Basic bleeding mechanics (#6710)
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@@ -1,47 +1,193 @@
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using System;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using System.Linq;
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using Content.Server.Body.Components;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Content.Shared.MobState.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Body.Systems;
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public sealed class BloodstreamSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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[Dependency] private readonly RespiratorSystem _respiratorSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SpillableSystem _spillableSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public static string DefaultSolutionName = "bloodstream";
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// TODO here
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// Update over time. Modify bloodloss damage in accordance with (amount of blood / max blood level), and reduce bleeding over time
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// Sub to damage changed event and modify bloodloss if incurring large hits of slashing/piercing
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BloodstreamComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<BloodstreamComponent, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<BloodstreamComponent, ExaminedEvent>(OnExamined);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var bloodstream in EntityManager.EntityQuery<BloodstreamComponent>())
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{
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bloodstream.AccumulatedFrametime += frameTime;
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if (bloodstream.AccumulatedFrametime < bloodstream.UpdateInterval)
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continue;
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bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
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var uid = bloodstream.Owner;
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if (TryComp<MobStateComponent>(uid, out var state) && state.IsDead())
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continue;
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// First, let's refresh their blood if possible.
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if (bloodstream.BloodSolution.CurrentVolume < bloodstream.BloodSolution.MaxVolume)
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TryModifyBloodLevel(uid, bloodstream.BloodRefreshAmount, bloodstream);
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// Next, let's remove some blood from them according to their bleed level.
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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) / 10, bloodstream);
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TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream);
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}
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// Next, we'll deal some bloodloss damage if their blood level is below a threshold.
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var bloodPercentage = GetBloodLevelPercentage(uid, bloodstream);
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if (bloodPercentage < bloodstream.BloodlossThreshold)
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{
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// TODO use a better method for determining this.
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var amt = bloodstream.BloodlossDamage / bloodPercentage;
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_damageableSystem.TryChangeDamage(uid, amt, true, false);
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}
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else
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{
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// If they're healthy, we'll try and heal some bloodloss instead.
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_damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false);
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}
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}
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}
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private void OnComponentInit(EntityUid uid, BloodstreamComponent component, ComponentInit args)
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{
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component.Solution = _solutionContainerSystem.EnsureSolution(uid, DefaultSolutionName);
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if (component.Solution != null)
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component.ChemicalSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultChemicalsSolutionName);
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component.BloodSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodSolutionName);
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component.BloodTemporarySolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodTemporarySolutionName);
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component.ChemicalSolution.MaxVolume = component.ChemicalMaxVolume;
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component.BloodSolution.MaxVolume = component.BloodMaxVolume;
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component.BloodTemporarySolution.MaxVolume = component.BleedPuddleThreshold * 2; // give some leeway
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// Fill blood solution with BLOOD
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_solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent,
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component.BloodMaxVolume, out _);
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}
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private void OnDamageChanged(EntityUid uid, BloodstreamComponent component, DamageChangedEvent args)
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{
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if (args.DamageDelta is null)
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return;
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// TODO probably cache this or something. humans get hurt a lot
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if (!_prototypeManager.TryIndex<DamageModifierSetPrototype>(component.DamageBleedModifiers, out var modifiers))
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return;
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var bloodloss = DamageSpecifier.ApplyModifierSet(args.DamageDelta, modifiers);
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if (bloodloss.Empty)
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return;
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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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if (_robustRandom.Prob(prob))
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{
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component.Solution.MaxVolume = component.InitialMaxVolume;
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// This is gonna hurt.
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TryModifyBloodLevel(uid, (-total) / 5, component);
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SoundSystem.Play(Filter.Pvs(uid), component.InstantBloodSound.GetSound(), uid, AudioParams.Default);
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}
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}
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private void OnExamined(EntityUid uid, BloodstreamComponent component, ExaminedEvent args)
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{
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if (GetBloodLevelPercentage(uid, component) < component.BloodlossThreshold)
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{
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args.PushMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", uid)));
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}
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}
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/// <summary>
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/// Attempt to transfer provided solution to internal solution.
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/// </summary>
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public bool TryAddToBloodstream(EntityUid uid, Solution solution, BloodstreamComponent? component=null)
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public bool TryAddToChemicals(EntityUid uid, Solution solution, BloodstreamComponent? component=null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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return _solutionContainerSystem.TryAddSolution(uid, component.Solution, solution);
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return _solutionContainerSystem.TryAddSolution(uid, component.ChemicalSolution, solution);
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}
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public float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return 0.0f;
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return (component.BloodSolution.CurrentVolume / component.BloodSolution.MaxVolume).Float();
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}
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/// <summary>
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/// Attempts to modify the blood level of this entity directly.
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/// </summary>
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public bool TryModifyBloodLevel(EntityUid uid, FixedPoint2 amount, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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if (amount >= 0)
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return _solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent, amount, out _);
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// Removal is more involved,
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// since we also wanna handle moving it to the temporary solution
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// and then spilling it if necessary.
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var newSol = component.BloodSolution.SplitSolution(-amount);
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component.BloodTemporarySolution.AddSolution(newSol);
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if (component.BloodTemporarySolution.MaxVolume > component.BleedPuddleThreshold)
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{
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_spillableSystem.SpillAt(uid, component.BloodTemporarySolution, "PuddleBlood", false);
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component.BloodTemporarySolution.RemoveAllSolution();
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}
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return true;
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}
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/// <summary>
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/// Tries to make an entity bleed more or less
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/// </summary>
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public bool TryModifyBleedAmount(EntityUid uid, float amount, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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component.BleedAmount += amount;
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component.BleedAmount = Math.Clamp(component.BleedAmount, 0, 40);
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return true;
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}
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}
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