Files
tbd-station-14/Content.Server/Disease/Effects/DiseaseAdjustReagent.cs
Rane bb9ad4259c Diseases (#7057)
* 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
2022-03-13 20:02:55 -05:00

47 lines
1.7 KiB
C#

using Content.Server.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using JetBrains.Annotations;
using Content.Server.Body.Components;
using Content.Shared.Disease;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Disease.Effects
{
/// <summary>
/// Adds or removes reagents from the
/// host's chemstream.
/// </summary>
[UsedImplicitly]
public sealed class DiseaseAdjustReagent : DiseaseEffect
{
/// <summary>
/// The reagent ID to add or remove.
/// </summary>
[DataField("reagent", customTypeSerializer:typeof(PrototypeIdSerializer<ReagentPrototype>))]
public string? Reagent = null;
[DataField("amount", required: true)]
public FixedPoint2 Amount = default!;
public override void Effect(DiseaseEffectArgs args)
{
if (!args.EntityManager.TryGetComponent<BloodstreamComponent>(args.DiseasedEntity, out var bloodstream))
return;
var stream = bloodstream.ChemicalSolution;
if (stream != null)
{
var solutionSys = args.EntityManager.EntitySysManager.GetEntitySystem<SolutionContainerSystem>();
if (Reagent != null)
{
if (Amount < 0 && stream.ContainsReagent(Reagent))
solutionSys.TryRemoveReagent(args.DiseasedEntity, stream, Reagent, -Amount);
if (Amount > 0)
solutionSys.TryAddReagent(args.DiseasedEntity, stream, Reagent, Amount, out _);
}
}
}
}
}