Files
Paradise/code/datums/diseases/_MobProcs.dm
Migratingcocofruit 7d634cc0ab Virus Resistance Nerf (#30256)
* Rebalance traits and nerf virus base resistance

* Fixes an oversight that can make sneezes spread blood spread diseases
2025-09-04 06:52:08 +00:00

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