af65c90125
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs. For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down. There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them. The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL Fixes AIs being able to strip nearby people. They've lost their hands usage.
58 lines
1.9 KiB
Plaintext
58 lines
1.9 KiB
Plaintext
/datum/disease/cold
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name = "The Cold"
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max_stages = 3
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cure_text = "Rest & Spaceacillin"
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cures = list(/datum/reagent/medicine/spaceacillin)
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agent = "XY-rhinovirus"
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viable_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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permeability_mod = 0.5
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desc = "If left untreated the subject will contract the flu."
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severity = DISEASE_SEVERITY_NONTHREAT
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/datum/disease/cold/stage_act()
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. = ..()
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if(!.)
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return
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switch(stage)
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if(2)
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if(affected_mob.body_position == LYING_DOWN && prob(40)) //changed FROM prob(10) until sleeping is fixed
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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cure()
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return FALSE
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if(prob(0.05))
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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cure()
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return FALSE
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if(prob(1))
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affected_mob.emote("sneeze")
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if(prob(1))
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affected_mob.emote("cough")
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if(prob(1))
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to_chat(affected_mob, "<span class='danger'>Your throat feels sore.</span>")
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if(prob(1))
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to_chat(affected_mob, "<span class='danger'>Mucous runs down the back of your throat.</span>")
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if(3)
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if(affected_mob.body_position == LYING_DOWN && prob(25)) //changed FROM prob(5) until sleeping is fixed
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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cure()
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return FALSE
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if(prob(0.01))
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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cure()
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return FALSE
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if(prob(1))
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affected_mob.emote("sneeze")
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if(prob(1))
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affected_mob.emote("cough")
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if(prob(1))
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to_chat(affected_mob, "<span class='danger'>Your throat feels sore.</span>")
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if(prob(1))
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to_chat(affected_mob, "<span class='danger'>Mucous runs down the back of your throat.</span>")
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if(prob(0.5) && !LAZYFIND(affected_mob.disease_resistances, /datum/disease/flu))
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var/datum/disease/Flu = new /datum/disease/flu()
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affected_mob.ForceContractDisease(Flu, FALSE, TRUE)
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cure()
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return FALSE
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