From 7590bbac99a077ebdb713cb8e7d1c221d61a7602 Mon Sep 17 00:00:00 2001 From: unknown Date: Mon, 19 Jan 2015 23:38:22 -0500 Subject: [PATCH] Infection chance proc improvements Instead of magic type bits, the infection protection value of clothing is mostly based on it's bio armor value, which is much more flexible. Also gloves and shoes to contribute to protection values, and adjusts surgical mask bio protection. Hardsuits gain voidsuit level bio protection, when sealed. Wearing a face mask helps prevent others from catching airborne diseases. Also fixes #7909 --- code/game/objects/items.dm | 2 +- code/modules/clothing/masks/gasmask.dm | 3 +- code/modules/clothing/masks/miscellaneous.dm | 2 +- code/modules/clothing/spacesuits/rig/rig.dm | 11 ++- .../mob/living/carbon/human/human_defense.dm | 2 +- code/modules/mob/living/carbon/human/life.dm | 9 +- code/modules/virus2/helpers.dm | 90 ++++++++++--------- 7 files changed, 68 insertions(+), 51 deletions(-) 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)