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.
56 lines
1.6 KiB
Plaintext
56 lines
1.6 KiB
Plaintext
/datum/disease/flu
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name = "The Flu"
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max_stages = 3
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spread_text = "Airborne"
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cure_text = "Spaceacillin"
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cures = list(/datum/reagent/medicine/spaceacillin)
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cure_chance = 10
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agent = "H13N1 flu virion"
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viable_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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permeability_mod = 0.75
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desc = "If left untreated the subject will feel quite unwell."
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severity = DISEASE_SEVERITY_MINOR
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/datum/disease/flu/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(20))
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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stage--
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return
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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 muscles ache.</span>")
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if(prob(20))
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affected_mob.take_bodypart_damage(1, updating_health = FALSE)
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if(prob(1))
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to_chat(affected_mob, "<span class='danger'>Your stomach hurts.</span>")
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if(prob(20))
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affected_mob.adjustToxLoss(1, FALSE)
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if(3)
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if(affected_mob.body_position == LYING_DOWN && prob(15))
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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stage--
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return
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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 muscles ache.</span>")
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if(prob(20))
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affected_mob.take_bodypart_damage(1, updating_health = FALSE)
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if(prob(1))
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to_chat(affected_mob, "<span class='danger'>Your stomach hurts.</span>")
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if(prob(20))
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affected_mob.adjustToxLoss(1, FALSE)
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