Files
tbd-station-14/Content.Shared/_Offbrand/StatusEffects/CauseStatusEffectRandomlyStatusEffectSystem.cs
pathetic meowmeow 8894eca118 Offbrand medical (#3366)
* Offbrand medical

* what if we regrade

* zombies are mostly there thats it thats a wrap xd

* here's changeling

* some bonus gut punches

* start working on the guidebook

* fix rsi and yaml lints

* my agrichem so fits

* we stay rejuvenated

* my china so laked

* debrute

* fix suicide

* fix the suicide tests

* my surgery so requires laying down

* the guidebook continues

* READ KEB PAGES

* keb vascular recoupler

* read keb medicine

* fix yaml lint

* fix the EntityRemoveConstructionGraphStep

* fix overlay init

* scalpels are not a food tool

* return of the programmer art

* my line so nieuw

* boxes deserve veins too

* mrrrp yaml

* what if we redid brain damage alerts

* bloot pressure

* kill mannitol drowsiness

* get licensed

* my read so me

* get feedbacked nerd

* fine-tune the heart stoppage conditions

* cryostasis adjustments, guidebook adjustments, fix negative strain issues

* my surgery so table

* fix heart surgery and guidebook

* medicine & defibrillator pass

* iv bags and stands

* prefills

* janet gets very sidetracked

* mostly finished iv stuff

* what if we fixed the guidebook

* halve decapoid cryostasis

* my medicines so IV

* finetune cryostasis

* less logspam

* metabolism-aware iv stands and cryopods

* give people painkillers

* yaml lint real

* fix blood build

* finish rebase

* tidy up localization

* clean up my yaml beasties...

* soft curve after exceeding maximum damage

* husks/bonedeaths

Grabbag of Offmed fixes & improvements (#3461)

* CPR moment

* Mob AI fix

* Fix brain oxygenation not updating on regeneration

* sorry gamers you cannot resist the pull

* Troll combat abilities more in softcrit

praying rn (#3467)

dont have CPR be 50% (#3468)

Make offbrand murder easier to contend with (#3473)

* e

* disrupt people in softcrit when attacking them

* ok gamers we're gaming

* forgor

Hopefully final pass before Offbrand merge (#3475)

First pass of Offbrand adjustments (#3477)

Swap blood pressure values in health analyzer (#3476)

Systolic over diastolic

Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>

Offbrand pass 2: Mostly bugfixes (#3480)

Fix zeds causing PVS reloads (#3482)

Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)

* set up surgery ui

* test fail real

Pain/braingasps (#3487)

Offmed bundle 5 - the evil one (#3489)

* Evil cavity surgery

* les borgues

* nicotine moment

* epinephrine RNG

* legalese

* test fail real

* ok jamers cope with c4

Pass 6
2025-09-27 22:36:57 -04:00

55 lines
2.0 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
using Content.Shared.Random.Helpers;
using Content.Shared.StatusEffectNew.Components;
using Content.Shared.StatusEffectNew;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared._Offbrand.StatusEffects;
public sealed class CauseStatusEffectRandomlyStatusEffectSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
var enumerator = EntityQueryEnumerator<StatusEffectComponent, CauseStatusEffectRandomlyStatusEffectComponent>();
var statusEffectsToAdd = new List<(EntityUid, EntProtoId, TimeSpan)>();
while (enumerator.MoveNext(out var uid, out var effect, out var randomEffects))
{
if (_timing.CurTime < randomEffects.NextUpdate || effect.AppliedTo is not { } target)
continue;
randomEffects.NextUpdate = _timing.CurTime + randomEffects.UpdateInterval;
Dirty(uid, randomEffects);
var seed = SharedRandomExtensions.HashCodeCombine(new() { (int)_timing.CurTick.Value, GetNetEntity(uid).Id });
var rand = new System.Random(seed);
if (!rand.Prob(randomEffects.Probability))
continue;
foreach (var (proto, duration) in randomEffects.Effects)
{
// work around a concurrent modification exception
statusEffectsToAdd.Add((target, proto, duration));
}
}
// work around a concurrent modification exception
foreach (var (target, proto, duration) in statusEffectsToAdd)
{
_statusEffects.TryAddStatusEffectDuration(target, proto, out _, duration);
}
}
}