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## About The Pull Request - Adds Strong Stomach quirk. - 4 points - You can eat dirty food without risk of getting disease. - You suffer less negative effects from vomiting. Vomit stuns you for half the duration, and you lose half as much nutrition. - Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates its effects into Strong Stomach instead. ## Why It's Good For The Game - Lotta people (namely Lizards and sometimes Felines with Deviant Tastes) run gimmicks involving them being a gremlin person and eating trash off the ground, and it's rather hard to accomplish this now since it makes you a public medbay enemy # 1. This quirk should give them an option to avoid that. - Also (as mentioned in the title) both CDDA and PZ have this trait and I can't believe we're missing it! This is something in modifiable-character-traits/quirks-101. - I moved the effects from #76864 to this quirk because 1. I thought it was more fitting and 2. I thought the original PR was kinda wack for what is (generally) a neutral quirk. ## Changelog 🆑 Melbert add: Adds the Strong Stomach quirk, which allows you to eat grimy food without worry about disease, and makes you a bit more resilient to the effects of vomiting. del: Deviant Tastes no longer prevents you from getting a negative moodlet from eating dirty food. Strong Stomach does that now. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
186 lines
6.1 KiB
Plaintext
186 lines
6.1 KiB
Plaintext
/datum/component/infective
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var/list/datum/disease/diseases //make sure these are the static, non-processing versions!
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var/expire_time
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var/required_clean_types = CLEAN_TYPE_DISEASE
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/// The infection is weak and can only infect on consumption with small chance
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var/is_weak = FALSE
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/// Chance of weak infection on consumption
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var/weak_infection_chance = 10
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/datum/component/infective/Initialize(list/datum/disease/_diseases, expire_in, weak = FALSE)
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if(islist(_diseases))
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diseases = _diseases
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else
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diseases = list(_diseases)
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if(expire_in)
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expire_time = world.time + expire_in
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QDEL_IN(src, expire_in)
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if(!ismovable(parent))
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return COMPONENT_INCOMPATIBLE
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is_weak = weak
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if(is_weak && isitem(parent))
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RegisterSignal(parent, COMSIG_FOOD_EATEN, PROC_REF(try_infect_eat))
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RegisterSignal(parent, COMSIG_PILL_CONSUMED, PROC_REF(try_infect_eat))
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else
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var/static/list/disease_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(try_infect_crossed),
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)
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AddComponent(/datum/component/connect_loc_behalf, parent, disease_connections)
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RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, PROC_REF(clean))
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RegisterSignal(parent, COMSIG_MOVABLE_BUCKLE, PROC_REF(try_infect_buckle))
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RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(try_infect_collide))
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RegisterSignal(parent, COMSIG_MOVABLE_IMPACT_ZONE, PROC_REF(try_infect_impact_zone))
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if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_ZONE, PROC_REF(try_infect_attack_zone))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(try_infect_attack))
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(try_infect_equipped))
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RegisterSignal(parent, COMSIG_FOOD_EATEN, PROC_REF(try_infect_eat))
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RegisterSignal(parent, COMSIG_PILL_CONSUMED, PROC_REF(try_infect_eat))
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if(istype(parent, /obj/item/reagent_containers/cup))
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RegisterSignal(parent, COMSIG_GLASS_DRANK, PROC_REF(try_infect_drink))
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if(isorgan(parent))
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RegisterSignal(parent, COMSIG_ORGAN_IMPLANTED, PROC_REF(on_organ_insertion))
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else if(istype(parent, /obj/effect/decal/cleanable/blood/gibs))
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RegisterSignal(parent, COMSIG_GIBS_STREAK, PROC_REF(try_infect_streak))
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/datum/component/infective/proc/on_organ_insertion(obj/item/organ/target, mob/living/carbon/receiver)
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SIGNAL_HANDLER
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for(var/datum/disease/disease in diseases)
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receiver.ForceContractDisease(disease)
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qdel(src) // once organ is implanted delete the infective component
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/datum/component/infective/proc/try_infect_eat(datum/source, mob/living/eater, mob/living/feeder)
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SIGNAL_HANDLER
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if(HAS_TRAIT(eater, TRAIT_STRONG_STOMACH))
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return
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eater.add_mood_event("disgust", /datum/mood_event/disgust/dirty_food)
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if(is_weak && !prob(weak_infection_chance))
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return
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for(var/datum/disease/disease in diseases)
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if(!disease.has_required_infectious_organ(eater, ORGAN_SLOT_STOMACH))
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continue
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eater.ForceContractDisease(disease)
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try_infect(feeder, BODY_ZONE_L_ARM)
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/datum/component/infective/proc/try_infect_drink(datum/source, mob/living/drinker, mob/living/feeder)
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SIGNAL_HANDLER
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if(HAS_TRAIT(drinker, TRAIT_STRONG_STOMACH))
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return
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var/appendage_zone = feeder.held_items.Find(source)
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appendage_zone = appendage_zone == 0 ? BODY_ZONE_CHEST : appendage_zone % 2 ? BODY_ZONE_R_ARM : BODY_ZONE_L_ARM
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try_infect(feeder, appendage_zone)
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for(var/datum/disease/disease in diseases)
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if(!disease.has_required_infectious_organ(drinker, ORGAN_SLOT_STOMACH))
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continue
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drinker.ForceContractDisease(disease)
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/datum/component/infective/proc/clean(datum/source, clean_types)
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SIGNAL_HANDLER
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. = NONE
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if(clean_types & required_clean_types)
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qdel(src)
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return COMPONENT_CLEANED
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/datum/component/infective/proc/try_infect_buckle(datum/source, mob/M, force)
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SIGNAL_HANDLER
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if(isliving(M))
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try_infect(M)
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/datum/component/infective/proc/try_infect_collide(datum/source, atom/A)
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SIGNAL_HANDLER
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var/atom/movable/P = parent
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if(P.throwing)
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//this will be handled by try_infect_impact_zone()
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return
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if(isliving(A))
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try_infect(A)
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/datum/component/infective/proc/try_infect_impact_zone(datum/source, mob/living/target, hit_zone)
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SIGNAL_HANDLER
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try_infect(target, hit_zone)
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/datum/component/infective/proc/try_infect_attack_zone(datum/source, mob/living/carbon/target, mob/living/user, hit_zone)
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SIGNAL_HANDLER
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try_infect(user, BODY_ZONE_L_ARM)
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try_infect(target, hit_zone)
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/datum/component/infective/proc/try_infect_attack(datum/source, mob/living/target, mob/living/user)
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SIGNAL_HANDLER
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if(!iscarbon(target)) //this case will be handled by try_infect_attack_zone
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try_infect(target)
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try_infect(user, BODY_ZONE_L_ARM)
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/datum/component/infective/proc/try_infect_equipped(datum/source, mob/living/L, slot)
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SIGNAL_HANDLER
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var/old_bio_armor
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if(isitem(parent))
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//if you are putting an infective item on, it obviously will not protect you, so set its bio armor low enough that it will never block ContactContractDisease()
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var/obj/item/equipped_item = parent
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old_bio_armor = equipped_item.get_armor_rating(BIO)
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equipped_item.set_armor_rating(BIO, 0)
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try_infect(L, slot2body_zone(slot))
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if(isitem(parent))
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var/obj/item/equipped_item = parent
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equipped_item.set_armor_rating(BIO, old_bio_armor)
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/datum/component/infective/proc/try_infect_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(isliving(arrived))
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try_infect(arrived, BODY_ZONE_PRECISE_L_FOOT)
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/datum/component/infective/proc/try_infect_streak(datum/source, list/directions, list/output_diseases)
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SIGNAL_HANDLER
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// This blood is not infectable / does not have a diseases list
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if(!islist(output_diseases))
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return
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output_diseases |= diseases
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/datum/component/infective/proc/try_infect(mob/living/L, target_zone)
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for(var/V in diseases)
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L.ContactContractDisease(V, target_zone)
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/datum/component/infective/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_FOOD_EATEN,
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COMSIG_PILL_CONSUMED,
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COMSIG_COMPONENT_CLEAN_ACT,
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COMSIG_MOVABLE_BUMP,
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COMSIG_MOVABLE_IMPACT_ZONE,
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COMSIG_ITEM_ATTACK_ZONE,
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COMSIG_ITEM_ATTACK,
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COMSIG_ITEM_EQUIPPED,
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COMSIG_GLASS_DRANK,
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COMSIG_ORGAN_IMPLANTED,
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COMSIG_GIBS_STREAK,
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))
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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