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Aurora.3/code/modules/virus2/helpers.dm
skull132 e92f1fdd2e Fix some RTs - 03JUL2017 (#2938)
Fix the most common RTs from Sunday's testing.

Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
2017-07-05 23:26:35 +03:00

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//Returns 1 if mob can be infected, 0 otherwise.
proc/infection_check(var/mob/living/carbon/M, var/vector = "Airborne")
if (!istype(M))
return 0
var/mob/living/carbon/human/H = M
if(istype(H) && H.species.virus_immune)
return 0
var/protection = M.getarmor(null, "bio") //gets the full body bio armour value, weighted by body part coverage.
var/score = round(0.06*protection) //scales 100% protection to 6.
switch(vector)
if("Airborne")
if(M.internal) //not breathing infected air helps greatly
return 0
var/obj/item/I = M.wear_mask
//masks provide a small bonus and can replace overall bio protection
if(I)
var/bio_armor = LAZYACCESS(I.armor, "bio") || 0
score = max(score, round(0.06 * bio_armor))
if (istype(I, /obj/item/clothing/mask))
score += 1 //this should be added after
if("Contact")
if(istype(H))
//gloves provide a larger bonus
if (istype(H.gloves, /obj/item/clothing/gloves))
score += 2
if(score >= 6)
return 0
else if(score >= 5 && prob(99))
return 0
else if(score >= 4 && prob(95))
return 0
else if(score >= 3 && prob(75))
return 0
else if(score >= 2 && prob(55))
return 0
else if(score >= 1 && prob(35))
return 0
return 1
//Similar to infection check, but used for when M is spreading the virus.
/proc/infection_spreading_check(var/mob/living/carbon/M, var/vector = "Airborne")
if (!istype(M))
return 0
var/protection = M.getarmor(null, "bio") //gets the full body bio armour value, weighted by body part coverage.
if (vector == "Airborne")
var/obj/item/I = M.wear_mask
if (istype(I))
protection = max(protection, LAZYACCESS(I.armor, "bio") || 0)
return prob(protection)
//Checks if table-passing table can reach target (5 tile radius)
proc/airborne_can_reach(turf/source, turf/target)
var/obj/dummy = new(source)
dummy.pass_flags = PASSTABLE
for(var/i=0, i<5, i++) if(!step_towards(dummy, target)) break
var/rval = dummy.Adjacent(target)
dummy.loc = null
dummy = null
return rval
//Attemptes to infect mob M with virus. Set forced to 1 to ignore protective clothnig
/proc/infect_virus2(var/mob/living/carbon/M,var/datum/disease2/disease/disease,var/forced = 0)
if(!istype(disease))
// log_debug("Bad virus")
return
if(!istype(M))
// log_debug("Bad mob")
return
if ("[disease.uniqueID]" in M.virus2)
return
// if one of the antibodies in the mob's body matches one of the disease's antigens, don't infect
var/list/antibodies_in_common = M.antibodies & disease.antigen
if(antibodies_in_common.len)
return
if(M.reagents.has_reagent("spaceacillin"))
return
if(!disease.affected_species.len)
return
// Vampires and thralls are immune to diseases.
if (M.mind && M.mind.vampire)
return
if (!(M.species.get_bodytype() in disease.affected_species))
if (forced)
disease.affected_species[1] = M.species.get_bodytype()
else
return //not compatible with this species
// log_debug("Infecting [M]")
if(forced || (infection_check(M, disease.spreadtype) && prob(disease.infectionchance)))
var/datum/disease2/disease/D = disease.getcopy()
D.minormutate()
// log_debug("Adding virus")
M.virus2["[D.uniqueID]"] = D
BITSET(M.hud_updateflag, STATUS_HUD)
//Infects mob M with disease D
/proc/infect_mob(var/mob/living/carbon/M, var/datum/disease2/disease/D)
infect_virus2(M,D,1)
M.hud_updateflag |= 1 << STATUS_HUD
//Infects mob M with random lesser disease, if he doesn't have one
/proc/infect_mob_random_lesser(var/mob/living/carbon/M)
var/datum/disease2/disease/D = new /datum/disease2/disease
D.makerandom(1)
infect_mob(M, D)
//Infects mob M with random greated disease, if he doesn't have one
/proc/infect_mob_random_greater(var/mob/living/carbon/M)
var/datum/disease2/disease/D = new /datum/disease2/disease
D.makerandom(2)
infect_mob(M, D)
//Fancy prob() function.
/proc/dprob(var/p)
return(prob(sqrt(p)) && prob(sqrt(p)))
/mob/living/carbon/proc/spread_disease_to(var/mob/living/carbon/victim, var/vector = "Airborne")
if (src == victim)
return "retardation"
// log_debug("Spreading [vector] diseases from [src] to [victim]")
if (virus2.len > 0)
for (var/ID in virus2)
// log_debug("Attempting virus [ID]")
var/datum/disease2/disease/V = virus2[ID]
if(V.spreadtype != vector) continue
//It's hard to get other people sick if you're in an airtight suit.
if(!infection_spreading_check(src, V.spreadtype)) continue
if (vector == "Airborne")
if(airborne_can_reach(get_turf(src), get_turf(victim)))
// log_debug("In range, infecting")
infect_virus2(victim,V)
// else
// log_debug("Could not reach target")
if (vector == "Contact")
if (Adjacent(victim))
// log_debug("In range, infecting")
infect_virus2(victim,V)
//contact goes both ways
if (victim.virus2.len > 0 && vector == "Contact" && Adjacent(victim))
// log_debug("Spreading [vector] diseases from [victim] to [src]")
var/nudity = 1
if (ishuman(victim))
var/mob/living/carbon/human/H = victim
var/obj/item/organ/external/select_area = H.get_organ(src.zone_sel.selecting)
var/list/clothes = list(H.head, H.wear_mask, H.wear_suit, H.w_uniform, H.gloves, H.shoes)
for(var/obj/item/clothing/C in clothes)
if(C && istype(C))
if(C.body_parts_covered & select_area.body_part)
nudity = 0
if (nudity)
for (var/ID in victim.virus2)
var/datum/disease2/disease/V = victim.virus2[ID]
if(V && V.spreadtype != vector) continue
if(!infection_spreading_check(victim, V.spreadtype)) continue
infect_virus2(src,V)