72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Disease;
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using Content.Shared.MobState.Components;
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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 DiseaseOutbreak : StationEventSystem
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{
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[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
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public override string Prototype => "DiseaseOutbreak";
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/// <summary>
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/// Disease prototypes I decided were not too deadly for a random event
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/// </summary>
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public readonly IReadOnlyList<string> NotTooSeriousDiseases = new[]
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{
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"SpaceCold",
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"VanAusdallsRobovirus",
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"VentCough",
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"AMIV",
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"SpaceFlu",
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"BirdFlew",
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"TongueTwister"
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};
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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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public override void Started()
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{
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base.Started();
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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 EntityManager.EntityQuery<DiseaseCarrierComponent, MobStateComponent>())
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{
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if (!mobState.IsDead())
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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(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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