Files
Paradise/code/modules/events/disease_outbreak.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

133 lines
6.6 KiB
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GLOBAL_LIST_EMPTY(current_pending_diseases)
/datum/event/disease_outbreak
// We only want the announcement to happen after the virus has spawned on station
announceWhen = -1
// Keep the event running until we announce it
noAutoEnd = TRUE
/// The type of disease that patient zero will be infected with.
var/datum/disease/chosen_disease
var/list/disease_blacklist = list(/datum/disease/advance, /datum/disease/appendicitis, /datum/disease/kuru, /datum/disease/critical, /datum/disease/rhumba_beat, /datum/disease/fake_gbs,
/datum/disease/gbs, /datum/disease/transformation, /datum/disease/food_poisoning, /datum/disease/berserker, /datum/disease/zombie, /datum/disease/beesease/wizard_variant,
/datum/disease/cold9/wizard_variant, /datum/disease/fluspanish/wizard_variant, /datum/disease/kingstons_advanced/wizard_variant,
/datum/disease/dna_retrovirus/wizard_variant, /datum/disease/tuberculosis/wizard_variant, /datum/disease/wizarditis/wizard_variant, /datum/disease/anxiety/wizard_variant,
/datum/disease/grut_gut, /datum/disease/wand_rot, /datum/disease/mystic_malaise)
var/static/list/transmissable_symptoms = list()
var/static/list/diseases_minor = list()
var/static/list/diseases_moderate_major = list()
var/force_disease_time = 300
var/list/infected_players = list()
/datum/event/disease_outbreak/setup()
if(isemptylist(diseases_minor) && isemptylist(diseases_moderate_major))
populate_diseases()
if(isemptylist(transmissable_symptoms))
populate_symptoms()
var/datum/disease/virus
// Either choose a type to create a normal disease from or create an advanced disease
switch(severity)
if(EVENT_LEVEL_MUNDANE)
virus = pick(diseases_minor)
if(EVENT_LEVEL_MODERATE)
if(prob(50))
virus = pick(diseases_moderate_major)
else
chosen_disease = create_virus(severity * 2)
if(EVENT_LEVEL_MAJOR)
chosen_disease = create_virus(severity * 2)
if(virus)
chosen_disease = new virus
chosen_disease.carrier = TRUE
/datum/event/disease_outbreak/start()
GLOB.current_pending_diseases += list(list("disease" = chosen_disease, "event" = src))
for(var/mob/M as anything in GLOB.dead_mob_list) //Announce outbreak to dchat
if(istype(chosen_disease, /datum/disease/advance))
var/datum/disease/advance/temp_disease = chosen_disease
to_chat(M, chat_box_examine("<span class='deadsay'><b>Disease outbreak:</b> The next new arrival is a carrier of [chosen_disease.name]! A \"[chosen_disease.severity]\" disease with the following symptoms:\n[english_list(temp_disease.symptoms)]\nand the following stats:\n[english_map(temp_disease.GenerateProperties())]</span>"))
else
to_chat(M, chat_box_examine("<span class='deadsay'><b>Disease outbreak:</b> The next new arrival is a carrier of a \"[chosen_disease.severity]\" disease: [chosen_disease.name]!</span>"))
/datum/event/disease_outbreak/announce()
switch(severity)
if(EVENT_LEVEL_MAJOR)
GLOB.major_announcement.Announce("Lethal viral pathogen detected aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", 'sound/effects/siren-spooky.ogg', new_sound2 = 'sound/AI/outbreak_virus.ogg')
if(EVENT_LEVEL_MODERATE)
GLOB.minor_announcement.Announce("Moderate contagion detected aboard [station_name()].", new_sound = 'sound/misc/notice2.ogg', new_title = "Contagion Alert")
if(EVENT_LEVEL_MUNDANE)
GLOB.minor_announcement.Announce("Minor contagion detected aboard [station_name()].", new_sound = 'sound/misc/notice2.ogg', new_title = "Contagion Alert")
// We did our announcement, the event no longer needs to run
kill()
/datum/event/disease_outbreak/process()
if(activeFor == force_disease_time)
for(var/list/disease_event in GLOB.current_pending_diseases)
if(chosen_disease == disease_event["disease"])
for(var/mob/living/carbon/human/player in GLOB.player_list)
if((player.name in GLOB.crew_list) && player.ForceContractDisease(chosen_disease, TRUE, TRUE))
GLOB.current_pending_diseases -= list(disease_event)
break
break
if(length(infected_players) > 2 && announceWhen <= 0)
announceWhen = activeFor + 180
. = ..()
//Creates a virus with a harmful effect, guaranteed to be spreadable by contact or airborne
/datum/event/disease_outbreak/proc/create_virus(max_severity = 6)
var/datum/disease/advance/A = new /datum/disease/advance(_event = UID())
A.clear_symptoms()
// Base properties get buffs depending on severity
var/list/properties_to_buff = A.base_properties.Copy() - list("transmissibility")
for(var/i = 0, i < max_severity / 2, i++)
A.base_properties[pick(properties_to_buff)]++
A.base_properties["stealth"] += max_severity // Stealth gets an additional bonus since most symptoms reduce it a fair bit.
var/spread_threhsold = 4
// Chance for it to be extra spready, scales quadratically with severity
if(prob((max_severity ** 2) * 3))
spread_threhsold = 5
if(prob((max_severity ** 2) * 1.5))
spread_threhsold = 6
// If we have extra spread include either cough or sneeze
if(spread_threhsold >= 5)
var/symptom_path = pick(/datum/symptom/cough, /datum/symptom/sneeze)
A.add_symptom_path(symptom_path)
// Generate payload. 2-3 symptoms that actually do something
A.symptoms += A.GenerateSymptomsBySeverity(max_severity - 1, max_severity, 1)
A.symptoms += A.GenerateSymptomsBySeverity(max_severity - 3, max_severity - 1, rand(1, 2))
var/symptom_list = transmissable_symptoms.Copy()
// Add symptoms that increase transmittability to fill the rest
while(length(A.symptoms) < VIRUS_SYMPTOM_LIMIT)
var/symptom_path = pick_n_take(symptom_list)
A.add_symptom_path(symptom_path)
// Add extra transmissibility through base properties as needed
A.base_properties["transmissibility"] = max(0, spread_threhsold - (A.totaltransmissibility() - length(A.symptoms)))
A.name = pick(GLOB.alphabet_uppercase) + num2text(rand(1,9)) + pick(GLOB.alphabet_uppercase) + num2text(rand(1,9)) + pick("v", "V", "-" + num2text(GLOB.game_year), "")
A.Refresh()
return A
/datum/event/disease_outbreak/proc/populate_diseases()
for(var/candidate in subtypesof(/datum/disease))
var/datum/disease/CD = new candidate
if(is_type_in_list(CD, disease_blacklist))
continue
switch(CD.severity)
if(VIRUS_NONTHREAT, VIRUS_MINOR)
diseases_minor += candidate
if(VIRUS_MEDIUM, VIRUS_HARMFUL, VIRUS_DANGEROUS, VIRUS_BIOHAZARD)
diseases_moderate_major += candidate
/datum/event/disease_outbreak/proc/populate_symptoms()
// Disease events shouldn't just resolve themselves
var/list/candidate_list = subtypesof(/datum/symptom) - /datum/symptom/heal/longevity
for(var/candidate in candidate_list)
var/datum/symptom/CS = candidate
if(initial(CS.transmissibility) > 0)
transmissable_symptoms += candidate