mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 18:51:53 +00:00
166 lines
4.6 KiB
Plaintext
166 lines
4.6 KiB
Plaintext
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/mob/proc/HasDisease(datum/disease/D)
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for(var/thing in viruses)
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var/datum/disease/DD = thing
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if(D.IsSame(DD))
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return 1
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return 0
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/mob/proc/CanContractDisease(datum/disease/D)
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if(stat == 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) && count_by_type(viruses, /datum/disease/advance) > 0)
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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/proc/ContractDisease(datum/disease/D)
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if(!CanContractDisease(D))
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return 0
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AddDisease(D)
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/mob/proc/AddDisease(datum/disease/D, respect_carrier = FALSE)
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var/datum/disease/DD = new D.type(1, D, 0)
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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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//Copy properties over. This is so edited diseases persist.
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var/list/skipped = list("affected_mob","holder","carrier","stage","type","parent_type","vars","transformed")
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if(respect_carrier)
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skipped -= "carrier"
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for(var/V in DD.vars)
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if(V in skipped)
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continue
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if(istype(DD.vars[V],/list))
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var/list/L = D.vars[V]
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DD.vars[V] = L.Copy()
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else
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DD.vars[V] = D.vars[V]
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create_log(MISC_LOG, "has contacted the virus \"[DD]\"")
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DD.affected_mob.med_hud_set_status()
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/mob/living/carbon/ContractDisease(datum/disease/D)
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if(!CanContractDisease(D))
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return 0
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var/obj/item/clothing/Cl = null
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var/passed = 1
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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 & 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 & 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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if(prob(15/D.permeability_mod))
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return
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if(satiety > 0 && prob(satiety/10)) // positive satiety makes it harder to contract the disease.
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return
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var/target_zone = pick(head_ch;1,body_ch;2,hands_ch;3,feet_ch;4)
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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switch(target_zone)
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if(1)
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if(isobj(H.head) && !istype(H.head, /obj/item/paper))
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Cl = H.head
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(passed && isobj(H.wear_mask))
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Cl = H.wear_mask
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(2)
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if(isobj(H.wear_suit))
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Cl = H.wear_suit
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(passed && isobj(slot_w_uniform))
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Cl = slot_w_uniform
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(3)
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if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS)
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Cl = H.wear_suit
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(passed && isobj(H.gloves))
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Cl = H.gloves
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(4)
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if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET)
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Cl = H.wear_suit
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(passed && isobj(H.shoes))
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Cl = H.shoes
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(!passed && (D.spread_flags & AIRBORNE) && !internal)
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passed = (prob((50*D.permeability_mod) - 1))
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if(passed)
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AddDisease(D)
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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 never overidden clothes checks
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/mob/proc/ForceContractDisease(datum/disease/D, respect_carrier, notify_ghosts = FALSE)
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if(!CanContractDisease(D))
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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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AddDisease(D, respect_carrier)
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return TRUE
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/mob/living/carbon/human/CanContractDisease(datum/disease/D)
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if(HAS_TRAIT(src, TRAIT_VIRUSIMMUNE) && !D.bypasses_immunity)
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return FALSE
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for(var/thing in D.required_organs)
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if(!((locate(thing) in bodyparts) || (locate(thing) in internal_organs)))
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return FALSE
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return ..()
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/mob/living/carbon/human/monkey/CanContractDisease(datum/disease/D)
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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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