Files
Paradise/code/datums/diseases/_MobProcs.dm
Migratingcocofruit a5260456ae 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>
2025-08-08 01:54:36 +00:00

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7.3 KiB
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/*
MARK: Contraction
MARK: Helpers
*/
/mob/proc/check_contraction_mob(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
if(stat == DEAD && !D.allow_dead)
return FALSE
if(D.GetDiseaseID() in resistances)
return FALSE
if(HasDisease(D))
return FALSE
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/advanced = D
for(var/datum/disease/advance/exists in viruses)
if(exists.event == advanced.event)
return FALSE
if(!(type in D.viable_mobtypes))
return -1 //for stupid fucking monkies
return TRUE
/mob/living/carbon/proc/check_contraction_carbon(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
// positive satiety makes it harder to contract the disease.
return (spread_method & SPREAD_BLOOD) || !((satiety > 0 && prob(satiety/10)) || (prob(15/D.permeability_mod)))
/mob/living/carbon/human/proc/check_contraction_human(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
if((HAS_TRAIT(src, TRAIT_VIRUSIMMUNE) && !D.bypasses_immunity))
return FALSE
// We transfer to the blood directly
if(spread_method == SPREAD_BLOOD)
return TRUE
if(src.mind && HAS_TRAIT(src.mind, TRAIT_GERMOPHOBE) && prob(85))
return FALSE
for(var/organ in D.required_organs)
if(istext(organ) && get_int_organ_datum(organ))
continue
if(locate(organ) in internal_organs)
continue
if(locate(organ) in bodyparts)
continue
return FALSE
var/passed = FALSE
if(spread_method & (SPREAD_CONTACT_FEET | SPREAD_CONTACT_HANDS | SPREAD_CONTACT_GENERAL))
passed = TRUE
var/obj/item/clothing/covering_garment = null
var/head_ch = 100
var/body_ch = 100
var/hands_ch = 25
var/feet_ch = 25
if(D.spread_flags & SPREAD_CONTACT_HANDS)
head_ch = 0
body_ch = 0
hands_ch = 100
feet_ch = 0
if(D.spread_flags & SPREAD_CONTACT_FEET)
head_ch = 0
body_ch = 0
hands_ch = 0
feet_ch = 100
var/target_zone = pick(head_ch;1,body_ch;2,hands_ch;3,feet_ch;4)
switch(target_zone)
if(1)
if(isobj(head) && !istype(head, /obj/item/paper))
covering_garment = head
passed = prob((covering_garment.permeability_coefficient*100) - 1)
if(passed && isobj(wear_mask))
covering_garment = wear_mask
passed = prob((covering_garment.permeability_coefficient*100) - 1)
if(2)
if(isobj(wear_suit))
covering_garment = wear_suit
passed = prob((covering_garment.permeability_coefficient*100) - 1)
if(passed && isobj(w_uniform))
covering_garment = w_uniform
passed = prob((covering_garment.permeability_coefficient*100) - 1)
if(3)
if(isobj(wear_suit) && wear_suit.body_parts_covered&HANDS)
covering_garment = wear_suit
passed = prob((covering_garment.permeability_coefficient*100) - 1)
if(passed && isobj(gloves))
covering_garment = gloves
passed = prob((covering_garment.permeability_coefficient*100) - 1)
if(4)
if(isobj(wear_suit) && wear_suit.body_parts_covered&FEET)
covering_garment = wear_suit
passed = prob((covering_garment.permeability_coefficient*100) - 1)
if(passed && isobj(shoes))
covering_garment = shoes
passed = prob((covering_garment.permeability_coefficient*100) - 1)
// If spreading by air we need to get through the mask and helmet.
if(!passed && (spread_method & SPREAD_AIRBORNE))
// Check for eye protection
var/eye_check = !((wear_mask?.flags_cover & MASKCOVERSEYES) || (head?.flags_cover & HEADCOVERSEYES) || (glasses?.flags_cover & GLASSESCOVERSEYES))
// Masks and hoods protect our mouth from sneezes, but not truely airborn viruses
var/mouth_check = ((prob((wear_mask?.permeability_coefficient*100) - 1) || !(wear_mask?.flags_cover & MASKCOVERSMOUTH)) && (prob((head?.permeability_coefficient*100) - 1) || !(head?.flags_cover & HEADCOVERSMOUTH)))
// A further check on the mask against airborne diseases
var/breath_check = !internal && (D.spread_flags & SPREAD_AIRBORNE) && prob(100 * D.permeability_mod) && !((wear_mask?.flags_cover & MASKCOVERSMOUTH && HAS_TRAIT(wear_mask, TRAIT_ANTI_VIRAL)) || (head?.flags_cover & MASKCOVERSMOUTH && HAS_TRAIT(head, TRAIT_ANTI_VIRAL)))
// If anything gets penetrated we contract the disease.
passed = eye_check || mouth_check || breath_check
return passed
// MARK: Mob
/// Grinds a mob in the turbine
/mob/compressor_grind()
gib()
/// Returns whether or not the mob has the disease
/mob/proc/HasDisease(datum/disease/D)
for(var/datum/disease/DD in viruses)
if(DD.IsSame(D))
return TRUE
return FALSE
/// Checks if a mob can contract the disease
/mob/proc/can_contract_disease(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
return check_contraction_mob(D, spread_method)
/mob/proc/can_spread_disease(D, spread_method = SPREAD_CONTACT_GENERAL)
return TRUE
// Attempt contracting a diseas
/mob/proc/ContractDisease(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
if(!can_contract_disease(D, spread_method))
return FALSE
AddDisease(D)
return TRUE
/**
* Forces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection
* Returns TRUE if it succeeds. False if it doesn't
*
* Arguments:
* * D - the disease the mob will try to contract
* * respect_carrier - if set to TRUE will not ignore the disease carrier flag
* * notify_ghosts - will notify ghosts of infection if set to TRUE
*/
//Same as ContractDisease, except it ignores the clothes check
/mob/proc/ForceContractDisease(datum/disease/D, respect_carrier, notify_ghosts = FALSE)
if(!can_contract_disease(D, SPREAD_BLOOD))
return FALSE
if(notify_ghosts)
for(var/mob/ghost as anything in GLOB.dead_mob_list) //Announce outbreak to dchat
to_chat(ghost, "<span class='deadsay'><b>Disease outbreak: </b>[src] ([ghost_follow_link(src, ghost)]) [D.carrier ? "is now a carrier of" : "has contracted"] [D]!</span>")
message_admins("[key_name(src)] [D.carrier ? "is now a carrier of" : "has contracted"] [D]!")
log_admin("[key_name(src)] [D.carrier ? "is now a carrier of" : "has contracted"] [D]!")
AddDisease(D, respect_carrier)
return TRUE
/// Directly adds a disease to a mob.
/mob/proc/AddDisease(datum/disease/D, respect_carrier = FALSE, start_stage = 1)
if(client)
D.record_infection()
var/datum/disease/DD = D.Copy(FALSE)
DD.stage = start_stage
viruses += DD
DD.affected_mob = src
GLOB.active_diseases += DD //Add it to the active diseases list, now that it's actually in a mob and being processed.
if(respect_carrier)
DD.carrier = D.carrier
create_log(MISC_LOG, "has contracted the virus \"[DD]\"")
DD.affected_mob.med_hud_set_status()
DD.after_infect()
// MARK: Carbon
/mob/living/carbon/can_spread_disease(D, spread_method = SPREAD_CONTACT_GENERAL)
return check_contraction_carbon(D, spread_method)
/mob/living/carbon/can_contract_disease(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
return ..() && check_contraction_carbon(D)
//MARK: Human
/mob/living/carbon/human/can_spread_disease(D, spread_method = SPREAD_CONTACT_GENERAL)
return check_contraction_human(D, spread_method)
/mob/living/carbon/human/can_contract_disease(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
return check_contraction_human(D, spread_method) && ..()
/mob/living/carbon/human/monkey/can_contract_disease(datum/disease/D, spread_method = SPREAD_CONTACT_GENERAL)
. = ..()
if(. == -1)
if(D.viable_mobtypes.Find(/mob/living/carbon/human))
return 1 //this is stupid as fuck but because monkeys are only half the time actually subtypes of humans they need this