Files
Paradise/code/datums/diseases/zombie_virus.dm
T
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

191 lines
6.9 KiB
Plaintext

/datum/disease/zombie
name = "Necrotizing Plague"
medical_name = "Advanced Resurrection Syndrome"
desc = "This virus infects humanoids and drives them insane with a hunger for flesh, along with possessing regenerative abilities."
max_stages = 7
spread_text = "Blood and Saliva"
spread_flags = SPREAD_BLOOD
cure_text = "Anti-plague viral solutions"
cures = list()
agent = ""
viable_mobtypes = list(/mob/living/carbon/human)
severity = VIRUS_BIOHAZARD
allow_dead = TRUE
disease_flags = VIRUS_CAN_CARRY
virus_heal_resistant = TRUE
stage_prob = 100 // It isn't actually 100%, but is instead based on a timer
cure_chance = 80
/// How far this particular virus is in being cured (0-4)
var/cure_stage = 0
/// Cooldown until the virus can advance to the next stage
COOLDOWN_DECLARE(stage_timer)
/// What disease are we passing along to datum/antagonist/zombie
var/plague_disease
/// Activate the immediate zombie rot loop
var/instant_zombie
/datum/disease/zombie/New(chosen_plague, plague_zomb)
if(plague_zomb)
plague_disease = chosen_plague
instant_zombie = TRUE
/datum/disease/zombie/stage_act()
if(stage == 8)
// adminbus for immediate zombie
var/mob/living/carbon/human/H = affected_mob
if(!istype(H))
return FALSE
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(!(limb.status & ORGAN_DEAD) && !limb.is_robotic())
limb.necrotize(TRUE, TRUE)
if(!HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
ADD_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
if(!..())
return FALSE
if(HAS_TRAIT(affected_mob, TRAIT_I_WANT_BRAINS) || affected_mob.mind?.has_antag_datum(/datum/antagonist/zombie))
SSticker.mode.zombie_infected -= affected_mob
if(affected_mob.reagents.has_reagent("zombiecure4"))
return
handle_rot()
stage = 7
return FALSE
SSticker.mode.zombie_infected |= affected_mob
switch(stage)
if(1) // cured by lvl 1 cure
if(prob(4))
to_chat(affected_mob, "<span class='warning'>[pick("Your scalp itches.", "Your skin feels flakey.")]</span>")
else if(prob(5))
to_chat(affected_mob, "<span class='warning'>Your [pick("back", "arm", "leg", "elbow", "head")] itches.</span>")
if(2)
if(prob(2))
to_chat(affected_mob, "<span class='danger'>Mucous runs down the back of your throat.</span>")
else if(prob(5))
to_chat(affected_mob, "<span class='warning'>[pick("You feel hungry.", "You crave for something to eat.")]</span>")
if(3) // cured by lvl 2 cure
if(prob(2))
affected_mob.emote("sneeze")
else if(prob(2))
affected_mob.emote("cough")
else if(prob(5))
to_chat(affected_mob, "<span class='warning'><i>[pick("So hungry...", "You'd kill someone for a bite of food...", "Hunger cramps seize you...")]</i></span>")
if(prob(5))
affected_mob.adjustToxLoss(1)
if(4) // shows up on medhuds
if(prob(2))
affected_mob.emote("stare")
else if(prob(2))
affected_mob.emote("drool")
else if(prob(5))
to_chat(affected_mob, "<span class='danger'>You feel a cold sweat form.</span>")
if(prob(25))
affected_mob.adjustToxLoss(1)
if(5, 6) // 5 is cured by lvl 3 cure. 6+ needs lvl 4 cure
var/turf/T = get_turf(affected_mob)
if(T.get_lumcount() >= 0.5)
if(prob(5))
to_chat(affected_mob, "<span class='danger'>Those lights seem bright. It stings.</span>")
if(prob(25))
affected_mob.adjustFireLoss(2)
if(prob(2))
affected_mob.emote("drool")
if(stage == 6 && !affected_mob.reagents.has_reagent("zombiecure3")) // cure 3 can delay it, but not cure it
if(prob(10))
to_chat(affected_mob, "<span class='danger zombie'>You feel your flesh rotting.</span>")
if(prob(10) || affected_mob.stat != DEAD)
handle_rot()
if(7)
if(!handle_rot())
stage = 6
return
/datum/disease/zombie/handle_stage_advance(has_cure = FALSE)
if(!stage_timer)
COOLDOWN_START(src, stage_timer, 1 MINUTES) // for the first infection
if(affected_mob.stat != DEAD || !prob(30)) // when the body is dead, it always has a 30% chance to advance regardless
if(!COOLDOWN_FINISHED(src, stage_timer))
return
COOLDOWN_START(src, stage_timer, 1 MINUTES)
..()
/datum/disease/zombie/proc/handle_rot()
var/mob/living/carbon/human/H = affected_mob
if(!istype(H))
return FALSE
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(!(limb.status & ORGAN_DEAD) && !limb.vital && !limb.is_robotic())
limb.necrotize()
if(!HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
ADD_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
return FALSE
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(!(limb.status & ORGAN_DEAD) && !limb.is_robotic())
limb.necrotize(FALSE, TRUE)
if(!HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
ADD_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
return FALSE
if(!HAS_TRAIT(affected_mob, TRAIT_I_WANT_BRAINS))
affected_mob.AddComponent(/datum/component/zombie_regen)
ADD_TRAIT(affected_mob, TRAIT_I_WANT_BRAINS, ZOMBIE_TRAIT)
affected_mob.med_hud_set_health()
affected_mob.med_hud_set_status()
affected_mob.update_hands_hud()
H.update_body()
if(affected_mob.mind && !affected_mob.mind.has_antag_datum(/datum/antagonist/zombie))
if(HAS_TRAIT(affected_mob, TRAIT_PLAGUE_ZOMBIE))
var/datum/antagonist/zombie/plague = new /datum/antagonist/zombie(plague_disease)
plague.silent = TRUE //to prevent the second box from appearing
plague.wiki_page_name = null
affected_mob.mind.add_antag_datum(plague)
else
affected_mob.mind.add_antag_datum(/datum/antagonist/zombie)
return TRUE
/datum/disease/zombie/handle_cure_testing(has_cure = FALSE)
if(has_cure && prob(cure_chance))
stage = max(stage - 1, 0)
if(stage <= 0 && has_cure)
cure()
return FALSE
return TRUE
/datum/disease/zombie/proc/update_cure_stage()
for(var/datum/reagent/zombie_cure/reag in affected_mob.reagents?.reagent_list)
cure_stage = max(cure_stage, reag.cure_level)
if(cure_stage)
var/stages = list("Stabilized", "Weakened", "Faltering", "Suppressed")
name = "[stages[cure_stage]] [initial(name)]"
/datum/disease/zombie/has_cure()
update_cure_stage()
var/required_reagent = (stage + 1) / 2 // stage 1 can be cured by cure 1, stage 3 with 2, stage 5 with 3, stage 7 with 4
return cure_stage >= required_reagent
/datum/disease/zombie/cure()
affected_mob.mind?.remove_antag_datum(/datum/antagonist/zombie)
REMOVE_TRAIT(affected_mob, TRAIT_I_WANT_BRAINS, ZOMBIE_TRAIT)
var/mob/living/carbon/human/H = affected_mob
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
REMOVE_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
affected_mob.DeleteComponent(/datum/component/zombie_regen)
affected_mob.med_hud_set_health()
affected_mob.med_hud_set_status()
return ..()
/datum/disease/zombie/wizard
spread_flags = SPREAD_NON_CONTAGIOUS
bypasses_immunity = TRUE
spread_text = "Non Contagious"
cure_text = "Anti-magic"
// this should not be curable. Prevents things like rez wands from un-zombifying your zombs.
/datum/disease/zombie/wizard/cure()
return