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