* wip * heal on bite * more fixes and additions * don't crash * Update medicine.yml * zombie claw item and damage resist * ignoredcomponents.cs * Add zombie claw, fix infection, add immunities * fix * razzle dazzle * yaml fix * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * sdasadsadsadasd * Generalize DiseaseProgression.cs * final final final final final final cope seethe * Update medicine.yml * Update Content.Server/Disease/Components/DiseaseZombieComponent.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * Update BloodstreamSystem.cs * Update Content.Server/Disease/Components/DiseaseZombieComponent.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * fixing until i die * folder + zombietransfer fix * smol fixe * the smallest of fixes * aaaa * Infection timer buff Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
47 lines
1.7 KiB
C#
47 lines
1.7 KiB
C#
using Content.Server.Disease.Components;
|
|
using JetBrains.Annotations;
|
|
using Content.Shared.Disease;
|
|
using Robust.Shared.IoC;
|
|
|
|
namespace Content.Server.Disease.Effects
|
|
{
|
|
/// <summary>
|
|
/// Handles a disease which incubates over a period of time
|
|
/// before adding another component to the infected entity
|
|
/// currently used for zombie virus
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public sealed class DiseaseProgression : DiseaseEffect
|
|
{
|
|
/// <summary>
|
|
/// The rate that's increased over time. Defaults to 1% so the probability can be varied in yaml
|
|
/// </summary>
|
|
[DataField("rate")]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float Rate = 0.01f;
|
|
|
|
/// <summary>
|
|
/// The component that is added at the end of build up
|
|
/// </summary>
|
|
[DataField("comp")]
|
|
public string? Comp = null;
|
|
|
|
public override void Effect(DiseaseEffectArgs args)
|
|
{
|
|
args.EntityManager.EnsureComponent<DiseaseBuildupComponent>(args.DiseasedEntity, out var buildup);
|
|
if (buildup.Progression < 1) //increases steadily until 100%
|
|
{
|
|
buildup.Progression += Rate;
|
|
}
|
|
else if (Comp != null)//adds the component for the later stage of the disease.
|
|
{
|
|
EntityUid uid = args.DiseasedEntity;
|
|
var newComponent = (Component) IoCManager.Resolve<IComponentFactory>().GetComponent(Comp);
|
|
newComponent.Owner = uid;
|
|
if (!args.EntityManager.HasComponent(uid, newComponent.GetType()))
|
|
args.EntityManager.AddComponent(uid, newComponent);
|
|
}
|
|
}
|
|
}
|
|
}
|