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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>
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@@ -302,6 +302,26 @@
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desc = "A small bottle. Contains H0NI<42 virion culture in synthblood medium."
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spawned_disease = /datum/disease/pierrot_throat
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/obj/item/reagent_containers/glass/bottle/tracking_agar
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name = "Tracking agar bottle"
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desc = "A small bottle. Contains tracking agar which allows modifying a virus without needing to reanalyze it"
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list_reagents = list("tracking_agar" = 50)
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/obj/item/reagent_containers/glass/bottle/stable_agar
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name = "Stable agar bottle"
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desc = "A small bottle. Contains stable agar which stop a virus from being able to mutate on its own"
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list_reagents = list("stable_agar" = 50)
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/obj/item/reagent_containers/glass/bottle/sterilizine
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name = "Sterilizine bottle"
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desc = "A small bottle. Contains sterilizine, which is used to sterilize beakers and syringes"
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list_reagents = list("sterilizine" = 50)
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/obj/item/reagent_containers/glass/bottle/viral_eraser
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name = "Viral eraser bottle"
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desc = "A small bottle. Contains a small amount of viral eraser which removes all tracking and stabilizing from a virus"
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list_reagents = list("viral_eraser" = 10)
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/obj/item/reagent_containers/glass/bottle/cold
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name = "Rhinovirus culture bottle"
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desc = "A small bottle. Contains XY-rhinovirus culture in synthblood medium."
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@@ -63,11 +63,20 @@
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add_attack_logs(user, target, "Fed with [name] containing [contained]", !!target.ckey ? null : ATKLOG_ALL)
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else
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to_chat(user, "<span class='notice'>You swallow a gulp of [src].</span>")
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var/fraction = min(5 / reagents.total_volume, 1)
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reagents.reaction(target, REAGENT_INGEST, fraction)
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addtimer(CALLBACK(reagents, TYPE_PROC_REF(/datum/reagents, trans_to), target, 5), 5)
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playsound(target.loc,'sound/items/drink.ogg', rand(10,50), TRUE)
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// Add viruses where needed
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if(length(target.viruses))
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AddComponent(/datum/component/viral_contamination, target.viruses)
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// Infect contained blood as well for splash reactions
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var/datum/reagent/blood/blood_contained = locate() in reagents.reagent_list
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if(blood_contained?.data["viruses"])
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var/list/blood_viruses = blood_contained.data["viruses"]
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blood_viruses |= target.viruses.Copy()
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blood_contained.data["viruses"] = blood_viruses
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SEND_SIGNAL(src, COMSIG_MOB_REAGENT_EXCHANGE, target)
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/obj/item/reagent_containers/glass/normal_act(atom/target, mob/living/user)
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if(!check_allowed_items(target, target_self = TRUE) || !is_open_container() || !reagents)
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@@ -54,6 +54,8 @@
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/obj/item/reagent_containers/iv_bag/proc/begin_processing(mob/target)
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injection_target = target
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if(target.viruses)
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AddComponent(/datum/component/viral_contamination, target.viruses)
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RegisterSignal(injection_target, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
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START_PROCESSING(SSobj, src)
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update_iv_type()
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@@ -188,6 +188,10 @@
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var/fraction = min(amount_per_transfer_from_this / reagents.total_volume, 1)
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reagents.reaction(target, REAGENT_INGEST, fraction)
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reagents.trans_to(target, amount_per_transfer_from_this)
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if(iscarbon(target))
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var/mob/living/carbon/carbon_target = target
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if(length(carbon_target.viruses))
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AddComponent(/datum/component/viral_contamination, carbon_target.viruses)
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to_chat(user, "<span class='notice'>You inject [amount_per_transfer_from_this] units of the solution. The syringe now contains [reagents.total_volume] units.</span>")
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if(reagents.total_volume <= 0 && mode == SYRINGE_INJECT)
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mode = SYRINGE_DRAW
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