#define VIRUS_SYMPTOM_LIMIT 6 //Visibility Flags #define HIDDEN_SCANNER (1<<0) #define HIDDEN_PANDEMIC (1<<1) //Disease Flags #define CURABLE (1<<0) #define CAN_CARRY (1<<1) #define CAN_RESIST (1<<2) //Spread Flags #define SPECIAL (1<<0) #define NON_CONTAGIOUS (1<<1) #define BLOOD (1<<2) #define CONTACT_FEET (1<<3) #define CONTACT_HANDS (1<<4) #define CONTACT_GENERAL (1<<5) #define AIRBORNE (1<<6) //Severity Defines #define NONTHREAT "No threat" #define MINOR "Minor" #define MEDIUM "Medium" #define HARMFUL "Harmful" #define DANGEROUS "Dangerous!" #define BIOHAZARD "BIOHAZARD THREAT!" GLOBAL_LIST_INIT(diseases, subtypesof(/datum/disease)) /datum/disease //Flags var/visibility_flags = 0 var/disease_flags = CURABLE|CAN_CARRY|CAN_RESIST var/spread_flags = AIRBORNE //Fluff /// Used for identification of viruses in the Medical Records Virus Database var/medical_name 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 var/stage_prob = 4 /// The fraction of stages the virus must at least be at to show up on medical HUDs. Rounded up. var/discovery_threshold = 0.5 /// If TRUE, this virus will show up on medical HUDs. Automatically set when it reaches mid-stage. var/discovered = FALSE //Other var/list/viable_mobtypes = list() //typepaths of viable mobs var/mob/living/carbon/affected_mob var/list/cures = list() //list of cures if the disease has the CURABLE flag, these are reagent ids var/infectivity = 65 var/cure_chance = 8 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/virus_heal_resistant = FALSE // Some things aren't technically viruses/traditional diseases and should be immune to edge case cure methods, like healing viruses. var/permeability_mod = 1 var/severity = NONTHREAT var/list/required_organs = list() var/needs_all_cures = TRUE var/list/strain_data = list() //dna_spread special bullshit /// Allow the virus to infect and process while the affected_mob is dead var/allow_dead = FALSE /datum/disease/Destroy() affected_mob = null GLOB.active_diseases.Remove(src) return ..() /datum/disease/proc/stage_act() if(!affected_mob) return FALSE var/cure = has_cure() if(carrier && !cure) return FALSE stage = min(stage, max_stages) handle_stage_advance(cure) return handle_cure_testing(cure) /datum/disease/proc/handle_stage_advance(has_cure = FALSE) if(!has_cure && prob(stage_prob)) stage = min(stage + 1, max_stages) if(!discovered && stage >= CEILING(max_stages * discovery_threshold, 1)) // Once we reach a late enough stage, medical HUDs can pick us up even if we regress discovered = TRUE affected_mob.med_hud_set_status() /datum/disease/proc/handle_cure_testing(has_cure = FALSE) if(has_cure && prob(cure_chance)) stage = max(stage - 1, 1) if(disease_flags & CURABLE) if(has_cure && prob(cure_chance)) cure() return FALSE return TRUE /datum/disease/proc/has_cure() if(!(disease_flags & CURABLE)) return 0 var/cures_found = 0 for(var/C_id in cures) if(C_id == "ethanol") for(var/datum/reagent/consumable/ethanol/booze in affected_mob.reagents.reagent_list) cures_found++ break else if(affected_mob.reagents.has_reagent(C_id)) cures_found++ if(needs_all_cures && cures_found < length(cures)) return FALSE return cures_found /datum/disease/proc/spread(force_spread = 0) if(!affected_mob) return if((spread_flags & SPECIAL || spread_flags & NON_CONTAGIOUS || spread_flags & BLOOD) && !force_spread) return if(affected_mob.reagents.has_reagent("spaceacillin") || (affected_mob.satiety > 0 && prob(affected_mob.satiety/10))) return var/spread_range = 1 if(force_spread) spread_range = force_spread if(spread_flags & AIRBORNE) spread_range++ var/turf/target = affected_mob.loc if(istype(target)) for(var/mob/living/carbon/C in oview(spread_range, affected_mob)) var/turf/current = get_turf(C) if(current) while(TRUE) if(current == target) C.ContractDisease(src) break var/direction = get_dir(current, target) var/turf/next = get_step(current, direction) if(!current.CanAtmosPass(direction) || !next.CanAtmosPass(turn(direction, 180))) break current = next /datum/disease/proc/cure() if(affected_mob) if(disease_flags & CAN_RESIST) if(!(type in affected_mob.resistances)) affected_mob.resistances += type remove_virus() affected_mob.create_log(MISC_LOG, "has been cured from the virus \"[src]\"") qdel(src) /datum/disease/proc/IsSame(datum/disease/D) if(ispath(D)) return istype(src, D) return istype(src, D.type) /datum/disease/proc/Copy() var/datum/disease/D = new type() D.strain_data = strain_data.Copy() return D /datum/disease/proc/GetDiseaseID() return type /datum/disease/proc/IsSpreadByTouch() if(spread_flags & CONTACT_FEET || spread_flags & CONTACT_HANDS || spread_flags & CONTACT_GENERAL) return 1 return 0 //don't use this proc directly. this should only ever be called by cure() /datum/disease/proc/remove_virus() affected_mob.viruses -= src //remove the datum from the list affected_mob.med_hud_set_status()