mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 05:02:33 +00:00
* 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>
299 lines
10 KiB
Plaintext
299 lines
10 KiB
Plaintext
/obj
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//var/datum/module/mod //not used
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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animate_movement = SLIDE_STEPS
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var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
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var/sharp = FALSE // whether this object cuts
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var/in_use = FALSE // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = "brute"
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var/force = 0
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// You can define armor as a list in datum definition (e.g. `armor = list("fire" = 80, "brute" = 10)`),
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// which would be converted to armor datum during initialization.
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// Setting `armor` to a list on an *existing* object would inevitably runtime. Use `getArmor()` instead.
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var/datum/armor/armor
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var/obj_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE
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var/custom_fire_overlay // Update_fire_overlay will check if a different icon state should be used
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var/acid_level = 0 //how much acid is on that obj
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var/can_be_hit = TRUE //can this be bludgeoned by items?
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var/being_shocked = FALSE
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var/speed_process = FALSE
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var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
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var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
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var/suicidal_hands = FALSE // Does it requires you to hold it to commit suicide with it?
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/// Is it emagged or not?
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var/emagged = FALSE
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// Access-related fields
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/// A list of accesses as defined by `code/__DEFINES/access_defines.dm`. All accesses are required when checking.
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var/list/req_access = null
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/// A list of accesses as defined by `code/__DEFINES/access_defines.dm`. At least one access is required when checking.
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var/list/req_one_access = null
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/obj/Initialize(mapload)
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. = ..()
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if(islist(armor))
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armor = getArmor(arglist(armor))
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else if(!armor)
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armor = getArmor()
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else if(!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(sharp)
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AddComponent(/datum/component/surgery_initiator)
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if(obj_integrity == null)
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obj_integrity = max_integrity
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if(on_blueprints && isturf(loc))
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var/turf/T = loc
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if(force_blueprints)
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T.add_blueprints(src)
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else
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T.add_blueprints_preround(src)
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/obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state)
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// Calling Topic without a corresponding window open causes runtime errors
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if(!nowindow && ..())
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return TRUE
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// In the far future no checks are made in an overriding Topic() beyond if(..()) return
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// Instead any such checks are made in CanUseTopic()
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if(ui_status(usr, state, href_list) == UI_INTERACTIVE)
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var/atom/host = ui_host()
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host.add_fingerprint(usr)
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return FALSE
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return TRUE
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/obj/Destroy()
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if(!ismachinery(src))
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if(!speed_process)
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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// AA 2024-05-20 - processing var?????
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else
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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//Output a creative message and then return the damagetype done
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/obj/proc/suicide_act(mob/user)
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return FALSE
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request, datum/gas_mixture/environment)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request > 0)
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var/datum/gas_mixture/air = return_obj_air()
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if(isnull(air))
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air = environment
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if(isnull(air))
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return
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var/breath_percentage = BREATH_VOLUME / air.return_volume()
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return air.remove(air.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if(in_use)
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if(M.client && M.machine == src)
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is_in_use = TRUE
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src.attack_hand(M)
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if(is_ai(usr) || isrobot(usr))
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if(!(usr in nearby))
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if(usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = TRUE
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src.attack_ai(usr)
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// check for TK users
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if(ishuman(usr))
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if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
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if(!(usr in nearby))
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if(usr.client && usr.machine == src)
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is_in_use = TRUE
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src.attack_hand(usr)
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in_use = is_in_use
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/obj/proc/updateDialog()
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// Check that people are actually using the machine. If not, don't update anymore.
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if(in_use)
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var/list/nearby = viewers(1, src)
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var/is_in_use = FALSE
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for(var/mob/M in nearby)
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if(M.client && M.machine == src)
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = AutoUpdateAI(src)
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if(!ai_in_use && !is_in_use)
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in_use = FALSE
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/obj/proc/interact(mob/user)
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return
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/mob/proc/unset_machine()
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if(machine)
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UnregisterSignal(machine, COMSIG_PARENT_QDELETING)
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machine = null
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.in_use = TRUE
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RegisterSignal(O, COMSIG_PARENT_QDELETING, PROC_REF(unset_machine))
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self__legacy__attackchain(M)
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/obj/proc/hide(h)
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return
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/obj/proc/hear_talk(mob/M, list/message_pieces)
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return
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/obj/proc/hear_message(mob/M, text)
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return
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/obj/proc/default_welder_repair(mob/user, obj/item/I) //Returns TRUE if the object was successfully repaired. Fully repairs an object (setting BROKEN to FALSE), default repair time = 40
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
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return
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if(I.tool_behaviour != TOOL_WELDER)
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return
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if(!I.tool_use_check(user, 0))
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return
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var/time = max(50 * (1 - obj_integrity / max_integrity), 5)
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WELDER_ATTEMPT_REPAIR_MESSAGE
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if(I.use_tool(src, user, time, volume = I.tool_volume))
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WELDER_REPAIR_SUCCESS_MESSAGE
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obj_integrity = max_integrity
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update_icon()
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return TRUE
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/obj/proc/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
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if(!anchored && !isfloorturf(loc))
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user.visible_message("<span class='warning'>A floor must be present to secure [src]!</span>")
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return FALSE
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if(I.tool_behaviour != TOOL_WRENCH)
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return FALSE
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if(!I.tool_use_check(user, 0))
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return FALSE
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if(!(flags & NODECONSTRUCT))
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to_chat(user, "<span class='notice'>Now [anchored ? "un" : ""]securing [name].</span>")
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if(I.use_tool(src, user, time, volume = I.tool_volume))
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to_chat(user, "<span class='notice'>You've [anchored ? "un" : ""]secured [name].</span>")
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anchored = !anchored
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return TRUE
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return FALSE
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/obj/water_act(volume, temperature, source, method = REAGENT_TOUCH)
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. = ..()
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extinguish()
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acid_level = 0
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if(temperature > VIRUS_DISINFECTION_TEMP)
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SEND_SIGNAL(src, COMSIG_ATOM_DISINFECTED)
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/obj/singularity_pull(S, current_size)
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..()
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src, S)
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/obj/proc/container_resist(mob/living)
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return
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/obj/proc/on_mob_move(dir, mob/user)
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return
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/obj/proc/makeSpeedProcess()
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if(speed_process)
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return
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speed_process = TRUE
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STOP_PROCESSING(SSobj, src)
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START_PROCESSING(SSfastprocess, src)
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/obj/proc/makeNormalProcess()
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if(!speed_process)
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return
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speed_process = FALSE
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START_PROCESSING(SSobj, src)
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STOP_PROCESSING(SSfastprocess, src)
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/obj/proc/check_uplink_validity()
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return TRUE
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/obj/proc/cult_conceal() //Called by cult conceal spell
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return
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/obj/proc/cult_reveal() //Called by cult reveal spell and chaplain's bible
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return
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/// Set whether the item should be sharp or not
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/obj/proc/set_sharpness(new_sharp_val)
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if(sharp == new_sharp_val)
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return
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sharp = new_sharp_val
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SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS)
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if(!sharp && new_sharp_val)
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AddComponent(/datum/component/surgery_initiator)
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/obj/proc/force_eject_occupant(mob/target)
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// This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed.
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// In the event that the object doesn't have an overriden version of this proc to do it, log a runtime so one can be added.
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CRASH("Proc force_eject_occupant() is not overridden on a machine containing a mob.")
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/obj/hit_by_thrown_mob(mob/living/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt)
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damage *= 0.75 //Define this probably somewhere, we want objects to hurt less than walls, unless special impact effects.
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playsound(src, 'sound/weapons/punch1.ogg', 35, 1)
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if(mob_hurt) //Density check probably not needed, one should only bump into something if it is dense, and blob tiles are not dense, because of course they are not.
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return
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C.visible_message("<span class='danger'>[C] slams into [src]!</span>", "<span class='userdanger'>You slam into [src]!</span>")
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if(!self_hurt)
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take_damage(damage, BRUTE)
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if(issilicon(C))
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C.Weaken(3 SECONDS)
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C.adjustBruteLoss(damage)
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else
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var/obj/item/organ/external/affecting = C.get_organ(ran_zone(throwingdatum.target_zone))
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if(affecting)
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var/armor_block = C.run_armor_check(affecting, MELEE)
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C.apply_damage(damage, BRUTE, affecting, armor_block)
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else
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C.take_organ_damage(damage)
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C.KnockDown(3 SECONDS)
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/obj/handle_ricochet(obj/item/projectile/P)
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. = ..()
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if(. && receive_ricochet_damage_coeff)
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// pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
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take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, REVERSE_DIR(P.dir), P.armour_penetration_flat, P.armour_penetration_percentage)
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/obj/proc/return_obj_air()
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RETURN_TYPE(/datum/gas_mixture)
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if(isobj(loc))
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var/obj/O = loc
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return O.return_obj_air()
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else
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return null
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