The bleed update (#14814)
* Removed arbitrary modifier scaling. The bleed amount is now 1-1 in units. * Added some comments to explain the blood and bleed code * added some comments * added some comments * profusely bleeding message scales with max bleed rate * Added some comments * Added some comments (tm) * Halved the speed bleed rate heals. * Changed the wording of a comment to make the function of the values more clear * Changed bleed rate values, made heat heal more bleed rate * doubled crit chance, since damage types were reduced * Made iron restore more blood, 2->4u per 1u * Starting to add the blood pack * add bloodlevel to healingcomponent * Created code support in the healing system for restoring blood * first test of blood pack prototype * More pack testing, and defining the yml stack * yml syntax fix * adds bloodpack tag * Successfully added the item, but the effect and deletion after using the item is not working yet. * the blood regen worksgit add -A! * blood pack is entirely functioning * Removed bleed rate healing from brute pack * Comment correction * I tried * Removed bleed stats from corrupted corgi, they inherit same stats from basemob * Removed bleed stats from xeno, they inherit same stats from a base mob * Removed bleed stats from diona, they inherit same stats from a base mob * Removed bleed stats from slimes, they inherit same stats from a base mob * All mobs now heal bloodloss damage at a rate of 1 instead of 0.25 when healthy * The cautery now closes bleed wounds * Nerf blood pack bleed rate heal * Added 2 blood packs to medicine locker * Added 2 blood packs to wall medicine locker * Minor YML fix to chemistry locker, no changes in game * Added tag to medical belt for blood pack, added 2 blood packs to medical belt * Added 1 gauze to medical belt * 5 blood packs addded to nanomed plus * nanomed inventory change * 2 blood packs added to medical supplies crate from cargo * Moved 1 gauze from med kit to advanced med kit * Moved 1 tricord pill from advanced med kit to basic med kit * added 2 ointment to burn kit * Moved ina syringe from burn treatment to oxygen kit * Removed one gauze from brute kit * Added one bloodpack to brute med kit * Moved tranex acid syringe from advanced first aid to brute kit * Poison medipen moved from advanced first aid kit to toxin kit * Removed health analyzer from advanced first aid kit * removed one brute pack from advanced aid kit * added one ointment to advanced aid kit * Added one blood pack to advanced aid kit * Added 2 blood packs to combat med kit * Starting with adding the license for the tg sprite * Adds the blood pack sprite and meta.json code * I forgor to actually code the sprite in * Advanced med kit missing one blood pack * Replaced tricord pill with emergency medipen in cobat kit * Removed emergency pen from combat kit, there's no space for it * Revert "I tried" This reverts commit 94c2e28df3200993d3f09b72ecabc838ea5ae5c0. * Trying to fix yml test fail * Try again * attempt number 3 * Restock crate price was too low * fixing merge conflict without making a HUGE mess this time * ??? * again * again * Can I add the newline now maybe??? * Revert "Can I add the newline now maybe???" This reverts commit 22d26706a65a24633f7da1dea6315012e2d3ac6f. * Adds the doafter fix code from Keron to the blood level healing * minor typo fix * Feedback from Emisse and sloth; Removed chance based feedback on cauterizing * comment fix
This commit is contained in:
@@ -35,7 +35,7 @@ namespace Content.Server.Body.Components
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/// How much should bleeding should be reduced every update interval?
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/// </summary>
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[DataField("bleedReductionAmount")]
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public float BleedReductionAmount = 1.0f;
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public float BleedReductionAmount = 0.5f;
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/// <summary>
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/// How high can <see cref="BleedAmount"/> go?
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@@ -101,7 +101,9 @@ public sealed class BloodstreamSystem : EntitySystem
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// as well as stop their bleeding to a certain extent.
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if (bloodstream.BleedAmount > 0)
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{
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TryModifyBloodLevel(uid, (-bloodstream.BleedAmount) / 20, bloodstream);
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// Blood is removed from the bloodstream at a 1-1 rate with the bleed amount
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TryModifyBloodLevel(uid, (-bloodstream.BleedAmount), bloodstream);
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// Bleed rate is reduced by the bleed reduction amount in the bloodstream component.
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TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream);
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}
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@@ -160,19 +162,26 @@ public sealed class BloodstreamSystem : EntitySystem
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if (bloodloss.Empty)
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return;
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// Does the calculation of how much bleed rate should be added/removed, then applies it
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var oldBleedAmount = component.BleedAmount;
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var total = bloodloss.Total;
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var totalFloat = total.Float();
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TryModifyBleedAmount(uid, totalFloat, component);
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var prob = Math.Clamp(totalFloat / 50, 0, 1);
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var healPopupProb = Math.Clamp(Math.Abs(totalFloat) / 25, 0, 1);
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/// <summary>
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/// Critical hit. Causes target to lose blood, using the bleed rate modifier of the weapon, currently divided by 5
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/// The crit chance is currently the bleed rate modifier divided by 25.
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/// Higher damage weapons have a higher chance to crit!
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/// </summary>
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var prob = Math.Clamp(totalFloat / 25, 0, 1);
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if (totalFloat > 0 && _robustRandom.Prob(prob))
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{
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TryModifyBloodLevel(uid, (-total) / 5, component);
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_audio.PlayPvs(component.InstantBloodSound, uid);
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}
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else if (totalFloat < 0 && oldBleedAmount > 0 && _robustRandom.Prob(healPopupProb))
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// Heat damage will cauterize, causing the bleed rate to be reduced.
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else if (totalFloat < 0 && oldBleedAmount > 0)
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{
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// Magically, this damage has healed some bleeding, likely
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// because it's burn damage that cauterized their wounds.
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@@ -183,20 +192,25 @@ public sealed class BloodstreamSystem : EntitySystem
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uid, PopupType.Medium);
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}
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}
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/// <summary>
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/// Shows text on health examine, based on bleed rate and blood level.
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/// </summary>
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private void OnHealthBeingExamined(EntityUid uid, BloodstreamComponent component, HealthBeingExaminedEvent args)
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{
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if (component.BleedAmount > 10)
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// Shows profusely bleeding at half the max bleed rate.
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if (component.BleedAmount > component.MaxBleedAmount / 2)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", Identity.Entity(uid, EntityManager))));
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}
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// Shows bleeding message when bleeding, but less than profusely.
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else if (component.BleedAmount > 0)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", Identity.Entity(uid, EntityManager))));
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}
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// If the mob's blood level is below the damage threshhold, the pale message is added.
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if (GetBloodLevelPercentage(uid, component) < component.BloodlossThreshold)
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{
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args.Message.PushNewline();
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@@ -24,6 +24,13 @@ namespace Content.Server.Medical.Components
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[ViewVariables(VVAccess.ReadWrite)]
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public float BloodlossModifier = 0.0f;
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/// <summary>
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/// Restore missing blood.
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/// </summary>
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[DataField("ModifyBloodLevel")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ModifyBloodLevel = 0.0f;
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/// <remarks>
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/// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. For a
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/// HealingComponent this filters what damage container type this component should work on. If null,
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@@ -54,6 +54,10 @@ public sealed class HealingSystem : EntitySystem
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if (healing.BloodlossModifier != 0)
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_bloodstreamSystem.TryModifyBleedAmount(uid, healing.BloodlossModifier);
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// Restores missing blood
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if (healing.ModifyBloodLevel != 0)
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_bloodstreamSystem.TryModifyBloodLevel(uid, healing.ModifyBloodLevel);
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var healed = _damageable.TryChangeDamage(uid, healing.Damage, true, origin: args.Args.User);
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if (healed == null && healing.BloodlossModifier != 0)
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@@ -72,7 +72,7 @@
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sprite: Objects/Specific/Service/vending_machine_restock.rsi
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state: base
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product: CrateVendingMachineRestockMedicalFilled
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cost: 1500
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cost: 1750
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category: Medical
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group: market
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@@ -17,6 +17,8 @@
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amount: 2
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- id: Gauze
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amount: 2
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- id: Bloodpack
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amount: 2
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- id: BoxLatexGloves
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amount: 1
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- id: BoxSterileMask
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@@ -59,9 +59,13 @@
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- type: StorageFill
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contents:
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- id: Brutepack
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amount: 3
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amount: 2
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- id: Ointment
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amount: 3
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amount: 2
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- id: Bloodpack
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amount: 2
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- id: Gauze
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amount: 1
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- id: EmergencyMedipen #You never know what people are going to latejoin into
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- type: entity
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@@ -10,10 +10,10 @@
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amount: 1
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- id: Brutepack
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amount: 2
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- id: Gauze
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amount: 1
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- id: Ointment
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amount: 2
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- id: PillTricordrazine
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amount: 3
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# see https://github.com/tgstation/blob/master/code/game/objects/items/storage/firstaid.dm for example contents
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- type: entity
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@@ -24,11 +24,9 @@
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- type: StorageFill
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contents:
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- id: Ointment
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amount: 2
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amount: 4
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- id: PillKelotane
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amount: 3
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- id: SyringeInaprovaline
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amount: 1
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- type: entity
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id: MedkitBruteFilled
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@@ -42,7 +40,11 @@
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- id: PillIron
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amount: 2
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- id: Gauze
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amount: 2
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amount: 1
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- id: Bloodpack
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amount: 1
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- id: SyringeTranexamicAcid
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amount: 1
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- type: entity
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id: MedkitToxinFilled
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@@ -57,6 +59,8 @@
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amount: 1
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- id: PillDylovene
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amount: 3
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- id: AntiPoisonMedipen
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amount: 1
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- type: entity
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id: MedkitOxygenFilled
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@@ -70,7 +74,7 @@
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- id: PillDexalin
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amount: 3
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- id: SyringeInaprovaline
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amount: 1
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amount: 2
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- type: entity
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id: MedkitRadiationFilled
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@@ -93,16 +97,14 @@
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components:
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- type: StorageFill
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contents:
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- id: HandheldHealthAnalyzer
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amount: 1
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- id: Brutepack
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amount: 3 # TO DO: Advanced fills
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- id: SyringeTranexamicAcid
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amount: 2 # TO DO: Advanced fills
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- id: Gauze
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amount: 1
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- id: PillTricordrazine
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amount: 1
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- id: AntiPoisonMedipen
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- id: Ointment
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amount: 1
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- id: Bloodpack
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amount: 2
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- type: entity
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id: MedkitCombatFilled
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@@ -117,10 +119,10 @@
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amount: 1 # TO DO: More combat meds
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- id: SyringeTranexamicAcid
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amount: 1
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- id: PillTricordrazine
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amount: 1
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- id: AntiPoisonMedipen
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amount: 1
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- id: Bloodpack
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amount: 2
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- type: entity
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id: StimkitFilled
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@@ -15,6 +15,8 @@
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amount: 2
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- id: Ointment
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amount: 2
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- id: Bloodpack
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amount: 2
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- type: entity
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id: LockerWallMedicalFilled
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@@ -34,6 +36,8 @@
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amount: 2
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- id: Ointment
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amount: 2
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- id: Bloodpack
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amount: 2
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- type: entity
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@@ -85,7 +89,10 @@
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- type: StorageFill
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contents:
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- id: BoxSyringe
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amount: 1
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- id: BoxBeaker
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amount: 1
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- id: BoxPillCanister
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amount: 1
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- id: BoxBottle
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- id: BoxBottle
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amount: 2
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@@ -4,5 +4,6 @@
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HandheldHealthAnalyzer: 3
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Brutepack: 5
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Ointment: 5
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Bloodpack: 5
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EpinephrineChemistryBottle: 3
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Syringe: 5
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@@ -1,7 +1,8 @@
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- type: vendingMachineInventory
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id: NanoMedInventory
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startingInventory:
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Brutepack: 5
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Ointment: 5
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Brutepack: 3
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Ointment: 3
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Bloodpack: 3
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EpinephrineChemistryBottle: 3
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Syringe: 5
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Syringe: 3
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@@ -147,16 +147,16 @@
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Blunt: 5
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# Represents which damage types should be modified
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# in relation to how they cause bloodloss damage.
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# in relation to how they cause bleed rate.
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- type: damageModifierSet
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id: BloodlossHuman
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coefficients:
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Blunt: 0.8
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Slash: 2.5
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Piercing: 2.0
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Blunt: 0.08
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Slash: 0.25
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Piercing: 0.2
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Shock: 0.0
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Cold: 0.0
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Heat: -0.25 # heat damage cauterizes wounds!
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Heat: -1 # heat damage cauterizes wounds, but will still hurt obviously.
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Poison: 0.0
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Radiation: 0.0
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Asphyxiation: 0.0
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@@ -237,6 +237,7 @@
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- Bottle
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- Spray
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- Brutepack
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- Bloodpack
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- Gauze
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- Ointment
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- CigPack
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@@ -1647,14 +1647,6 @@
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gender: epicene
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- type: Bloodstream
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bloodReagent: DemonsBlood
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bloodlossDamage:
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types:
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Bloodloss:
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1
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
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- type: Damageable
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damageContainer: Biological
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damageModifierSet: Infernal
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@@ -19,7 +19,7 @@
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
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-1
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- type: InteractionOutline
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- type: Fixtures
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fixtures:
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@@ -67,7 +67,7 @@
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
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-1
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- type: Damageable
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damageContainer: Biological
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- type: RadiationReceiver
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@@ -65,14 +65,6 @@
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excess: 200
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- type: Bloodstream
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bloodReagent: FluorosulfuricAcid
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bloodlossDamage:
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types:
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Bloodloss:
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1
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
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- type: MeleeWeapon
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hidden: true
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angle: 0
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@@ -26,7 +26,7 @@
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
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-1
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- type: InteractionOutline
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- type: Fixtures
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fixtures:
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@@ -65,7 +65,7 @@
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
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-1
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- type: Stamina
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- type: StatusEffects
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allowed:
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@@ -26,14 +26,6 @@
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amount: 5
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- type: Bloodstream
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bloodReagent: Water
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bloodlossDamage:
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types:
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Bloodloss:
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1
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
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- type: Fixtures
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fixtures:
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- shape:
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@@ -21,14 +21,6 @@
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damageModifierSet: Slime
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- type: Bloodstream
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bloodReagent: Slime # TODO Color slime blood based on their slime color or smth
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bloodlossDamage:
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types:
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Bloodloss:
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1
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bloodlossHealDamage:
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types:
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Bloodloss:
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-0.25
|
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- type: Barotrauma
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damage:
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types:
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||||
|
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@@ -59,7 +59,6 @@
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damage:
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groups:
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Brute: -15 # 5 for each type in the group
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bloodlossModifier: -3 # a little bit of bloodloss healing.
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healingBeginSound:
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path: "/Audio/Items/Medical/brutepack_begin.ogg"
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healingEndSound:
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@@ -70,6 +69,33 @@
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- type: StackPrice
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price: 10
|
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|
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- type: entity
|
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name: blood pack
|
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description: Contains a groundbreaking universal blood replacement created by Nanotrasen's advanced medical science.
|
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parent: BaseHealingItem
|
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id: Bloodpack
|
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components:
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- type: Tag
|
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tags:
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- Bloodpack
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- type: Sprite
|
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state: bloodpack
|
||||
- type: Healing
|
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damageContainer: Biological
|
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damage:
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types:
|
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bloodloss: -0.5 #for whatever godforsaken reason I cannot touch blood level without healing one of these, so fuck it, bleed rate healing
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ModifyBloodLevel: 10
|
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healingBeginSound:
|
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path: "/Audio/Items/Medical/brutepack_begin.ogg"
|
||||
healingEndSound:
|
||||
path: "/Audio/Items/Medical/brutepack_end.ogg"
|
||||
- type: Stack
|
||||
stackType: Bloodpack
|
||||
count: 10
|
||||
- type: StackPrice
|
||||
price: 10
|
||||
|
||||
- type: entity
|
||||
name: roll of gauze
|
||||
description: Some sterile gauze to wrap around bloody stumps.
|
||||
|
||||
@@ -24,6 +24,12 @@
|
||||
- type: Item
|
||||
sprite: Objects/Specific/Medical/Surgery/cautery.rsi
|
||||
- type: ItemCooldown
|
||||
- type: MeleeWeapon
|
||||
damage:
|
||||
types:
|
||||
Heat: 5
|
||||
soundHit:
|
||||
path: /Audio/Effects/lightburn.ogg
|
||||
|
||||
# Drill
|
||||
|
||||
|
||||
@@ -118,7 +118,7 @@
|
||||
Medicine:
|
||||
effects:
|
||||
- !type:ModifyBloodLevel
|
||||
amount: 2
|
||||
amount: 4
|
||||
|
||||
- type: reagent
|
||||
id: Lithium
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
- type: stack
|
||||
- type: stack
|
||||
id: Ointment
|
||||
name: ointment
|
||||
icon: { sprite: "/Textures/Objects/Specific/Medical/medical.rsi", state: ointment }
|
||||
@@ -25,3 +25,10 @@
|
||||
icon: { sprite: "/Textures/Objects/Specific/Medical/medical.rsi", state: gauze }
|
||||
spawn: Brutepack
|
||||
maxCount: 10
|
||||
|
||||
- type: stack
|
||||
id: Bloodpack
|
||||
name: bloodpack
|
||||
icon: { sprite: "/Textures/Objects/Specific/Medical/medical.rsi", state: bloodpack }
|
||||
spawn: Bloodpack
|
||||
maxCount: 10
|
||||
|
||||
@@ -22,6 +22,9 @@
|
||||
- type: Tag
|
||||
id: BikeHorn
|
||||
|
||||
- type: Tag
|
||||
id: Bloodpack
|
||||
|
||||
- type: Tag
|
||||
id: BodyBag
|
||||
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 407 B |
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"version": 1,
|
||||
"license": "CC-BY-SA-3.0",
|
||||
"copyright": "Taken from cev-eris at https://github.com/discordia-space/CEV-Eris/commit/740ff31a81313086cf16761f3677cf1e2ab46c93",
|
||||
"copyright": "Taken from cev-eris at https://github.com/discordia-space/CEV-Eris/commit/740ff31a81313086cf16761f3677cf1e2ab46c93 and Taken from tgstation at https://github.com/tgstation/tgstation/blob/623290915c2292b56da11048deb62d758e1e3fb4/icons/obj/bloodpack.dmi",
|
||||
"size": {
|
||||
"x": 32,
|
||||
"y": 32
|
||||
@@ -37,6 +37,9 @@
|
||||
{
|
||||
"name": "ointment-inhand-right",
|
||||
"directions": 4
|
||||
},
|
||||
{
|
||||
"name": "bloodpack"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user