diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 09850e39632..d0c52d7f59f 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -35,7 +35,7 @@ var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit) var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N - var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) + var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) var/list/allowed = null //suit storage stuff. var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers. var/zoomdevicename = null //name used for message when binoculars/scope is used diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index d7a20b73d01..c006cd892db 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -12,6 +12,7 @@ siemens_coefficient = 0.9 var/gas_filter_strength = 1 //For gas mask filters var/list/filtered_gases = list("phoron", "sleeping_agent") + armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 75, rad = 0) /obj/item/clothing/mask/gas/filter_air(datum/gas_mixture/air) var/datum/gas_mixture/filtered = new @@ -32,7 +33,7 @@ desc = "A modernised version of the classic design, this mask will not only filter out phoron but it can also be connected to an air supply." icon_state = "plaguedoctor" item_state = "gas_mask" - armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0) + armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 90, rad = 0) body_parts_covered = HEAD|FACE /obj/item/clothing/mask/gas/swat diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm index 3f3094c794d..758baae8b9c 100644 --- a/code/modules/clothing/masks/miscellaneous.dm +++ b/code/modules/clothing/masks/miscellaneous.dm @@ -24,7 +24,7 @@ body_parts_covered = 0 gas_transfer_coefficient = 0.90 permeability_coefficient = 0.01 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 25, rad = 0) + armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0) /obj/item/clothing/mask/fakemoustache name = "fake moustache" diff --git a/code/modules/clothing/spacesuits/rig/rig.dm b/code/modules/clothing/spacesuits/rig/rig.dm index dd0d073cd24..b308fda2b40 100644 --- a/code/modules/clothing/spacesuits/rig/rig.dm +++ b/code/modules/clothing/spacesuits/rig/rig.dm @@ -138,7 +138,7 @@ piece.name = "[suit_type] [initial(piece.name)]" piece.desc = "It seems to be part of a [src.name]." piece.icon_state = "[initial(icon_state)]" - piece.armor = armor + piece.armor = armor.Copy() piece.min_cold_protection_temperature = min_cold_protection_temperature piece.max_heat_protection_temperature = max_heat_protection_temperature piece.siemens_coefficient = siemens_coefficient @@ -227,7 +227,7 @@ if(!failed_to_seal && M.back == src && piece == compare_piece) if(!instant) - if(!do_after(M,SEAL_DELAY)) + if(!do_after(M,SEAL_DELAY,needhand=0)) failed_to_seal = 1 piece.icon_state = "[initial(icon_state)][!seal_target ? "_sealed" : ""]" @@ -251,6 +251,13 @@ else helmet.flags &= ~AIRTIGHT helmet.update_light(wearer) + + //sealed pieces become airtight, protecting against diseases + if (!seal_target) + piece.armor["bio"] = 100 + else + piece.armor["bio"] = src.armor["bio"] + else failed_to_seal = 1 diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 34774530ca3..de42bb0bfcb 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -120,7 +120,7 @@ emp_act /mob/living/carbon/human/proc/getarmor_organ(var/datum/organ/external/def_zone, var/type) if(!type) return 0 var/protection = 0 - var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform) + var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) for(var/gear in protective_gear) if(gear && istype(gear ,/obj/item/clothing)) var/obj/item/clothing/C = gear diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 0f13a6dbfdb..ac0df6a64d4 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -407,11 +407,10 @@ loc.assume_air(breath) //spread some viruses while we are at it - if (virus2.len > 0) - if (prob(10) && get_infection_chance(src)) -// log_debug("[src] : Exhaling some viruses") - for(var/mob/living/carbon/M in view(1,src)) - src.spread_disease_to(M) + if (virus2.len > 0 && prob(10)) +// log_debug("[src] : Exhaling some viruses") + for(var/mob/living/carbon/M in view(1,src)) + src.spread_disease_to(M) proc/get_breath_from_internal(volume_needed) diff --git a/code/modules/virus2/helpers.dm b/code/modules/virus2/helpers.dm index 927078b062a..18c2db0f14c 100644 --- a/code/modules/virus2/helpers.dm +++ b/code/modules/virus2/helpers.dm @@ -1,49 +1,58 @@ -//Returns 1 if mob can be infected, 0 otherwise. Checks his clothing. -proc/get_infection_chance(var/mob/living/carbon/M, var/vector = "Airborne") - var/score = 0 +//Returns 1 if mob can be infected, 0 otherwise. +proc/infection_check(var/mob/living/carbon/M, var/vector = "Airborne") if (!istype(M)) return 0 - if(istype(M, /mob/living/carbon/human)) + var/protection = M.getarmor(null, "bio") //gets the full body bio armour value, weighted by body part coverage. + var/score = round(0.06*protection) //scales 100% protection to 6. - if (vector == "Airborne") - if(M.internal) //not breathing infected air helps greatly - score = 30 - if(M.wear_mask) - score += 5 - if(istype(M:wear_mask, /obj/item/clothing/mask/surgical) && !M.internal) - score += 10 - if(istype(M:wear_suit, /obj/item/clothing/suit/space) && istype(M:head, /obj/item/clothing/head/helmet/space)) - score += 20 - if(istype(M:wear_suit, /obj/item/clothing/suit/bio_suit) && istype(M:head, /obj/item/clothing/head/bio_hood)) - score += 30 + switch(vector) + if("Airborne") + if(M.internal) + score = 6 //not breathing infected air helps greatly + var/obj/item/I = M.wear_mask + + //masks provide a small bonus and can replace overall bio protection + score = max(score, round(0.06*I.armor["bio"])) + if (istype(I, /obj/item/clothing/mask)) + score += 1 //this should be added after + + if("Contact") + if(istype(M, /mob/living/carbon/human)) + var/mob/living/carbon/human/H = M + + //gloves provide a larger bonus + if (istype(H.gloves, /obj/item/clothing/gloves)) + score += 2 - - if (vector == "Contact") - if(M:gloves) score += 15 - if(istype(M:wear_suit, /obj/item/clothing/suit/space) && istype(M:head, /obj/item/clothing/head/helmet/space)) - score += 15 - if(istype(M:wear_suit, /obj/item/clothing/suit/bio_suit) && istype(M:head, /obj/item/clothing/head/bio_hood)) - score += 15 - - -// log_debug("[M]'s resistance to [vector] viruses: [score]") - - if(score >= 30) + if(score >= 6) return 0 - else if(score == 25 && prob(99)) + else if(score >= 5 && prob(99)) return 0 - else if(score == 20 && prob(95)) + else if(score >= 4 && prob(95)) return 0 - else if(score == 15 && prob(75)) + else if(score >= 3 && prob(75)) return 0 - else if(score == 10 && prob(55)) + else if(score >= 2 && prob(55)) return 0 - else if(score == 5 && prob(35)) + else if(score >= 1 && prob(35)) return 0 -// log_debug("Infection got through") return 1 +//Similar to infection check, but used for when M is spreading the virus. +/proc/infection_spreading_check(var/mob/living/carbon/M, var/vector = "Airborne") + if (!istype(M)) + return 0 + + var/protection = M.getarmor(null, "bio") //gets the full body bio armour value, weighted by body part coverage. + + if (vector == "Airborne") + var/obj/item/I = M.wear_mask + if (istype(I)) + protection = max(protection, round(0.06*I.armor["bio"])) + + return prob(protection) + //Checks if table-passing table can reach target (5 tile radius) proc/airborne_can_reach(turf/source, turf/target) var/obj/dummy = new(source) @@ -84,17 +93,14 @@ proc/airborne_can_reach(turf/source, turf/target) // log_debug("Infecting [M]") - if(prob(disease.infectionchance) || forced) - // certain clothes can prevent an infection - if(!forced && !get_infection_chance(M, disease.spreadtype)) - return - + if(forced || (infection_check(M, disease.spreadtype) && prob(disease.infectionchance))) var/datum/disease2/disease/D = disease.getcopy() D.minormutate() // log_debug("Adding virus") M.virus2["[D.uniqueID]"] = D M.hud_updateflag |= 1 << STATUS_HUD + //Infects mob M with disease D /proc/infect_mob(var/mob/living/carbon/M, var/datum/disease2/disease/D) infect_virus2(M,D,1) @@ -126,12 +132,15 @@ proc/airborne_can_reach(turf/source, turf/target) // log_debug("Attempting virus [ID]") var/datum/disease2/disease/V = virus2[ID] if(V.spreadtype != vector) continue + + //It's hard to get other people sick if you're in an airtight suit. + if(!infection_spreading_check(src, V.spreadtype)) continue if (vector == "Airborne") if(airborne_can_reach(get_turf(src), get_turf(victim))) // log_debug("In range, infecting") infect_virus2(victim,V) - else +// else // log_debug("Could not reach target") if (vector == "Contact") @@ -148,7 +157,7 @@ proc/airborne_can_reach(turf/source, turf/target) var/mob/living/carbon/human/H = victim var/datum/organ/external/select_area = H.get_organ(src.zone_sel.selecting) var/list/clothes = list(H.head, H.wear_mask, H.wear_suit, H.w_uniform, H.gloves, H.shoes) - for(var/obj/item/clothing/C in clothes ) + for(var/obj/item/clothing/C in clothes) if(C && istype(C)) if(C.body_parts_covered & select_area.body_part) nudity = 0 @@ -156,4 +165,5 @@ proc/airborne_can_reach(turf/source, turf/target) for (var/ID in victim.virus2) var/datum/disease2/disease/V = victim.virus2[ID] if(V && V.spreadtype != vector) continue + if(!infection_spreading_check(victim, V.spreadtype)) continue infect_virus2(src,V)