Revert "Disease stages" (#9034)

This commit is contained in:
Paul Ritter
2022-06-22 23:16:26 +02:00
committed by GitHub
parent 13b208a5f1
commit c7b38e6e23
4 changed files with 1 additions and 69 deletions

View File

@@ -115,9 +115,7 @@ namespace Content.Server.Disease
{
foreach (var effect in disease.Effects)
{
if (disease.DiseaseSeverity <= effect.MaxSeverity
&& disease.DiseaseSeverity >= effect.MinSeverity
&& _random.Prob(effect.Probability))
if (_random.Prob(effect.Probability))
effect.Effect(args);
}
}

View File

@@ -1,22 +0,0 @@
using Content.Shared.Disease;
using JetBrains.Annotations;
namespace Content.Server.Disease.Effects;
[UsedImplicitly]
public sealed class DiseaseAddComp : DiseaseEffect
{
[DataField("comp")]
public string? Comp = null;
public override void Effect(DiseaseEffectArgs args)
{
if (Comp == null) return;
EntityUid uid = args.DiseasedEntity;
Component newComponent = (Component) IoCManager.Resolve<IComponentFactory>().GetComponent(Comp);
newComponent.Owner = uid;
if (!args.EntityManager.HasComponent(uid, newComponent.GetType()))
args.EntityManager.AddComponent(uid, newComponent);
}
}

View File

@@ -1,5 +1,4 @@
using JetBrains.Annotations;
using Robust.Shared.Utility;
namespace Content.Shared.Disease
{
@@ -16,38 +15,6 @@ namespace Content.Shared.Disease
/// What effect the disease will have.
/// </summary>
public abstract void Effect(DiseaseEffectArgs args);
/// <summary>
/// What is the minimal severity needed for this effect to occur?
/// </summary>
[DataField("minSeverity")]
public float MinSeverity
{
get => _minSeverity;
set
{
DebugTools.Assert(value > 1f || value < 0f ,"MinSeverity have been attempted to be set out of range");
_minSeverity = Math.Clamp(value, 0.0f, 1.0f);
}
}
private float _minSeverity = 0.0f;
/// <summary>
/// What is the maximum severity that this effect can occur?
/// </summary>
[DataField("maxSeverity")]
public float MaxSeverity
{
get => _maxSeverity;
set
{
DebugTools.Assert(value > 1f || value < 0f ,"MaxSeverity have been attempted to be set out of range");
_maxSeverity = Math.Clamp(value, 0.0f, 1.0f);
}
}
private float _maxSeverity = 1.0f;
}
/// <summary>
/// What you have to work with in any disease effect/cure.

View File

@@ -36,17 +36,6 @@ namespace Content.Shared.Disease
/// it needs something to control its tickrate
/// </summary>
public float Accumulator = 0f;
/// <summary>
/// This controls the progression of the disease, used to stage disease effects
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float DiseaseSeverity
{
get => _diseaseServerity;
set => _diseaseServerity = Math.Clamp(value, 0f, 1f);
}
private float _diseaseServerity = 0f;
/// <summary>
/// List of effects the disease has that will
/// run every second (by default anyway)