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