* 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
79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
using System.Linq;
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using Content.Server.Atmos.Piping.Unary.Components;
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using Content.Server.Chemistry.ReactionEffects;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Sound;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.StationEvents.Events;
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[UsedImplicitly]
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public sealed class VentClog : StationEvent
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "VentClog";
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public override string? StartAnnouncement =>
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Loc.GetString("station-event-vent-clog-start-announcement");
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public override string? StartAudio => "/Audio/Announcements/bloblarm.ogg";
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public override int EarliestStart => 15;
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public override int MinimumPlayers => 15;
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public override float Weight => WeightLow;
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public override int? MaxOccurrences => 2;
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// Give players time to reach cover.
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protected override float StartAfter => 50f;
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protected override float EndAfter => 51.0f; // This can, surprisingly, cause the event to end before it starts.
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public readonly IReadOnlyList<string> SafeishVentChemicals = new[]
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{
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"Water", "Iron", "Oxygen", "Tritium", "Plasma", "SulfuricAcid", "Blood", "SpaceDrugs", "SpaceCleaner", "Flour",
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"Nutriment", "Sugar", "SpaceLube", "Ethanol", "Mercury", "Ephedrine", "WeldingFuel", "VentCrud"
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};
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public override void Startup()
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{
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base.Startup();
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// TODO: "safe random" for chems. Right now this includes admin chemicals.
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var allReagents = _prototypeManager.EnumeratePrototypes<ReagentPrototype>()
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.Where(x => !x.Abstract)
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.Select(x => x.ID).ToList();
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// This is gross, but not much can be done until event refactor, which needs Dynamic.
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var sound = new SoundPathSpecifier("/Audio/Effects/extinguish.ogg");
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foreach (var (_, transform) in _entityManager.EntityQuery<GasVentPumpComponent, TransformComponent>())
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{
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var solution = new Solution();
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if (_random.Prob(0.05f))
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{
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solution.AddReagent(_random.Pick(allReagents), 100);
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}
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else
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{
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solution.AddReagent(_random.Pick(SafeishVentChemicals), 100);
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}
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FoamAreaReactionEffect.SpawnFoam("Foam", transform.Coordinates, solution, _random.Next(2, 6), 20, 1,
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1, sound, _entityManager);
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}
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}
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}
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