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