* Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
68 lines
2.3 KiB
C#
68 lines
2.3 KiB
C#
using Content.Shared.Disease;
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using Content.Shared.StatusEffect;
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using JetBrains.Annotations;
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namespace Content.Server.Disease.Effects
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{
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/// <summary>
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/// Adds a generic status effect to the entity.
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/// Differs from the chem version in its defaults
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/// to better facilitate adding components that
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/// last the length of the disease.
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/// </summary>
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[UsedImplicitly]
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public sealed class DiseaseGenericStatusEffect : DiseaseEffect
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{
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/// <summary>
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/// The status effect key
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/// Prevents other components from being with the same key
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/// </summary>
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[DataField("key", required: true)]
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public string Key = default!;
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/// <summary>
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/// The component to add
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/// </summary>
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[DataField("component")]
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public string Component = String.Empty;
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[DataField("time")]
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public float Time = 1.01f; /// I'm afraid if this was exact the key could get stolen by another thing
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/// <remarks>
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/// true - refresh status effect time, false - accumulate status effect time
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/// </remarks>
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[DataField("refresh")]
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public bool Refresh = false;
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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[DataField("type")]
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public StatusEffectDiseaseType Type = StatusEffectDiseaseType.Add;
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public override void Effect(DiseaseEffectArgs args)
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{
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var statusSys = EntitySystem.Get<StatusEffectsSystem>();
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if (Type == StatusEffectDiseaseType.Add && Component != String.Empty)
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{
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statusSys.TryAddStatusEffect(args.DiseasedEntity, Key, TimeSpan.FromSeconds(Time), Refresh, Component);
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}
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else if (Type == StatusEffectDiseaseType.Remove)
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{
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statusSys.TryRemoveTime(args.DiseasedEntity, Key, TimeSpan.FromSeconds(Time));
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}
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else if (Type == StatusEffectDiseaseType.Set)
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{
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statusSys.TrySetTime(args.DiseasedEntity, Key, TimeSpan.FromSeconds(Time));
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}
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}
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}
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/// See status effects for how these work
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public enum StatusEffectDiseaseType
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{
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Add,
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Remove,
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Set
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}
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}
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