Advanced Disease Rework (#28451)

* Reworks cures, adds strains, adds treatment chems to symptoms

* Enables coexistence of different samples of the same strain at different stages within the same container

* Adds symptom guessing. Correct guesses reduce analysis time and wrong ones increase it.

* Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms

* Revert "Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms"

This reverts commit 124dd485c7.

* Adds spontaneous virus mutations, strain tracking. Removes antibody metabolism

* change the amount of time added/reduced by each factor

* Creates a disease outbreak event that allows admins to cause an outbreak of a virus of their choosing. Allows virus creation when choosing virus to give someone or for an outbreak.

* The normal base property values are now the defaults for disease creation

* Rebuild TGUI

* Rebuild TGUI

* Rebuild TGUI

* Update tgui.bundle.js

* remove redundant lines

* improves ui some and moves to using world time for analysis time

* fixes a bug with the analysis time and updates the initial known advanced disease list

* Buffs the disease outbreak event and adds a base stat row to the PANDEMIC

* Update tgui.bundle.js

* Implements calibration

* Adds a remove from database button

* Moves the known disease global list to work per z level

* Removes treatments from most chems and makes each instance of a symptom not acting purge some of the reagent that treated it

* Update symptoms.dm

* Adds stage to unknown diseases

* Moves accumulated error to work per z level and change the location of the delete strain data button

* Adds confirmation to the delete data button and moves the disease text out of the loop in the copy constructor

* fix indentation

* Replaces pent with hydrocodone in the advanced cure list

* gives more buffs to event disease based on severity. removes longevity from possible symptoms an event disease can get.  Fixes a bug with determining analysis time

* Update tgui.bundle.js

* Update pandemic.dm

* Update pandemic.dm

* Update tgui.bundle.js

* review changes

* Update tgui.bundle.js

* Update tgui.bundle.js

* Update tgui.bundle.js

* Update tgui.bundle.js

* Update tgui.bundle.js

* Update tgui.bundle.js

* Update tgui.bundle.js

* Update tgui.bundle.js

* review changes

* Update tgui.bundle.js

* Makes vaccines only add resistances and no longer cure

* improves pandemic ui and fixes calibration button not being properly disabled

* Update tgui.bundle.js

* Add the new agars to the virologist's fridge

* lowered evolution chance of viruses a bit

* further lowers evolution chance

* Update advance.dm

* Changes the scaling of analysis time and fixes stage speed presentation in the pandemic

* Scanners can now see virus strains that have been inserted in the pandemic

* Allows a mob to be infected by both an event and non event disease

* Fixes the +1 syringe of translocation stabbing your feet

* Update tgui.bundle.js

* Changes spontanous mutation to be per spread and makes disease events less likely.

* Diseases less common, mutations happen only on spread now, symptom list ordered alphabetically in the dropdown, fixed some bugs

* Update tgui.bundle.js

* changes virus alerts

* Removes numbers from the virus alert text and fixes a bug that caused excessive virus mutations

* Update tgui.bundle.js

* refactor disease spread

* Changes disease spread logic to give players options to protect themselves and others

* Blackbox things

* Increases announcement timer and fixes the infection talley

* Update disease_outbreak.dm

* Adds an incubation period to advanced viruses. bumps sneeze back to 5 range

* Adds failsafe to disease outbreaks that will infect a random crew member if none have arrived in 10 minutes

* Only record advanced disease infections

* Properly handle recording of disease infection events

* Changed resistance effect on cure

* another adjustment to res effect on cure

* Small resist buff, spontanous combustion buff and some calculation fixes

* changes spontanous combustion stat bonuses and maluses

* Update flesh_eating.dm

* Update flesh_eating.dm

* Update flesh_eating.dm

* Big trait changes and rebalance

* adds treatments to fire and necro

* Introduces viral contamination of food and reagent containers, as well as disinfection

* Fix runtime in reagent transfers

* Revert the prefs and config changes

* Slowed down diseases and made symptoms more gradual, improved disease alerts to both crew and dchat

* Sterilizine now sterilizes things contaminated with viruses. Heat reactions now take place alongside chemical reactions when adding reagents to a beaker

* Adds option to order sterile masks, goggles and biosuits in packs of 4. Makes sterile masks as good as internals for viruses

* adds logging to pandemic

* Changes symptom stats and increased disease varaiety

* Fixes some disease bugs

* Fixes some bugs and makes it behave better

* Adds shiver emote to shiver symptom

* Adds admin message/log to contracting an event disease and fixes copy behaviour when infecting

* Prefix spread defines

* Change the rest of the macros

* correct the disinfection temp macro

* Moves disease signals to their own file

* move disnifection temp back

* fix a type

* viral contaminations component review changes

* var name changes

* more style fixes

* Update tgui.bundle.js

* fixes pandemic

* Fixes disease outbreak having two carriers sometimes and changes the virus alert to the new one

* Update disease_defines.dm

* fixes samples not passing stages on properly

* actually fixes the bug

* Fixes stabilization being lost on cloning

* Finally completely and absolutely fixes the sample stages bug(please)

* Makes the pandemic a machine

* Update pandemic.dm

* removed drinks from cure requirements

* lowers chance of major viral outbreak

* fixes pandemic not processing properly

* Changes the cure system to have more options

* Makes mixing event viruses more random

* Fixes hardsuits having a 1% chance to be infected

* Increases virus protection of most clothing. medical scrubs and surgical hat buffed sunstantially

* Slow down progress of diseases

* makes spread less likely

* envirosuit is now slightly more protective from viruses, while the medical one is as good as scrubs

* Adds further protection to helmets

* Increases the number of possible cures and the scaling of required cures

* Pandemic ui improvements

* Update _disease.dm

* fix a bug with spread target in the disease outbreak event

* changes some clothing permeability

* Adds the ability to make viral DNA extracts by injecting a sample into a black slime core. It's equivalent to 2 stages

* Adds age to health analyzer, makes viral evolution toggle minor disabilities, confusion symptom now confuses more often

* Update pandemic.dm

* replace lazarus with acetic acid in the cures

* Changes the relation of the amount of cure options to required cures and the scaling of required cures with resistance

* Fixes virus renaming

* changes description and permeability of some medical jumpsuits

* Adds a list of all diseases infecting client mobs to the disease outbreak event

* uses event UID instead of ref in the disease

* Adds advanced disease carriers to admin antag menu

* Adds viral eraser which removes tracking and stabilizing. Admin spawn only for now

* Update tgui.bundle.js

* Adds the ability to create viral genetic material using radiation. it can be used in addition to that produced in xenobio

* changes alert logic, disease generation logic, adds treatments to weakness, cough and sneeze now more gradual and cough spreads at range 3

* makes disease advance a bit faster

* reduce time to announcement to 6 minutes after 3 people are infected

* Changes medibot disease detection to be the same as analyzers. Treatment chems now put the symptom on a cooldown that persists after they leave the body.

* Make sure the disease outbreak event only selects crew

* Fix abductor virus gland virus generation

* Adds sterilizine to viro locker

* Fixes null viruses appearing when merging virusless blood

* Adds oculine to hyphema treatments

* Rebalances weight loss and flesh eating

* Improvements to advanced disease carrier tab on the TGUI antag menu

* change the flag on away missions

* Update mob_spawn.dm

* Update tgui.bundle.js

* adds sterilizine recipe back

* Adds viral contamination to surgery tools and surgery steps

* small changes

* fixes pandemic ui. should work properly now(I hope)

* CI compliance

* Update flesh_eating.dm

* Update vomit.dm

* Update tgui.bundle.js

* Initial revision of analysis and fixes the UI issue with multiple stage samples

* refactors treatment and makes treatment chems more adjustable

* var correction

* symptoms and their contribution now show up on the pandemic

* Update tgui.bundle.js

* Update code/datums/diseases/advance/symptoms/cough.dm

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* change wizard disease and zombie disease macros to new ones

* Update tgui.bundle.js

* changes the part requirements on the pandemic boards to fit the actual parts

* fix misbehaviour when inserting samples without symptoms

* Some changes to difficulty scaling, reverts the level of projectile vomiting back to 4, and disallows germaphobes to avoid infection by injection

* Adds viral contamination to IV bags

---------

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
Migratingcocofruit
2025-08-08 04:54:36 +03:00
committed by GitHub
parent 4f77a856f0
commit a5260456ae
133 changed files with 2484 additions and 1117 deletions
+47 -5
View File
@@ -92,6 +92,7 @@ GLOBAL_LIST_INIT(admin_verbs_event, list(
/client/proc/cmd_admin_dress,
/client/proc/cmd_admin_gib_self,
/client/proc/drop_bomb,
/client/proc/disease_outbreak,
/client/proc/one_click_antag,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
@@ -776,12 +777,53 @@ GLOBAL_LIST_INIT(view_logs_verbs, list(
set category = "Event"
set name = "Give Disease"
set desc = "Gives a Disease to a mob."
var/datum/disease/D = input("Choose the disease to give to that guy", "ACHOO") as null|anything in GLOB.diseases
if(!D) return
T.ForceContractDisease(new D)
var/datum/disease/given_disease = null
if(tgui_input_list(usr, "Create own disease", "Would you like to create your own disease?", list("Yes","No")) == "Yes")
given_disease = AdminCreateVirus(usr)
else
given_disease = tgui_input_list(usr, "ACHOO", "Choose the disease to give to that guy", GLOB.diseases)
if(!given_disease)
return
if(!istype(given_disease, /datum/disease/advance))
given_disease = new given_disease
T.ForceContractDisease(given_disease)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Give Disease") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] gave [key_name(T)] the disease [D].")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] gave [key_name(T)] the disease [D].</span>")
log_admin("[key_name(usr)] gave [key_name(T)] the disease [given_disease].")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] gave [key_name(T)] the disease [given_disease].</span>")
/client/proc/disease_outbreak()
set category = "Event"
set name = "Disease Outbreak"
set desc = "Creates a disease and infects a random player with it"
var/datum/disease/given_disease = null
if(tgui_input_list(usr, "Create own disease", "Would you like to create your own disease?", list("Yes","No")) == "Yes")
given_disease = AdminCreateVirus(usr)
else
given_disease = tgui_input_list(usr, "ACHOO", "Choose the disease to give to that guy", GLOB.diseases)
if(!given_disease)
return
if(!istype(given_disease, /datum/disease/advance))
given_disease = new given_disease
for(var/thing in shuffle(GLOB.human_list))
var/mob/living/carbon/human/H = thing
if(H.stat == DEAD || !is_station_level(H.z))
continue
if(!H.HasDisease(given_disease))
H.ForceContractDisease(given_disease)
break
if(istype(given_disease, /datum/disease/advance))
var/datum/disease/advance/given_advanced_disease = given_disease
var/list/name_symptoms = list()
for(var/datum/symptom/S in given_advanced_disease.symptoms)
name_symptoms += S.name
message_admins("[key_name_admin(usr)] has triggered a custom virus outbreak of [given_advanced_disease.name]! It has these symptoms: [english_list(name_symptoms)] and these base stats [english_map(given_advanced_disease.base_properties)]")
else
message_admins("[key_name_admin(usr)] has triggered a custom virus outbreak of [given_disease.name]!")
/client/proc/make_sound(obj/O in view()) // -- TLE
set name = "\[Admin\] Make Sound"
@@ -133,6 +133,28 @@ RESTRICT_TYPE(/datum/ui_module/admin/antagonist_menu)
temp_list["max_health"] = player.maxHealth
cached_data["security"] += list(temp_list)
cached_data["disease_carriers"] = list()
cached_data["virus_data"] = list()
for(var/datum/disease/advance/virus in GLOB.active_diseases)
var/list/temp_list = list()
var/list/temp_list2 = list()
var/mob/living/carbon/player = virus.affected_mob
if(!player?.mind)
continue
temp_list["name"] = player.mind.name
temp_list["mind_uid"] = player.mind.UID()
temp_list["ckey"] = ckey(player.mind.key)
temp_list["status"] = player.stat
temp_list["health"] = player.health
temp_list["max_health"] = player.maxHealth
temp_list["progress"] = virus.progress
temp_list["patient_zero"] = virus.carrier
temp_list["virus_name"] = virus.name
temp_list["strain"] = virus.strain
if(!("[virus.strain]" in temp_list2))
temp_list2["[virus.strain]"] = english_list(virus.symptoms)
cached_data["disease_carriers"] += list(temp_list)
cached_data["virus_data"] += temp_list2
/datum/ui_module/admin/antagonist_menu/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())