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; /// /// Infects a couple people /// with a random disease that isn't super deadly /// public sealed class DiseaseOutbreakRule : StationEventSystem { [Dependency] private readonly DiseaseSystem _diseaseSystem = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!; /// /// Finds 2-5 random, alive entities that can host diseases /// and gives them a randomly selected disease. /// They all get the same disease. /// protected override void Started(EntityUid uid, DiseaseOutbreakRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, component, gameRule, args); HashSet stationsToNotify = new(); List aliveList = new(); foreach (var (carrier, mobState) in EntityQuery()) { 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); } } }