !type:DiseaseJustWaitCure
maxLength: 900
- !type:DiseaseBodyTemperatureCure
min: 360
- !type:DiseaseReagentCure
reagent: DemonsBlood
- type: disease
id: Plague
name: disease-proto-plague
cureResist: 0.1
effects:
- !type:DiseaseVomit
probability: 0.005
- !type:DiseasePopUp
probability: 0.025
- !type:DiseaseSnough
probability: 0.025
emote: Cough
- !type:DiseaseHealthChange
probability: 0.05
damage:
types:
Poison: 2
cures:
- !type:DiseaseBedrestCure
maxLength: 120
- !type:DiseaseJustWaitCure
maxLength: 240
- type: disease
id: OwOnavirus
name: disease-proto-owonavirus
cureResist: 0.25
effects:
- !type:DiseaseGenericStatusEffect
key: Stutter
component: OwOAccent
- !type:DiseaseAdjustReagent ## 20 / 0.013 / 60 is around 25 minutes before overdose (0.5u metabolize each tick)
probability: 0.513
reagent: Ephedrine
amount: 1
- !type:DiseaseSnough
probability: 0.01
emote: CatMeow
- !type:DiseaseSnough
probability: 0.01
emote: CatHisses
cures:
- !type:DiseaseBodyTemperatureCure
min: 420 ## Reachable with a flamer
- !type:DiseaseReagentCure
reagent: Theobromine
min: 4
- type: disease
id: TongueTwister
name: disease-proto-tongue-twister
cureResist: 0.1
effects:
- !type:DiseaseGenericStatusEffect
key: Stutter
component: ScrambledAccent
- !type:DiseaseSnough
probability: 0.01
emote: Sneeze
- !type:DiseasePopUp
probability: 0.02
message: disease-think
cures:
- !type:DiseaseBedrestCure
maxLength: 30
- !type:DiseaseJustWaitCure
maxLength: 400

View File

@@ -1,66 +0,0 @@
- type: disease
id: Ultragigacancer
name: disease-proto-ultragigacancer
infectious: false
cureResist: 0.15
effects:
- !type:DiseaseHealthChange
probability: 0.3
damage:
types:
Cellular: 1
- !type:DiseaseVomit
probability: 0.01
- !type:DiseasePopUp
probability: 0.03
cures:
- !type:DiseaseReagentCure
reagent: Phalanximine
min: 15
- type: disease
id: SpectralTiredness
name: disease-proto-spectral-tiredness
infectious: false
effects:
- !type:DiseaseGenericStatusEffect
probability: 0.03
key: ForcedSleep
component: ForcedSleeping
time: 3
type: Add
- !type:DiseaseSnough
probability: 0.025
emote: Yawn
- !type:DiseaseHealthChange
probability: 0.02
damage:
types:
Poison: 4
cures:
- !type:DiseaseJustWaitCure
maxLength: 240
- !type:DiseaseBedrestCure
maxLength: 60
- type: disease
id: StageIIIALungCancer
name: disease-proto-lung-cancer
infectious: false
cureResist: 1.0
effects:
- !type:DiseaseHealthChange
probability: 0.3
damage:
types:
Cellular: 1
- !type:DiseaseVomit
probability: 0.01
- !type:DiseaseSnough
probability: 0.10
emote: Cough
- !type:DiseasePopUp
probability: 0.03
### Once radiation is refactored I want it to have a small chance of giving you regular cancer

View File

@@ -1,33 +0,0 @@
- type: disease
id: ActiveZombieVirus
name: disease-proto-zombie
infectious: false
cureResist: 0.2
effects:
- !type:DiseaseHealthChange
probability: 0.075
damage:
types:
Blunt: 4
- !type:DiseaseAdjustReagent
probability: 0.05
reagent: Toxin
amount: 1
- !type:DiseaseSnough
probability: 0.01
emote: Cough
- !type:DiseaseAddComponent
comp: ZombifyOnDeath
cures:
- !type:DiseaseReagentCure
reagent: Romerol
min: 5
- type: disease
id: PassiveZombieVirus
name: disease-proto-zombie-passive
infectious: false
cureResist: 1 #no cure. Death is your cure.
effects:
- !type:DiseaseAddComponent
comp: ZombifyOnDeath

View File

@@ -7,5 +7,3 @@
state: icon
- type: Clothing
slots: [gloves]
- type: DiseaseProtection
protection: 0.05

View File

@@ -133,8 +133,6 @@
sprite: Clothing/Hands/Gloves/latex.rsi
- type: Clothing
sprite: Clothing/Hands/Gloves/latex.rsi
- type: DiseaseProtection
protection: 0.1
- type: Fiber
fiberMaterial: fibers-latex
- type: FingerprintMask
@@ -149,8 +147,6 @@
sprite: Clothing/Hands/Gloves/Color/blue.rsi
- type: Clothing
sprite: Clothing/Hands/Gloves/Color/blue.rsi
- type: DiseaseProtection
protection: 0.15
- type: Fiber
fiberMaterial: fibers-nitrile
- type: FingerprintMask

View File

@@ -122,8 +122,6 @@
tags:
- HidesHair
- WhitelistChameleon
- type: DiseaseProtection
protection: 0.05
- type: IdentityBlocker
- type: entity
@@ -162,8 +160,6 @@
tags:
- HidesHair
- WhitelistChameleon
- type: DiseaseProtection
protection: 0.05
- type: IdentityBlocker
- type: entity

View File

@@ -141,8 +141,6 @@
- type: PressureProtection
highPressureMultiplier: 0.6
lowPressureMultiplier: 5500
- type: DiseaseProtection
protection: 0.15
- type: entity
parent: ClothingHeadHardsuitWithLightBase
@@ -256,8 +254,6 @@
- type: PressureProtection
highPressureMultiplier: 0.6
lowPressureMultiplier: 5500
- type: DiseaseProtection
protection: 0.15
- type: entity
parent: ClothingHeadHardsuitWithLightBase
@@ -440,8 +436,6 @@
Piercing: 0.8
Heat: 0.2
Radiation: 0.5
- type: DiseaseProtection
protection: 0.15
- type: entity
parent: ClothingHeadHardsuitWithLightBase
@@ -484,8 +478,6 @@
Shock: 0.1
Cold: 0.2
Radiation: 0.2
- type: DiseaseProtection
protection: 0.25
- type: entity
parent: ClothingHeadHardsuitBase
@@ -559,8 +551,6 @@
sprite: Clothing/Head/Hardsuits/ERThelmets/ertmedical.rsi
- type: PointLight
color: "#adffec"
- type: DiseaseProtection
protection: 0.20
- type: entity
parent: ClothingHeadHelmetHardsuitSyndie

View File

@@ -293,8 +293,6 @@
- type: Clothing
sprite: Clothing/Head/Helmets/paramedhelm.rsi
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.15
- type: TemperatureProtection
coefficient: 0.1
- type: Armor

View File

@@ -9,8 +9,6 @@
sprite: Clothing/Head/Hoods/Bio/general.rsi
- type: Clothing
sprite: Clothing/Head/Hoods/Bio/general.rsi
- type: DiseaseProtection
protection: 0.15
- type: Tag
tags:
- HidesHair
@@ -26,8 +24,6 @@
sprite: Clothing/Head/Hoods/Bio/cmo.rsi
- type: Clothing
sprite: Clothing/Head/Hoods/Bio/cmo.rsi
- type: DiseaseProtection
protection: 0.25
- type: entity
parent: ClothingHeadHatHoodBioGeneral
@@ -76,8 +72,6 @@
sprite: Clothing/Head/Hoods/Bio/virology.rsi
- type: Clothing
sprite: Clothing/Head/Hoods/Bio/virology.rsi
- type: DiseaseProtection
protection: 0.25
- type: entity
parent: ClothingHeadBase

View File

@@ -10,8 +10,6 @@
sprite: Clothing/Mask/gas.rsi
- type: BreathMask
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.05
- type: IdentityBlocker
- type: entity
@@ -66,8 +64,6 @@
sprite: Clothing/Mask/gascaptain.rsi
- type: BreathMask
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.05
- type: entity
parent: ClothingMaskGasAtmos
@@ -81,8 +77,6 @@
sprite: Clothing/Mask/gascentcom.rsi
- type: BreathMask
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.05
- type: entity
parent: ClothingMaskGas
@@ -114,8 +108,6 @@
sprite: Clothing/Mask/medical.rsi
- type: BreathMask
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.10
- type: Tag
tags:
- PetWearable
@@ -149,8 +141,6 @@
sprite: Clothing/Mask/breath.rsi
- type: BreathMask
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.05
- type: Tag
tags:
- PetWearable
@@ -213,8 +203,6 @@
- type: Clothing
sprite: Clothing/Mask/sterile.rsi
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingMaskBase
@@ -246,8 +234,6 @@
sprite: Clothing/Mask/plaguedoctormask.rsi
- type: BreathMask
- type: IngestionBlocker
- type: DiseaseProtection
protection: 0.1
- type: IdentityBlocker
- type: entity

View File

@@ -67,8 +67,6 @@
Piercing: 0.95
Heat: 0.90
Radiation: 0.25
- type: DiseaseProtection
protection: 0.05
- type: ToggleableClothing
- type: ContainerContainer
containers:
@@ -94,5 +92,3 @@
sprintModifier: 0.8
- type: Item
size: 80
- type: DiseaseProtection
protection: 0.05

View File

@@ -9,8 +9,6 @@
sprite: Clothing/OuterClothing/Bio/general.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Bio/general.rsi
- type: DiseaseProtection
protection: 0.2
- type: Armor
modifiers:
coefficients:
@@ -27,8 +25,6 @@
sprite: Clothing/OuterClothing/Bio/cmo.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Bio/cmo.rsi
- type: DiseaseProtection
protection: 0.5
- type: entity
parent: ClothingOuterBioGeneral
@@ -53,8 +49,6 @@
sprite: Clothing/OuterClothing/Bio/scientist.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Bio/scientist.rsi
- type: DiseaseProtection
protection: 0.3
- type: entity
parent: ClothingOuterBioGeneral
@@ -67,8 +61,6 @@
sprite: Clothing/OuterClothing/Bio/security.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Bio/security.rsi
- type: DiseaseProtection
protection: 0.3
- type: entity
parent: ClothingOuterBioCmo
@@ -81,5 +73,3 @@
sprite: Clothing/OuterClothing/Bio/virology.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Bio/virology.rsi
- type: DiseaseProtection
protection: 0.5

View File

@@ -227,8 +227,6 @@
- type: PressureProtection
highPressureMultiplier: 0.3
lowPressureMultiplier: 5500
- type: DiseaseProtection
protection: 0.2
- type: ClothingSpeedModifier
walkModifier: 0.9
sprintModifier: 0.95
@@ -379,8 +377,6 @@
- type: PressureProtection
highPressureMultiplier: 0.3
lowPressureMultiplier: 5500
- type: DiseaseProtection
protection: 0.2
- type: ClothingSpeedModifier
walkModifier: 0.8
sprintModifier: 0.85
@@ -555,8 +551,6 @@
- type: ClothingSpeedModifier
walkModifier: 0.9
sprintModifier: 0.9
- type: DiseaseProtection
protection: 0.15
- type: TemperatureProtection
coefficient: 0.1
- type: Armor
@@ -659,8 +653,6 @@
damageCoefficient: 0.3
- type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitSyndieElite
- type: DiseaseProtection
protection: 0.2
- type: entity
parent: ClothingOuterHardsuitBase
@@ -695,8 +687,6 @@
damageCoefficient: 0.7
- type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetCBURN
- type: DiseaseProtection
protection: 0.4
#ERT
- type: entity
@@ -735,8 +725,6 @@
sprite: Clothing/OuterClothing/Hardsuits/ERTSuits/ertmedical.rsi
- type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitERTMedical
- type: DiseaseProtection
protection: 0.25
- type: entity

View File

@@ -111,8 +111,6 @@
sprite: Clothing/Uniforms/Jumpskirt/cmo.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpskirt/cmo.rsi
- type: DiseaseProtection
protection: 0.15
- type: entity
parent: ClothingUniformSkirtBase
@@ -233,8 +231,6 @@
sprite: Clothing/Uniforms/Jumpskirt/medical.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpskirt/medical.rsi
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingUniformSkirtBase
@@ -257,8 +253,6 @@
sprite: Clothing/Uniforms/Jumpskirt/paramedic.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpskirt/paramedic.rsi
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingUniformBase
@@ -270,8 +264,6 @@
sprite: Clothing/Uniforms/Jumpskirt/brigmedic.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpskirt/brigmedic.rsi
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingUniformSkirtBase

View File

@@ -203,8 +203,6 @@
sprite: Clothing/Uniforms/Jumpsuit/cmo.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/cmo.rsi
- type: DiseaseProtection
protection: 0.15
- type: entity
parent: ClothingUniformBase
@@ -358,8 +356,6 @@
sprite: Clothing/Uniforms/Jumpsuit/medical.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/medical.rsi
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingUniformBase
@@ -382,8 +378,6 @@
sprite: Clothing/Uniforms/Jumpsuit/paramedic.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/paramedic.rsi
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingUniformBase
@@ -395,8 +389,6 @@
sprite: Clothing/Uniforms/Jumpsuit/brigmedic.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/brigmedic.rsi
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingUniformBase
@@ -990,8 +982,6 @@
sprite: Clothing/Uniforms/Jumpsuit/ert_janitor.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/ert_janitor.rsi
- type: DiseaseProtection
protection: 0.1
- type: entity
parent: ClothingUniformBase
@@ -1020,8 +1010,6 @@
sprite: Clothing/Uniforms/Jumpsuit/ert_medic.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/ert_medic.rsi
- type: DiseaseProtection
protection: 0.15
- type: entity
parent: ClothingUniformBase

View File

@@ -929,10 +929,6 @@
name: action-name-combat
- type: Bloodstream
bloodMaxVolume: 50
- type: DiseaseCarrier #The other class lab animal and disease vector
naturalImmunities:
- AMIV
- ActiveHonkVirus
- type: CanEscapeInventory
- type: MobPrice
price: 50
@@ -962,8 +958,6 @@
Base: splat-1
- type: Bloodstream
bloodMaxVolume: 50
- type: DiseaseCarrier #Why doesn't this save if it's only on the parent wtf
- type: entity
parent: MobMouse
@@ -988,8 +982,6 @@
Base: splat-2
- type: Bloodstream
bloodMaxVolume: 50
- type: DiseaseCarrier
- type: entity
name: lizard #Weh

View File

@@ -117,19 +117,6 @@
spawned:
- id: ClothingHeadHatFancyCrown #how did that get there?
amount: 1
- type: DiseaseCarrier
naturalImmunities:
- ActiveHonkVirus
carrierDiseases:
- VentCough
- AMIV
- SpaceCold
- SpaceFlu
- BirdFlew
- VanAusdallsRobovirus
- BleedersBite
- Plague
- TongueTwister
- type: MobPrice
price: 2500 # rat wealth
- type: RandomMetadata
@@ -271,19 +258,6 @@
spawned:
- id: FoodMeatRat
amount: 1
- type: DiseaseCarrier
naturalImmunities:
- ActiveHonkVirus
carrierDiseases:
- VentCough
- AMIV
- SpaceCold
- SpaceFlu
- BirdFlew
- VanAusdallsRobovirus
- BleedersBite
- Plague
- TongueTwister
- type: Vocal
sounds:
Male: Mouse

View File

@@ -6,8 +6,6 @@
description: They mostly come at night. Mostly.
components:
- type: Insulated
- type: DiseaseProtection
protection: 1
- type: CombatMode
- type: InputMover
- type: MobMover

View File

@@ -83,7 +83,6 @@
- ForcedSleep
- TemporaryBlindness
- Pacified
- type: DiseaseCarrier
- type: Blindable
# Other
- type: Inventory

View File

@@ -28,8 +28,6 @@
Male: UnisexReptilian
Female: UnisexReptilian
Unsexed: UnisexReptilian
- type: DiseaseCarrier
diseaseResist: 0.1
- type: Damageable
damageContainer: Biological
damageModifierSet: Scale

View File

@@ -60,10 +60,6 @@
types:
Asphyxiation: -1.0
maxSaturation: 15
- type: DiseaseCarrier
naturalImmunities:
- Ultragigacancer
- BleedersBite
- type: entity
save: false

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