Files
space-station-14/Content.Server/Medical/HealthAnalyzerSystem.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

141 lines
5.3 KiB
C#

using System.Threading;
using Content.Server.DoAfter;
using Content.Server.Medical.Components;
using Content.Server.Disease;
using Content.Server.Popups;
using Content.Shared.Damage;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
using static Content.Shared.MedicalScanner.SharedHealthAnalyzerComponent;
namespace Content.Server.Medical
{
public sealed class HealthAnalyzerSystem : EntitySystem
{
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HealthAnalyzerComponent, ActivateInWorldEvent>(HandleActivateInWorld);
SubscribeLocalEvent<HealthAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<TargetScanSuccessfulEvent>(OnTargetScanSuccessful);
SubscribeLocalEvent<ScanCancelledEvent>(OnScanCancelled);
}
private void HandleActivateInWorld(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, ActivateInWorldEvent args)
{
OpenUserInterface(args.User, healthAnalyzer);
}
private void OnAfterInteract(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, AfterInteractEvent args)
{
if (healthAnalyzer.CancelToken != null)
{
healthAnalyzer.CancelToken.Cancel();
healthAnalyzer.CancelToken = null;
return;
}
if (args.Target == null)
return;
if (!args.CanReach)
return;
if (healthAnalyzer.CancelToken != null)
return;
if (!HasComp<MobStateComponent>(args.Target))
return;
healthAnalyzer.CancelToken = new CancellationTokenSource();
_doAfterSystem.DoAfter(new DoAfterEventArgs(args.User, healthAnalyzer.ScanDelay, healthAnalyzer.CancelToken.Token, target: args.Target)
{
BroadcastFinishedEvent = new TargetScanSuccessfulEvent(args.User, args.Target, healthAnalyzer),
BroadcastCancelledEvent = new ScanCancelledEvent(healthAnalyzer),
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnStun = true,
NeedHand = true
});
}
private void OnTargetScanSuccessful(TargetScanSuccessfulEvent args)
{
args.Component.CancelToken = null;
UpdateScannedUser(args.Component.Owner, args.User, args.Target, args.Component);
/// Below is for the traitor item
/// Piggybacking off another component's doafter is complete CBT so I gave up
/// and put it on the same component
if (!args.Component.Fake || args.Component.Disease == string.Empty || args.Target == null)
return;
EntitySystem.Get<DiseaseSystem>().TryAddDisease(null, null, args.Component.Disease, args.Target.Value);
if (args.User == args.Target)
{
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-self", ("disease", args.Component.Disease)),
args.User, Filter.Entities(args.User));
return;
}
_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", args.Target), ("disease", args.Component.Disease)),
args.User, Filter.Entities(args.User));
}
private void OpenUserInterface(EntityUid user, HealthAnalyzerComponent healthAnalyzer)
{
if (!TryComp<ActorComponent>(user, out var actor))
return;
healthAnalyzer.UserInterface?.Open(actor.PlayerSession);
}
public void UpdateScannedUser(EntityUid uid, EntityUid user, EntityUid? target, HealthAnalyzerComponent? healthAnalyzer)
{
if (!Resolve(uid, ref healthAnalyzer))
return;
if (target == null || healthAnalyzer.UserInterface == null)
return;
if (!HasComp<DamageableComponent>(target))
return;
OpenUserInterface(user, healthAnalyzer);
healthAnalyzer.UserInterface?.SendMessage(new HealthAnalyzerScannedUserMessage(target));
}
private static void OnScanCancelled(ScanCancelledEvent args)
{
args.HealthAnalyzer.CancelToken = null;
}
private sealed class ScanCancelledEvent : EntityEventArgs
{
public readonly HealthAnalyzerComponent HealthAnalyzer;
public ScanCancelledEvent(HealthAnalyzerComponent healthAnalyzer)
{
HealthAnalyzer = healthAnalyzer;
}
}
private sealed class TargetScanSuccessfulEvent : EntityEventArgs
{
public EntityUid User { get; }
public EntityUid? Target { get; }
public HealthAnalyzerComponent Component { get; }
public TargetScanSuccessfulEvent(EntityUid user, EntityUid? target, HealthAnalyzerComponent component)
{
User = user;
Target = target;
Component = component;
}
}
}
}