Blood tweaks & fixes (#14648)

This commit is contained in:
Kara
2023-03-16 15:27:28 -07:00
committed by GitHub
parent e0cfc42360
commit c9dfe6ee0c
2 changed files with 12 additions and 11 deletions

View File

@@ -72,7 +72,7 @@ namespace Content.Server.Body.Components
/// How much reagent of blood should be restored each update interval? /// How much reagent of blood should be restored each update interval?
/// </summary> /// </summary>
[DataField("bloodRefreshAmount")] [DataField("bloodRefreshAmount")]
public float BloodRefreshAmount = 0.2f; public float BloodRefreshAmount = 0.1f;
/// <summary> /// <summary>
/// How much blood needs to be in the temporary solution in order to create a puddle? /// How much blood needs to be in the temporary solution in order to create a puddle?

View File

@@ -15,6 +15,7 @@ using Content.Shared.Drunk;
using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems; using Content.Shared.Mobs.Systems;
using Content.Shared.Rejuvenate; using Content.Shared.Rejuvenate;
using Robust.Server.GameObjects;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
@@ -31,13 +32,9 @@ public sealed class BloodstreamSystem : EntitySystem
[Dependency] private readonly MobStateSystem _mobStateSystem = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedDrunkSystem _drunkSystem = default!; [Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
// 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() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
@@ -82,7 +79,8 @@ public sealed class BloodstreamSystem : EntitySystem
{ {
base.Update(frameTime); base.Update(frameTime);
foreach (var bloodstream in EntityManager.EntityQuery<BloodstreamComponent>()) var query = new EntityQueryEnumerator<BloodstreamComponent>();
while (query.MoveNext(out var uid, out var bloodstream))
{ {
bloodstream.AccumulatedFrametime += frameTime; bloodstream.AccumulatedFrametime += frameTime;
@@ -91,7 +89,6 @@ public sealed class BloodstreamSystem : EntitySystem
bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval; bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
var uid = bloodstream.Owner;
if (TryComp<MobStateComponent>(uid, out var state) && _mobStateSystem.IsDead(uid, state)) if (TryComp<MobStateComponent>(uid, out var state) && _mobStateSystem.IsDead(uid, state))
continue; continue;
@@ -103,7 +100,7 @@ public sealed class BloodstreamSystem : EntitySystem
// as well as stop their bleeding to a certain extent. // as well as stop their bleeding to a certain extent.
if (bloodstream.BleedAmount > 0) if (bloodstream.BleedAmount > 0)
{ {
TryModifyBloodLevel(uid, (-bloodstream.BleedAmount) / 20, bloodstream); TryModifyBloodLevel(uid, (-bloodstream.BleedAmount) / 10, bloodstream);
TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream); TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream);
} }
@@ -149,6 +146,10 @@ public sealed class BloodstreamSystem : EntitySystem
if (args.DamageDelta is null) if (args.DamageDelta is null)
return; return;
// definitely don't make them bleed if they got healed
if (!args.DamageIncreased)
return;
// TODO probably cache this or something. humans get hurt a lot // TODO probably cache this or something. humans get hurt a lot
if (!_prototypeManager.TryIndex<DamageModifierSetPrototype>(component.DamageBleedModifiers, out var modifiers)) if (!_prototypeManager.TryIndex<DamageModifierSetPrototype>(component.DamageBleedModifiers, out var modifiers))
return; return;
@@ -168,7 +169,7 @@ public sealed class BloodstreamSystem : EntitySystem
if (totalFloat > 0 && _robustRandom.Prob(prob)) if (totalFloat > 0 && _robustRandom.Prob(prob))
{ {
TryModifyBloodLevel(uid, (-total) / 5, component); TryModifyBloodLevel(uid, (-total) / 5, component);
SoundSystem.Play(component.InstantBloodSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default); _audio.PlayPvs(component.InstantBloodSound, uid);
} }
else if (totalFloat < 0 && oldBleedAmount > 0 && _robustRandom.Prob(healPopupProb)) else if (totalFloat < 0 && oldBleedAmount > 0 && _robustRandom.Prob(healPopupProb))
{ {
@@ -176,7 +177,7 @@ public sealed class BloodstreamSystem : EntitySystem
// because it's burn damage that cauterized their wounds. // because it's burn damage that cauterized their wounds.
// We'll play a special sound and popup for feedback. // We'll play a special sound and popup for feedback.
SoundSystem.Play(component.BloodHealedSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default); _audio.PlayPvs(component.BloodHealedSound, uid);
_popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid, _popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid,
uid, PopupType.Medium); uid, PopupType.Medium);
} }