mirror of
https://github.com/ParadiseSS13/Paradise.git
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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>
243 lines
7.4 KiB
Plaintext
243 lines
7.4 KiB
Plaintext
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GLOBAL_LIST_INIT(diseases, subtypesof(/datum/disease))
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/datum/disease
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//Flags
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var/visibility_flags = 0
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var/disease_flags = VIRUS_CURABLE|VIRUS_CAN_CARRY|VIRUS_CAN_RESIST
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var/spread_flags = SPREAD_AIRBORNE
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//Fluff
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/// Used for identification of viruses in the Medical Records Virus Database
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var/medical_name
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var/form = "Virus"
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var/name = "No disease"
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var/desc = ""
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var/agent = "some microbes"
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var/spread_text = ""
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var/cure_text = ""
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//Stages
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var/stage = 1
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var/max_stages = 0
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var/stage_prob = 4
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/// The fraction of stages the virus must at least be at to show up on medical HUDs. Rounded up.
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var/discovery_threshold = 0.5
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/// If TRUE, this virus will show up on medical HUDs. Automatically set when it reaches mid-stage.
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var/discovered = FALSE
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//Other
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var/list/viable_mobtypes = list() //typepaths of viable mobs
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var/mob/living/carbon/affected_mob
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var/list/cures = list() //list of cures if the disease has the VIRUS_CURABLE flag, these are reagent ids
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var/infectivity = 65
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var/cure_chance = 8
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var/carrier = FALSE //If our host is only a carrier
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var/bypasses_immunity = FALSE //Does it skip species virus immunity check? Some things may diseases and not viruses
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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.
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var/permeability_mod = 1
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var/severity = VIRUS_NONTHREAT
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var/list/required_organs = list()
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var/needs_all_cures = TRUE
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var/list/strain_data = list() //dna_spread special bullshit
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/// Allow the virus to infect and process while the affected_mob is dead
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var/allow_dead = FALSE
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/// How many cycles we should incubate
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var/incubation = 0
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/datum/disease/Destroy()
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affected_mob = null
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GLOB.active_diseases.Remove(src)
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return ..()
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/datum/disease/proc/stage_act()
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// Still incubating, do nothing
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if(incubation)
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if(is_species(affected_mob, /datum/species/monkey))
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incubation = 0
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else
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incubation--
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return FALSE
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// We have no host
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if(!affected_mob)
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return FALSE
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var/cure = has_cure()
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// This is patient 0 and we aren't curing them. Do nothing
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if(carrier && !cure)
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return FALSE
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stage = min(stage, max_stages)
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handle_stage_advance(cure)
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return handle_cure_testing(cure)
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/datum/disease/proc/handle_stage_advance(has_cure = FALSE)
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if(!has_cure && prob(stage_prob))
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stage = min(stage + 1, max_stages)
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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
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discovered = TRUE
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affected_mob.med_hud_set_status()
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/datum/disease/proc/handle_cure_testing(has_cure = FALSE)
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if(has_cure && prob(cure_chance))
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stage = max(stage - 1, 1)
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if(disease_flags & VIRUS_CURABLE)
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if(has_cure && prob(cure_chance))
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cure()
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return FALSE
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return TRUE
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/datum/disease/proc/has_cure()
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if(!(disease_flags & VIRUS_CURABLE))
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return 0
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var/cures_found = 0
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for(var/C_id in cures)
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if(C_id == "ethanol")
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for(var/datum/reagent/consumable/ethanol/booze in affected_mob.reagents.reagent_list)
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cures_found++
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break
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else if(affected_mob.reagents.has_reagent(C_id))
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cures_found++
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if(needs_all_cures && cures_found < length(cures))
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return FALSE
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return cures_found
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/datum/disease/proc/spread(force_spread = 0)
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if(!affected_mob)
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return
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if((spread_flags & SPREAD_SPECIAL || spread_flags & SPREAD_NON_CONTAGIOUS || spread_flags & SPREAD_BLOOD) && !force_spread)
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return
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if(affected_mob.reagents.has_reagent("spaceacillin") || (affected_mob.satiety > 0 && prob(affected_mob.satiety/10)))
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return
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var/spread_range = 1
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if(force_spread)
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spread_range = force_spread
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if(spread_flags & SPREAD_AIRBORNE)
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spread_range++
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var/spread_method = NONE
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// If we do an airborne spread we will do that as well as other spreads
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if((spread_flags & SPREAD_AIRBORNE) || spread_range > 1)
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spread_method |= SPREAD_AIRBORNE
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var/turf/target = affected_mob.loc
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if(istype(target))
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for(var/mob/living/carbon/C in oview(spread_range, affected_mob))
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// Assume we are touching
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spread_method |= (SPREAD_CONTACT_GENERAL | SPREAD_CONTACT_FEET | SPREAD_CONTACT_HANDS)
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var/turf/current = get_turf(C)
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if(current)
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while(TRUE)
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// Found a path from target to source that isn't atmos blocked. Try to give them the disease
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if(current == target)
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// If we are further than 1 tile we aren't touching
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if(get_dist(target, C) > 1)
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spread_method &= ~(SPREAD_CONTACT_GENERAL | SPREAD_CONTACT_FEET | SPREAD_CONTACT_HANDS)
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// We also want to test our own mob's permeability so people in hardsuits with internals won't just infect others with sneezes or touch
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affected_mob.can_spread_disease(src, spread_method) && C.ContractDisease(src, spread_method)
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break
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var/direction = get_dir(current, target)
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var/turf/next = get_step(current, direction)
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if(!current.CanAtmosPass(direction) || !next.CanAtmosPass(turn(direction, 180)))
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break
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current = next
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/datum/disease/proc/after_infect()
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return
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/datum/disease/proc/cure()
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if(affected_mob)
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if(disease_flags & VIRUS_CAN_RESIST)
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if(!(type in affected_mob.resistances))
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affected_mob.resistances += type
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remove_virus()
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affected_mob.create_log(MISC_LOG, "has been cured from the virus \"[src]\"")
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qdel(src)
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// Gives the received mob a resistance to this disease. Does not cure it if they are already infected
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/datum/disease/proc/make_resistant(mob/living/target)
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if(target && disease_flags & VIRUS_CAN_RESIST && !(type in target.resistances))
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target.resistances += type
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/datum/disease/proc/IsSame(datum/disease/D)
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if(ispath(D))
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return istype(src, D)
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return istype(src, D.type)
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/datum/disease/proc/Copy()
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var/datum/disease/D = new type()
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D.spread_flags = spread_flags //In case an admin (or other factor) has made a virus non spreading, you should *not* get a new spreading virus from blood
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D.visibility_flags = visibility_flags // See above.
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D.strain_data = strain_data.Copy()
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return D
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/datum/disease/proc/get_required_cures()
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return needs_all_cures ? length(cures) : 1
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/datum/disease/proc/is_stabilized()
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return TRUE
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/datum/disease/proc/get_tracker()
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return ""
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/datum/disease/proc/get_stage()
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return stage
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/datum/disease/proc/GetDiseaseID()
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return type
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// Id for the pandemic
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/datum/disease/proc/get_ui_id()
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return name
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// Another Id for the pandemic. We need multiple procs so we can override them in different ways
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/datum/disease/proc/get_strain_id()
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return name
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// Another Id for the pandemic.
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/datum/disease/proc/get_full_strain_id()
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return name
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/datum/disease/proc/IsSpreadByTouch()
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if(spread_flags & SPREAD_CONTACT_FEET || spread_flags & SPREAD_CONTACT_HANDS || spread_flags & SPREAD_CONTACT_GENERAL)
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return 1
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return 0
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//don't use this proc directly. this should only ever be called by cure()
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/datum/disease/proc/remove_virus()
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affected_mob.viruses -= src //remove the datum from the list
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affected_mob.med_hud_set_status()
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/// Not interested in normal diseases right now
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/datum/disease/proc/record_infection()
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return
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/// Returns whether or not the disease is known
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/datum/disease/proc/is_known(z)
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return TRUE
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/// Returns an Asoc list of disease's symptoms and their properties in a format usable by the PANDEMIC
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/datum/disease/proc/get_pandemic_symptoms()
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return list()
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/// Returns the Disease's base stats
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/datum/disease/proc/get_pandemic_base_stats()
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return list(
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"resistance" = 0,
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"stealth" = 0,
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"stageSpeed" = 0,
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"transmissibility" = 0,
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)
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