Files
tbd-station-14/Content.Server/Disease/Effects/DiseaseGenericStatusEffect.cs
Rane bb9ad4259c Diseases (#7057)
* Disease system first pass

* Renamed HealthChange

* First working version of diseases (wtf???)

* Fix the cursed yaml initialization

* Pop-Up effect

* Generic status effect

* Create copy of prototype

* CureDiseaseEffect

* Disease resistance

* Spaceacillin

* Nerf spaceacillin now that we know it works

* Sneezing, Coughing, Snoughing

* Fix queuing, prevent future issues

* Disease protection

* Disease outbreak event

* Disease Reagent Cure

* Chem cause disease effect

* Disease artifacts

* Try infect when interacting with diseased

* Diseases don't have to be infectious

* Talking without a mask does a snough

* Temperature cure

* Bedrest

* DiseaseAdjustReagent

* Tweak how disease statuses work to be a bit less shit

* A few more diseases

* Natural immunity (can't get the same disease twice)

* Polished up some diseases, touched up spaceacillin production

* Rebalanced transmission

* Edit a few diseases, make disease cures support a minimum value

* Nitrile gloves, more disease protection sources

* Health scanner shows diseased status

* Clean up disease system

* Traitor item

* Mouth swabs

* Disease diagnoser machine

* Support for clean samples

* Vaccines + fixes

* Pass on disease resistant clothes

* More work on non-infectious diseases & vaccines

* Handle dead bodies

* Added the relatively CBT visualizer

* Pass over diseases and their populators

* Comment stuff

* Readability cleanup

* Add printing sound to diagnoser, fix printing bug

* vaccinator sound, seal up some classes

* Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent)

* Mirror review

* More review stuff

* More mirror review stuff

* Refactor snoughing

* Redid report creator

* Fix snough messages, new vaccinator sound

* Mirror review naming

* Woops, forgot the artifact

* Add recipes and fills

* Rebalance space cold and robovirus

* Give lizarb disease interaction stuff

* Tweak some stuff and move things around

* Add diseases to mice (since animal vectors are interesting and can be used to make vaccines)

* Remove unused reagent
2022-03-13 20:02:55 -05:00

68 lines
2.3 KiB
C#

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
}
}