93 lines
3.3 KiB
C#
93 lines
3.3 KiB
C#
using Content.Server.Chat;
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using Content.Server.Disease.Components;
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using Content.Server.Disease;
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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 Content.Shared.Sound;
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using Robust.Shared.Random;
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using Robust.Shared.Prototypes;
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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 : 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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/// <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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};
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public override string Name => "DiseaseOutbreak";
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public override float Weight => WeightNormal;
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public override SoundSpecifier? StartAudio => new SoundPathSpecifier("/Audio/Announcements/outbreak7.ogg");
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protected override float EndAfter => 1.0f;
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public override bool AnnounceEvent => false;
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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 Startup()
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{
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base.Startup();
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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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_random.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 = _random.Next(2, 5);
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var diseaseName = _random.Pick(NotTooSeriousDiseases);
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if (!_prototypeManager.TryIndex(diseaseName, out DiseasePrototype? disease))
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return;
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var diseaseSystem = EntitySystem.Get<DiseaseSystem>();
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var entSysMgr = IoCManager.Resolve<IEntitySystemManager>();
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var stationSystem = entSysMgr.GetEntitySystem<StationSystem>();
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var chatSystem = entSysMgr.GetEntitySystem<ChatSystem>();
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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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if (!AnnounceEvent)
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return;
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foreach (var station in stationsToNotify)
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{
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chatSystem.DispatchStationAnnouncement(station, Loc.GetString("station-event-disease-outbreak-announcement"),
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playDefaultSound: false, colorOverride: Color.YellowGreen);
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}
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}
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}
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