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 01:54:36 +00:00
committed by GitHub
co-authored by Burzah
parent 4f77a856f0
commit a5260456ae
133 changed files with 2484 additions and 1117 deletions
+6 -3
View File
@@ -2,6 +2,7 @@
name = "clothing"
integrity_failure = 80
resistance_flags = FLAMMABLE
permeability_coefficient = 0.8
/// Only these species can wear this kit.
var/list/species_restricted
/// Can the wearer see reagents inside transparent containers while it's equipped?
@@ -244,6 +245,7 @@
gender = PLURAL
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.50
permeability_coefficient = 0.5
body_parts_covered = HANDS
slot_flags = ITEM_SLOT_GLOVES
attack_verb = list("challenged")
@@ -538,6 +540,7 @@
body_parts_covered = HEAD
slot_flags = ITEM_SLOT_MASK
put_on_delay = 4 SECONDS
permeability_coefficient = 0.7
var/adjusted_flags = null
@@ -620,7 +623,7 @@
dyeable = TRUE
dyeing_key = DYE_REGISTRY_SHOES
permeability_coefficient = 0.50
permeability_coefficient = 0.4
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/shoes.dmi',
@@ -748,6 +751,7 @@
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
slot_flags = ITEM_SLOT_OUTER_SUIT
permeability_coefficient = 0.75
var/fire_resist = T0C + 100
var/blood_overlay_type = "suit"
@@ -972,7 +976,7 @@
item_state = "s_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
permeability_coefficient = 0.01
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
@@ -999,7 +1003,6 @@
icon = 'icons/obj/clothing/under/misc.dmi'
name = "under"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
permeability_coefficient = 0.90
slot_flags = ITEM_SLOT_JUMPSUIT
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
+1 -1
View File
@@ -1,7 +1,7 @@
/obj/item/clothing/glasses/hud
name = "\improper HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
flags_cover = null //doesn't protect eyes because it's a monocle, duh
origin_tech = "magnets=3;biotech=2"
prescription_upgradable = TRUE
/// The visual icons granted by wearing these glasses.
@@ -2,23 +2,28 @@
name = "security HUD goggles"
desc = "Fashionable security goggles."
icon_state = "sechudgoggles"
flags_cover = GLASSESCOVERSEYES
/obj/item/clothing/glasses/hud/health/goggles
name = "health HUD goggles"
desc = "Fashionable medical goggles."
icon_state = "medhudgoggles"
flags_cover = GLASSESCOVERSEYES
/obj/item/clothing/glasses/hud/diagnostic/goggles
name = "diagnostic HUD goggles"
desc = "Fashionable diagnostic goggles."
icon_state = "diaghudgoggles"
flags_cover = GLASSESCOVERSEYES
/obj/item/clothing/glasses/hud/hydroponic/goggles
name = "hydroponic HUD goggles"
desc = "Fashionable hydroponic goggles."
icon_state = "hydrohudgoggles"
flags_cover = GLASSESCOVERSEYES
/obj/item/clothing/glasses/hud/skills/goggles
name = "skills HUD goggles"
desc = "Fashionable skills goggles."
icon_state = "skillhudgoggles"
flags_cover = GLASSESCOVERSEYES
@@ -7,7 +7,7 @@
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
permeability_coefficient = 0.01
item_color = "yellow"
resistance_flags = NONE
@@ -21,7 +21,7 @@
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
permeability_coefficient = 0.01
item_color="yellow"
resistance_flags = NONE
@@ -55,6 +55,7 @@
"Grey" = 'icons/mob/clothing/species/grey/gloves.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/gloves.dmi',
)
permeability_coefficient = 0.1
/obj/item/clothing/gloves/color/black/thief
pickpocket = 1
@@ -98,7 +99,7 @@
name = "insulated gloves"
desc = "A pair of rubber-lined industrial gloves. They'll protect the wearer from electrical shocks."
siemens_coefficient = 0
permeability_coefficient = 0.05
permeability_coefficient = 0.01
resistance_flags = NONE
/obj/item/clothing/gloves/color/rainbow
@@ -193,7 +194,7 @@
item_state = "captain"
item_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
permeability_coefficient = 0.01
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
@@ -7,6 +7,7 @@
transfer_prints = TRUE
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
permeability_coefficient = 1
strip_delay = 40
put_on_delay = 20
clipped = TRUE
+2
View File
@@ -19,6 +19,7 @@
"Drask" = 'icons/mob/clothing/species/drask/helmet.dmi',
"Grey" = 'icons/mob/clothing/species/grey/helmet.dmi'
)
permeability_coefficient = 0.4
/obj/item/clothing/head/helmet/attack_self__legacy__attackchain(mob/user)
if(can_toggle && !user.incapacitated())
@@ -94,6 +95,7 @@
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
dog_fashion = null
permeability_coefficient = 0.01
/obj/item/clothing/head/helmet/riot/knight
name = "medieval helmet"
+1
View File
@@ -198,6 +198,7 @@
"Drask" = 'icons/mob/clothing/species/drask/head.dmi',
"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
)
permeability_coefficient = 0.01
/obj/item/clothing/head/surgery/purple
name = "purple surgical cap"
@@ -194,6 +194,9 @@
"Drask" = 'icons/mob/clothing/species/drask/mask.dmi'
)
/obj/item/clothing/mask/surgical/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_ANTI_VIRAL, "inherent")
/obj/item/clothing/mask/surgical/attack_self__legacy__attackchain(mob/user)
adjustmask(user)
+3
View File
@@ -20,6 +20,7 @@
)
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
permeability_coefficient = 0.35
/obj/item/clothing/suit/storage/labcoat/medical
name = "medical doctor's labcoat"
@@ -33,6 +34,7 @@
icon_state = "labcoat_cmo_open"
item_state = "labcoat_cmo_open"
insert_max = 2
permeability_coefficient = 0.2
/obj/item/clothing/suit/storage/labcoat/mad
name = "mad scientist's labcoat"
@@ -57,6 +59,7 @@
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has green medical markings."
icon_state = "labcoat_viro_open"
item_state = "labcoat_viro_open"
permeability_coefficient = 0.2
/obj/item/clothing/suit/storage/labcoat/science
name = "scientist labcoat"
@@ -28,7 +28,7 @@
/obj/item/clothing/under/rank/medical/doctor
name = "medical doctor's jumpsuit"
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
desc = "It's made of a special fiber that provides protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
icon_state = "medical"
item_state = "medical"
item_color = "medical"
@@ -90,35 +90,36 @@
/obj/item/clothing/under/rank/medical/scrubs
name = "blue medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
desc = "It's made of a special fiber that provides protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
item_color = "scrubsblue"
permeability_coefficient = 0.1
/obj/item/clothing/under/rank/medical/scrubs/green
name = "green medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
desc = "It's made of a special fiber that provides protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
item_color = "scrubsgreen"
/obj/item/clothing/under/rank/medical/scrubs/purple
name = "purple medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
desc = "It's made of a special fiber that provides protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
item_color = "scrubspurple"
/obj/item/clothing/under/rank/medical/scrubs/coroner
name = "coroner's scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is as dark as an emo's poetry."
desc = "It's made of a special fiber that provides protection against biohazards. This one is as dark as an emo's poetry."
icon_state = "scrubsblack"
item_color = "scrubsblack"
/obj/item/clothing/under/rank/medical/chemist
name = "chemist's jumpsuit"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
desc = "It's made of a special fiber that gives minor protection against biohazards. It has a chemist rank stripe on it."
icon_state = "chemistry"
item_state = "chemistry"
item_color = "chemistry"
permeability_coefficient = 0.50
permeability_coefficient = 0.3
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 95)
/obj/item/clothing/under/rank/medical/chemist/skirt
@@ -133,7 +134,7 @@
icon_state = "paramedic"
item_state = "paramedic"
item_color = "paramedic"
permeability_coefficient = 0.50
permeability_coefficient = 0.3
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/paramedic/skirt
@@ -12,6 +12,7 @@
item_color = "plasmaman"
dyeable = TRUE
dyeing_key = DYE_REGISTRY_PLASMAMEN
permeability_coefficient = 0.6
var/next_extinguish = 0
var/extinguish_cooldown = 10 SECONDS
@@ -4,6 +4,7 @@
icon_state = "doctor_envirosuit"
item_state = "doctor_envirosuit"
item_color = "doctor_envirosuit"
permeability_coefficient = 0.1
/obj/item/clothing/under/plasmaman/cmo
name = "chief medical officer's plasma envirosuit"
@@ -11,6 +12,7 @@
icon_state = "cmo_envirosuit"
item_state = "cmo_envirosuit"
item_color = "cmo_envirosuit"
permeability_coefficient = 0.1
/obj/item/clothing/under/plasmaman/science
name = "science plasma envirosuit"