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Bubberstation/code/datums/diseases/_disease.dm
lessthanthree bacc5fb70e Fix advanced disease runtiming with invalid severity (#85465)
## About The Pull Request

Fixes runtime in /mob/living/carbon/human/Life() proc when a mob has a
disease that failed to have a severity string assigned.

## Why It's Good For The Game

Runtime in life proc bad

## Changelog

🆑 LT3
fix: Fixed players being incorrectly immune to certain virus severities
/🆑
2024-08-06 22:30:59 +02:00

400 lines
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Plaintext

/datum/disease
//Flags
var/visibility_flags = NONE
var/disease_flags = CURABLE|CAN_CARRY|CAN_RESIST
var/spread_flags = DISEASE_SPREAD_AIRBORNE | DISEASE_SPREAD_CONTACT_FLUIDS | DISEASE_SPREAD_CONTACT_SKIN
//Fluff
var/form = "Virus"
var/name = "No disease"
var/desc = ""
var/agent = "some microbes"
var/spread_text = ""
var/cure_text = ""
//Stages
var/stage = 1
var/max_stages = 0
/// The probability of this infection advancing a stage every second the cure is not present.
var/stage_prob = 2
/// How long this infection incubates (non-visible) before revealing itself
var/incubation_time
/// Has the virus hit its limit?
var/stage_peaked = FALSE
/// How many cycles has the virus been at its peak?
var/peaked_cycles = 0
/// How many cycles do we need to have been active after hitting our max stage to start rolling back?
var/cycles_to_beat = 0
/// Number of cycles we've prevented symptoms from appearing
var/symptom_offsets = 0
/// Number of cycles we've benefited from chemical or other non-resting symptom protection
var/chemical_offsets = 0
//Other
var/list/viable_mobtypes = list() //typepaths of viable mobs
var/mob/living/carbon/affected_mob = null
var/list/cures = list() //list of cures if the disease has the CURABLE flag, these are reagent ids
/// The probability of spreading through the air every second
var/infectivity = 41
/// The probability of this infection being cured every second the cure is present
var/cure_chance = 4
var/carrier = FALSE //If our host is only a carrier
var/bypasses_immunity = FALSE //Does it skip species virus immunity check? Some things may diseases and not viruses
var/spreading_modifier = 1
var/severity = DISEASE_SEVERITY_NONTHREAT
/// If the disease requires an organ for the effects to function, robotic organs are immune to disease unless inorganic biology symptom is present
var/required_organ
var/needs_all_cures = TRUE
var/list/strain_data = list() //dna_spread special bullshit
var/infectable_biotypes = MOB_ORGANIC //if the disease can spread on organics, synthetics, or undead
var/process_dead = FALSE //if this ticks while the host is dead
var/copy_type = null //if this is null, copies will use the type of the instance being copied
/datum/disease/Destroy()
. = ..()
if(affected_mob)
remove_disease()
SSdisease.active_diseases.Remove(src)
//add this disease if the host does not already have too many
/datum/disease/proc/try_infect(mob/living/infectee, make_copy = TRUE)
infect(infectee, make_copy)
return TRUE
//add the disease with no checks
/datum/disease/proc/infect(mob/living/infectee, make_copy = TRUE)
var/datum/disease/D = make_copy ? Copy() : src
LAZYADD(infectee.diseases, D)
D.affected_mob = infectee
SSdisease.active_diseases += D //Add it to the active diseases list, now that it's actually in a mob and being processed.
D.after_add()
infectee.med_hud_set_status()
register_disease_signals()
var/turf/source_turf = get_turf(infectee)
log_virus("[key_name(infectee)] was infected by virus: [src.admin_details()] at [loc_name(source_turf)]")
/// Updates the spread flags set, ensuring signals are updated as necessary
/datum/disease/proc/update_spread_flags(new_flags)
if(spread_flags == new_flags)
return
spread_flags = new_flags
unregister_disease_signals()
register_disease_signals()
/// Register any relevant signals for the disease
/datum/disease/proc/register_disease_signals()
if(isnull(affected_mob))
return
if(spread_flags & DISEASE_SPREAD_AIRBORNE)
RegisterSignal(affected_mob, COMSIG_CARBON_PRE_BREATHE, PROC_REF(on_breath))
/// Unregister any relevant signals for the disease
/datum/disease/proc/unregister_disease_signals()
if(isnull(affected_mob))
return
UnregisterSignal(affected_mob, COMSIG_CARBON_PRE_BREATHE)
///Proc to process the disease and decide on whether to advance, cure or make the symptoms appear. Returns a boolean on whether to continue acting on the symptoms or not.
/datum/disease/proc/stage_act(seconds_per_tick, times_fired)
var/slowdown = HAS_TRAIT(affected_mob, TRAIT_VIRUS_RESISTANCE) ? 0.5 : 1 // spaceacillin slows stage speed by 50%
var/recovery_prob = 0
var/cure_mod
if(required_organ)
if(!has_required_infectious_organ(affected_mob, required_organ))
cure(add_resistance = FALSE)
return FALSE
if(has_cure())
cure_mod = cure_chance
if(istype(src, /datum/disease/advance))
cure_mod = max(cure_chance, DISEASE_MINIMUM_CHEMICAL_CURE_CHANCE)
if(disease_flags & CHRONIC && SPT_PROB(cure_mod, seconds_per_tick))
update_stage(1)
to_chat(affected_mob, span_notice("Your chronic illness is alleviated a little, though it can't be cured!"))
return
if(SPT_PROB(cure_mod, seconds_per_tick))
update_stage(max(stage - 1, 1))
if(disease_flags & CURABLE && SPT_PROB(cure_mod, seconds_per_tick))
cure()
return FALSE
if(stage == max_stages && stage_peaked != TRUE) //mostly a sanity check in case we manually set a virus to max stages
stage_peaked = TRUE
if(SPT_PROB(stage_prob*slowdown, seconds_per_tick))
update_stage(min(stage + 1, max_stages))
if(!(disease_flags & CHRONIC) && disease_flags & CURABLE && bypasses_immunity != TRUE)
switch(severity)
if(DISEASE_SEVERITY_POSITIVE) //good viruses don't go anywhere after hitting max stage - you can try to get rid of them by sleeping earlier
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_POSITIVE) //because of the way we later check for recovery_prob, we need to floor this at least equal to the scaling to avoid infinitely getting less likely to cure
if(((HAS_TRAIT(affected_mob, TRAIT_NOHUNGER)) || ((affected_mob.nutrition > NUTRITION_LEVEL_STARVING) && (affected_mob.satiety >= 0))) && slowdown == 1) //any sort of malnourishment/immunosuppressant opens you to losing a good virus
return TRUE
if(DISEASE_SEVERITY_NONTHREAT)
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_NONTHREAT)
if(DISEASE_SEVERITY_MINOR)
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_MINOR)
if(DISEASE_SEVERITY_MEDIUM)
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_MEDIUM)
if(DISEASE_SEVERITY_DANGEROUS)
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_DANGEROUS)
if(DISEASE_SEVERITY_HARMFUL)
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_HARMFUL)
if(DISEASE_SEVERITY_BIOHAZARD)
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_BIOHAZARD)
else
cycles_to_beat = max(DISEASE_RECOVERY_SCALING, DISEASE_CYCLES_NONTHREAT)
peaked_cycles += stage/max_stages //every cycle we spend sick counts towards eventually curing the virus, faster at higher stages
recovery_prob += DISEASE_RECOVERY_CONSTANT + (peaked_cycles / (cycles_to_beat / DISEASE_RECOVERY_SCALING)) //more severe viruses are beaten back more aggressively after the peak
if(stage_peaked)
recovery_prob *= DISEASE_PEAKED_RECOVERY_MULTIPLIER
if(slowdown != 1) //using spaceacillin can help get them over the finish line to kill a virus with decreasing effect over time
recovery_prob += clamp((((1 - slowdown)*(DISEASE_SLOWDOWN_RECOVERY_BONUS * 2)) * ((DISEASE_SLOWDOWN_RECOVERY_BONUS_DURATION - chemical_offsets) / DISEASE_SLOWDOWN_RECOVERY_BONUS_DURATION)), 0, DISEASE_SLOWDOWN_RECOVERY_BONUS)
chemical_offsets = min(chemical_offsets + 1, DISEASE_SLOWDOWN_RECOVERY_BONUS_DURATION)
if(!HAS_TRAIT(affected_mob, TRAIT_NOHUNGER))
if(affected_mob.satiety < 0 || affected_mob.nutrition < NUTRITION_LEVEL_STARVING) //being malnourished makes it a lot harder to defeat your illness
recovery_prob -= DISEASE_MALNUTRITION_RECOVERY_PENALTY
else
if(affected_mob.satiety >= 0)
recovery_prob += round((DISEASE_SATIETY_RECOVERY_MULTIPLIER * (affected_mob.satiety/MAX_SATIETY)), 0.1)
if(affected_mob.mob_mood) // this and most other modifiers below a shameless rip from sleeping healing buffs, but feeling good helps make it go away quicker
switch(affected_mob.mob_mood.sanity_level)
if(SANITY_LEVEL_GREAT)
recovery_prob += 0.4
if(SANITY_LEVEL_NEUTRAL)
recovery_prob += 0.2
if(SANITY_LEVEL_DISTURBED)
recovery_prob += 0
if(SANITY_LEVEL_UNSTABLE)
recovery_prob += 0
if(SANITY_LEVEL_CRAZY)
recovery_prob += -0.2
if(SANITY_LEVEL_INSANE)
recovery_prob += -0.4
if((HAS_TRAIT(affected_mob, TRAIT_NOHUNGER) || !(affected_mob.satiety < 0 || affected_mob.nutrition < NUTRITION_LEVEL_STARVING)) && HAS_TRAIT(affected_mob, TRAIT_KNOCKEDOUT)) //resting starved won't help, but resting helps
var/turf/rest_turf = get_turf(affected_mob)
var/is_sleeping_in_darkness = rest_turf.get_lumcount() <= LIGHTING_TILE_IS_DARK
if(affected_mob.is_blind_from(EYES_COVERED) || is_sleeping_in_darkness)
recovery_prob += DISEASE_GOOD_SLEEPING_RECOVERY_BONUS
// sleeping in silence is always better
if(HAS_TRAIT(affected_mob, TRAIT_DEAF))
recovery_prob += DISEASE_GOOD_SLEEPING_RECOVERY_BONUS
// check for beds
if((locate(/obj/structure/bed) in affected_mob.loc))
recovery_prob += DISEASE_GOOD_SLEEPING_RECOVERY_BONUS
else if((locate(/obj/structure/table) in affected_mob.loc))
recovery_prob += (DISEASE_GOOD_SLEEPING_RECOVERY_BONUS / 2)
// don't forget the bedsheet
if(locate(/obj/item/bedsheet) in affected_mob.loc)
recovery_prob += DISEASE_GOOD_SLEEPING_RECOVERY_BONUS
// you forgot the pillow
if(locate(/obj/item/pillow) in affected_mob.loc)
recovery_prob += DISEASE_GOOD_SLEEPING_RECOVERY_BONUS
recovery_prob *= DISEASE_SLEEPING_RECOVERY_MULTIPLIER //any form of sleeping magnifies all effects a little bit
recovery_prob = clamp(recovery_prob, 0, 100)
if(recovery_prob)
if(SPT_PROB(recovery_prob, seconds_per_tick))
if(stage == 1 && prob(cure_chance * DISEASE_FINAL_CURE_CHANCE_MULTIPLIER)) //if we reduce FROM stage == 1, cure the virus - after defeating its cure_chance in a final battle
if(!HAS_TRAIT(affected_mob, TRAIT_NOHUNGER) && (affected_mob.satiety < 0 || affected_mob.nutrition < NUTRITION_LEVEL_STARVING))
if(stage_peaked == FALSE) //if you didn't ride out the virus from its peak, if you're malnourished when it cures, you don't get resistance
cure(add_resistance = FALSE)
return FALSE
else if(prob(50)) //if you rode it out from the peak, challenge cure_chance on if you get resistance or not
cure(add_resistance = TRUE)
return FALSE
else
cure(add_resistance = TRUE) //stay fed and cure it at any point, you're immune
return FALSE
update_stage(max(stage - 1, 1))
if(HAS_TRAIT(affected_mob, TRAIT_KNOCKEDOUT) || slowdown != 1) //sleeping and using spaceacillin lets us nosell applicable virus symptoms firing with decreasing effectiveness over time
if(prob(100 - min((100 * (symptom_offsets / DISEASE_SYMPTOM_OFFSET_DURATION)), 100 - cure_chance * DISEASE_FINAL_CURE_CHANCE_MULTIPLIER))) //viruses with higher cure_chance will ultimately be more possible to offset symptoms on
symptom_offsets = min(symptom_offsets + 1, DISEASE_SYMPTOM_OFFSET_DURATION)
return FALSE
return !carrier
/datum/disease/proc/update_stage(new_stage)
stage = new_stage
if(new_stage == max_stages && !(stage_peaked)) //once a virus has hit its peak, set it to have done so
stage_peaked = TRUE
/datum/disease/proc/has_cure()
if(!(disease_flags & (CURABLE | CHRONIC)))
return FALSE
. = cures.len
for(var/C_id in cures)
if(!affected_mob.reagents.has_reagent(C_id))
.--
if(!. || (needs_all_cures && . < cures.len))
return FALSE
/**
* Handles performing a spread-via-air
*
* Checks for stuff like "is our mouth covered" for you
*
* * spread_range - How far the disease can spread
* * force_spread - If TRUE, the disease will spread regardless of the spread_flags
* * require_facing - If TRUE, the disease will only spread if the source mob is facing the target mob
*/
/datum/disease/proc/airborne_spread(spread_range = 2, force_spread = TRUE, require_facing = FALSE)
if(isnull(affected_mob))
return FALSE
if(!(spread_flags & DISEASE_SPREAD_AIRBORNE) && !force_spread)
return FALSE
if(affected_mob.can_spread_airborne_diseases())
return FALSE
if(!has_required_infectious_organ(affected_mob, ORGAN_SLOT_LUNGS)) //also if you lack lungs
return FALSE
if(HAS_TRAIT(affected_mob, TRAIT_VIRUS_RESISTANCE) || (affected_mob.satiety > 0 && prob(affected_mob.satiety / 2))) //being full or on spaceacillin makes you less likely to spread a virus
return FALSE
var/turf/mob_loc = affected_mob.loc
if(!istype(mob_loc))
return FALSE
for(var/mob/living/carbon/to_infect in oview(spread_range, affected_mob))
var/turf/infect_loc = to_infect.loc
if(!istype(infect_loc))
continue
if(require_facing && !is_source_facing_target(affected_mob, to_infect))
continue
if(!disease_air_spread_walk(mob_loc, infect_loc))
continue
to_infect.contract_airborne_disease(src)
return TRUE
/// Helper for checking if there is an air path between two turfs
/proc/disease_air_spread_walk(turf/start, turf/end)
if(!start || !end)
return FALSE
while(TRUE)
if(end == start)
return TRUE
var/turf/Temp = get_step_towards(end, start)
if(!TURFS_CAN_SHARE(end, Temp)) //Don't go through a wall
return FALSE
end = Temp
/datum/disease/proc/cure(add_resistance = TRUE)
if(severity == DISEASE_SEVERITY_UNCURABLE) //aw man :(
return
if(affected_mob)
if(add_resistance && (disease_flags & CAN_RESIST))
LAZYOR(affected_mob.disease_resistances, GetDiseaseID())
if(affected_mob.ckey)
var/cure_turf = get_turf(affected_mob)
log_virus("[key_name(affected_mob)] was cured of virus: [src.admin_details()] at [loc_name(cure_turf)]")
qdel(src)
/datum/disease/proc/IsSame(datum/disease/D)
if(istype(D, type))
return TRUE
return FALSE
/datum/disease/proc/Copy()
//note that stage is not copied over - the copy starts over at stage 1
var/static/list/copy_vars = list("name", "visibility_flags", "disease_flags", "spread_flags", "form", "desc", "agent", "spread_text",
"cure_text", "max_stages", "stage_prob", "incubation_time", "viable_mobtypes", "cures", "infectivity", "cure_chance",
"required_organ", "bypasses_immunity", "spreading_modifier", "severity", "needs_all_cures", "strain_data",
"infectable_biotypes", "process_dead")
var/datum/disease/D = copy_type ? new copy_type() : new type()
for(var/V in copy_vars)
var/val = vars[V]
if(islist(val))
var/list/L = val
val = L.Copy()
D.vars[V] = val
return D
/datum/disease/proc/after_add()
return
/datum/disease/proc/GetDiseaseID()
return "[type]"
/datum/disease/proc/remove_disease()
unregister_disease_signals()
LAZYREMOVE(affected_mob.diseases, src) //remove the datum from the list
affected_mob.med_hud_set_status()
affected_mob = null
/**
* Checks the given typepath against the list of viable mobtypes.
*
* Returns TRUE if the mob_type path is derived from of any entry in the viable_mobtypes list.
* Returns FALSE otherwise.
*
* Arguments:
* * mob_type - Type path to check against the viable_mobtypes list.
*/
/datum/disease/proc/is_viable_mobtype(mob_type)
for(var/viable_type in viable_mobtypes)
if(ispath(mob_type, viable_type))
return TRUE
// Let's only do this check if it fails. Did some genius coder pass in a non-type argument?
if(!ispath(mob_type))
stack_trace("Non-path argument passed to mob_type variable: [mob_type]")
return FALSE
/// Checks if the mob has the required organ and it's not robotic or affected by inorganic biology
/datum/disease/proc/has_required_infectious_organ(mob/living/carbon/target, required_organ_slot)
if(!iscarbon(target))
return FALSE
var/obj/item/organ/target_organ = target.get_organ_slot(required_organ_slot)
if(!istype(target_organ))
return FALSE
// robotic organs are immune to disease unless 'inorganic biology' symptom is present
if(IS_ROBOTIC_ORGAN(target_organ) && !(infectable_biotypes & MOB_ROBOTIC))
return FALSE
return TRUE
/// Handles spreading via air when our mob breathes
/datum/disease/proc/on_breath(datum/source, seconds_per_tick, ...)
SIGNAL_HANDLER
if(SPT_PROB(infectivity * 4, seconds_per_tick))
airborne_spread()
//Use this to compare severities
/proc/get_disease_severity_value(severity)
switch(severity)
if(DISEASE_SEVERITY_UNCURABLE)
return 0
if(DISEASE_SEVERITY_POSITIVE)
return 1
if(DISEASE_SEVERITY_NONTHREAT)
return 2
if(DISEASE_SEVERITY_MINOR)
return 3
if(DISEASE_SEVERITY_MEDIUM)
return 4
if(DISEASE_SEVERITY_HARMFUL)
return 5
if(DISEASE_SEVERITY_DANGEROUS)
return 6
if(DISEASE_SEVERITY_BIOHAZARD)
return 7