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