/datum/disease/critical form = "Medical Emergency" max_stages = 3 spread_flags = SPECIAL viable_mobtypes = list(/mob/living/carbon/human) severity = MINOR disease_flags = CURABLE visibility_flags = HIDDEN_PANDEMIC bypasses_immunity = TRUE virus_heal_resistant = TRUE /datum/disease/critical/stage_act() //overriden to ensure unique behavior stage = min(stage, max_stages) if(prob(stage_prob)) stage = min(stage + 1, max_stages) if(has_cure()) cure() return FALSE return TRUE /datum/disease/critical/has_cure() for(var/C_id in cures) if(affected_mob.reagents.has_reagent(C_id)) if(prob(cure_chance)) return TRUE return FALSE /datum/disease/critical/shock name = "Shock" spread_text = "The patient is in shock." cure_text = "Saline-Glucose Solution" cures = list("salglu_solution", "syndicate_nanites", "stimulative_agent") cure_chance = 10 stage_prob = 6 /datum/disease/critical/shock/stage_act() if(..()) if(affected_mob.health >= 25 && affected_mob.nutrition >= NUTRITION_LEVEL_HYPOGLYCEMIA) to_chat(affected_mob, "You feel better.") cure() return switch(stage) if(1) if(prob(1) && prob(10)) to_chat(affected_mob, "You feel better.") cure() return if(prob(8)) affected_mob.emote(pick("shiver", "pale", "moan")) if(prob(5)) to_chat(affected_mob, "You feel weak!") if(2) if(prob(1) && prob(10)) to_chat(affected_mob, "You feel better.") cure() return if(prob(8)) affected_mob.emote(pick("shiver", "pale", "moan", "shudder", "tremble")) if(prob(5)) to_chat(affected_mob, "You feel absolutely terrible!") if(prob(5)) affected_mob.emote(pick(2; "faint", 1; "groan")) if(3) if(prob(1) && prob(10)) to_chat(affected_mob, "You feel better.") cure() return if(prob(8)) affected_mob.emote(pick("shudder", "pale", "tremble", "groan", "bshake")) if(prob(5)) to_chat(affected_mob, "You feel horrible!") if(prob(5)) affected_mob.emote(pick(2; "faint", 1; "groan")) if(prob(7)) to_chat(affected_mob, "You can't breathe!") affected_mob.AdjustLoseBreath(2 SECONDS) if(prob(5)) var/datum/disease/D = new /datum/disease/critical/heart_failure affected_mob.ForceContractDisease(D) /datum/disease/critical/heart_failure name = "Cardiac Failure" spread_text = "The patient is having a cardiac emergency." cure_text = "Atropine, Epinephrine, or Heparin" cures = list("atropine", "epinephrine", "heparin", "syndicate_nanites", "stimulative_agent") cure_chance = 10 stage_prob = 5 severity = HARMFUL disease_flags = CURABLE required_organs = list(ORGAN_DATUM_HEART) bypasses_immunity = TRUE virus_heal_resistant = TRUE /datum/disease/critical/heart_failure/stage_act() if(..()) switch(stage) if(1) if(prob(1) && prob(10)) to_chat(affected_mob, "You feel better.") cure() return if(prob(8)) affected_mob.emote(pick("pale", "shudder")) if(prob(5)) to_chat(affected_mob, "Your arm hurts!") else if(prob(5)) to_chat(affected_mob, "Your chest hurts!") if(2) if(prob(1) && prob(10)) to_chat(affected_mob, "You feel better.") cure() return if(prob(8)) affected_mob.emote(pick("pale", "groan")) if(prob(5)) to_chat(affected_mob, "Your heart lurches in your chest!") affected_mob.AdjustLoseBreath(2 SECONDS) if(prob(3)) to_chat(affected_mob, "Your heart stops beating!") affected_mob.AdjustLoseBreath(6 SECONDS) if(prob(5)) affected_mob.emote(pick(2; "faint", 1; "groan")) if(3) affected_mob.adjustOxyLoss(1) if(prob(8)) affected_mob.emote(pick("twitch", "gasp")) if(prob(5) && ishuman(affected_mob)) var/mob/living/carbon/human/H = affected_mob H.set_heartattack(TRUE) /datum/disease/critical/hypoglycemia name = "Hypoglycemia" spread_text = "The patient has low blood sugar." cure_text = "Eating or administration of vitamins or nutrients" stage_prob = 1 /datum/disease/critical/hypoglycemia/has_cure() if(ishuman(affected_mob)) var/mob/living/carbon/human/H = affected_mob if(HAS_TRAIT(H, TRAIT_NOHUNGER)) return TRUE if(ismachineperson(H)) return TRUE return ..() /datum/disease/critical/hypoglycemia/stage_act() if(..()) if(isLivingSSD(affected_mob)) // We don't want AFK people dying from this. return if(affected_mob.nutrition > NUTRITION_LEVEL_HYPOGLYCEMIA) to_chat(affected_mob, "You feel a lot better!") cure() return switch(stage) if(1) if(prob(4)) to_chat(affected_mob, "You feel hungry!") if(prob(2)) to_chat(affected_mob, "You have a headache!") if(prob(2)) to_chat(affected_mob, "You feel [pick("anxious", "depressed")]!") if(2) if(prob(4)) to_chat(affected_mob, "You feel like everything is wrong with your life!") if(prob(5)) affected_mob.Slowed(rand(8 SECONDS, 32 SECONDS)) to_chat(affected_mob, "You feel [pick("tired", "exhausted", "sluggish")].") if(prob(5)) affected_mob.Weaken(12 SECONDS) affected_mob.Stuttering(20 SECONDS) to_chat(affected_mob, "You feel [pick("numb", "confused", "dizzy", "lightheaded")].") affected_mob.emote("collapse") if(3) if(prob(8)) var/datum/disease/D = new /datum/disease/critical/shock affected_mob.ForceContractDisease(D) if(prob(12)) affected_mob.Weaken(12 SECONDS) affected_mob.Stuttering(20 SECONDS) to_chat(affected_mob, "You feel [pick("numb", "confused", "dizzy", "lightheaded")].") affected_mob.emote("collapse") if(prob(12)) to_chat(affected_mob, "You feel [pick("tired", "exhausted", "sluggish")].") affected_mob.Slowed(rand(8 SECONDS, 32 SECONDS))