Basic bleeding mechanics (#6710)

This commit is contained in:
mirrorcult
2022-02-17 15:00:41 -07:00
committed by GitHub
parent 56b2041b12
commit a57d78a3f2
29 changed files with 510 additions and 48 deletions

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@@ -1,47 +1,193 @@
using System;
using Content.Server.Atmos;
using Content.Server.Atmos.EntitySystems;
using System.Linq;
using Content.Server.Body.Components;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Content.Shared.MobState.Components;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Body.Systems;
public sealed class BloodstreamSystem : EntitySystem
{
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
[Dependency] private readonly RespiratorSystem _respiratorSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SpillableSystem _spillableSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public static string DefaultSolutionName = "bloodstream";
// TODO here
// Update over time. Modify bloodloss damage in accordance with (amount of blood / max blood level), and reduce bleeding over time
// Sub to damage changed event and modify bloodloss if incurring large hits of slashing/piercing
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BloodstreamComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<BloodstreamComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<BloodstreamComponent, ExaminedEvent>(OnExamined);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var bloodstream in EntityManager.EntityQuery<BloodstreamComponent>())
{
bloodstream.AccumulatedFrametime += frameTime;
if (bloodstream.AccumulatedFrametime < bloodstream.UpdateInterval)
continue;
bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
var uid = bloodstream.Owner;
if (TryComp<MobStateComponent>(uid, out var state) && state.IsDead())
continue;
// First, let's refresh their blood if possible.
if (bloodstream.BloodSolution.CurrentVolume < bloodstream.BloodSolution.MaxVolume)
TryModifyBloodLevel(uid, bloodstream.BloodRefreshAmount, bloodstream);
// Next, let's remove some blood from them according to their bleed level.
// as well as stop their bleeding to a certain extent.
if (bloodstream.BleedAmount > 0)
{
TryModifyBloodLevel(uid, (-bloodstream.BleedAmount) / 10, bloodstream);
TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream);
}
// Next, we'll deal some bloodloss damage if their blood level is below a threshold.
var bloodPercentage = GetBloodLevelPercentage(uid, bloodstream);
if (bloodPercentage < bloodstream.BloodlossThreshold)
{
// TODO use a better method for determining this.
var amt = bloodstream.BloodlossDamage / bloodPercentage;
_damageableSystem.TryChangeDamage(uid, amt, true, false);
}
else
{
// If they're healthy, we'll try and heal some bloodloss instead.
_damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false);
}
}
}
private void OnComponentInit(EntityUid uid, BloodstreamComponent component, ComponentInit args)
{
component.Solution = _solutionContainerSystem.EnsureSolution(uid, DefaultSolutionName);
if (component.Solution != null)
component.ChemicalSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultChemicalsSolutionName);
component.BloodSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodSolutionName);
component.BloodTemporarySolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodTemporarySolutionName);
component.ChemicalSolution.MaxVolume = component.ChemicalMaxVolume;
component.BloodSolution.MaxVolume = component.BloodMaxVolume;
component.BloodTemporarySolution.MaxVolume = component.BleedPuddleThreshold * 2; // give some leeway
// Fill blood solution with BLOOD
_solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent,
component.BloodMaxVolume, out _);
}
private void OnDamageChanged(EntityUid uid, BloodstreamComponent component, DamageChangedEvent args)
{
if (args.DamageDelta is null)
return;
// TODO probably cache this or something. humans get hurt a lot
if (!_prototypeManager.TryIndex<DamageModifierSetPrototype>(component.DamageBleedModifiers, out var modifiers))
return;
var bloodloss = DamageSpecifier.ApplyModifierSet(args.DamageDelta, modifiers);
if (bloodloss.Empty)
return;
var total = bloodloss.Total;
var totalFloat = total.Float();
TryModifyBleedAmount(uid, totalFloat, component);
var prob = Math.Clamp(totalFloat / 50, 0, 1);
if (_robustRandom.Prob(prob))
{
component.Solution.MaxVolume = component.InitialMaxVolume;
// This is gonna hurt.
TryModifyBloodLevel(uid, (-total) / 5, component);
SoundSystem.Play(Filter.Pvs(uid), component.InstantBloodSound.GetSound(), uid, AudioParams.Default);
}
}
private void OnExamined(EntityUid uid, BloodstreamComponent component, ExaminedEvent args)
{
if (GetBloodLevelPercentage(uid, component) < component.BloodlossThreshold)
{
args.PushMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", uid)));
}
}
/// <summary>
/// Attempt to transfer provided solution to internal solution.
/// </summary>
public bool TryAddToBloodstream(EntityUid uid, Solution solution, BloodstreamComponent? component=null)
public bool TryAddToChemicals(EntityUid uid, Solution solution, BloodstreamComponent? component=null)
{
if (!Resolve(uid, ref component, false))
return false;
return _solutionContainerSystem.TryAddSolution(uid, component.Solution, solution);
return _solutionContainerSystem.TryAddSolution(uid, component.ChemicalSolution, solution);
}
public float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0.0f;
return (component.BloodSolution.CurrentVolume / component.BloodSolution.MaxVolume).Float();
}
/// <summary>
/// Attempts to modify the blood level of this entity directly.
/// </summary>
public bool TryModifyBloodLevel(EntityUid uid, FixedPoint2 amount, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return false;
if (amount >= 0)
return _solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent, amount, out _);
// Removal is more involved,
// since we also wanna handle moving it to the temporary solution
// and then spilling it if necessary.
var newSol = component.BloodSolution.SplitSolution(-amount);
component.BloodTemporarySolution.AddSolution(newSol);
if (component.BloodTemporarySolution.MaxVolume > component.BleedPuddleThreshold)
{
_spillableSystem.SpillAt(uid, component.BloodTemporarySolution, "PuddleBlood", false);
component.BloodTemporarySolution.RemoveAllSolution();
}
return true;
}
/// <summary>
/// Tries to make an entity bleed more or less
/// </summary>
public bool TryModifyBleedAmount(EntityUid uid, float amount, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return false;
component.BleedAmount += amount;
component.BleedAmount = Math.Clamp(component.BleedAmount, 0, 40);
return true;
}
}