* 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
30 lines
881 B
C#
30 lines
881 B
C#
using JetBrains.Annotations;
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namespace Content.Shared.Disease
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{
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[ImplicitDataDefinitionForInheritors]
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[MeansImplicitUse]
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public abstract class DiseaseEffect
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{
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/// <summary>
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/// What's the chance, from 0 to 1, that this effect will occur?
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/// </summary>
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[DataField("probability")]
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public float Probability = 1.0f;
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/// <summary>
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/// What effect the disease will have.
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/// </summary>
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public abstract void Effect(DiseaseEffectArgs args);
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}
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/// <summary>
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/// What you have to work with in any disease effect/cure.
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/// Includes an entity manager because it is out of scope
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/// otherwise.
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/// </summary>
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public readonly record struct DiseaseEffectArgs(
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EntityUid DiseasedEntity,
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DiseasePrototype Disease,
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IEntityManager EntityManager
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);
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}
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