using Content.Server.Administration.Logs; using Content.Server.Body.Components; using Content.Server.Body.Systems; using Content.Server.Medical.Components; using Content.Server.Stack; using Content.Shared.Audio; using Content.Shared.Damage; using Content.Shared.Database; using Content.Shared.DoAfter; using Content.Shared.FixedPoint; using Content.Shared.Interaction; using Content.Shared.Interaction.Events; using Content.Shared.Medical; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.Stacks; using Content.Server.Popups; using Robust.Shared.Random; namespace Content.Server.Medical; public sealed class HealingSystem : EntitySystem { [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!; [Dependency] private readonly SharedDoAfterSystem _doAfter = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly StackSystem _stacks = default!; [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!; [Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnHealingUse); SubscribeLocalEvent(OnHealingAfterInteract); SubscribeLocalEvent(OnDoAfter); } private void OnDoAfter(EntityUid uid, DamageableComponent component, HealingDoAfterEvent args) { var dontRepeat = false; if (!TryComp(args.Used, out HealingComponent? healing)) return; if (args.Handled || args.Cancelled) return; if (healing.DamageContainers is not null && component.DamageContainerID is not null && !healing.DamageContainers.Contains(component.DamageContainerID)) { return; } // Heal some bloodloss damage. if (healing.BloodlossModifier != 0) { if (!TryComp(uid, out var bloodstream)) return; var isBleeding = bloodstream.BleedAmount > 0; _bloodstreamSystem.TryModifyBleedAmount(uid, healing.BloodlossModifier); if (isBleeding != bloodstream.BleedAmount > 0) { dontRepeat = true; _popupSystem.PopupEntity(Loc.GetString("medical-item-stop-bleeding"), uid, args.User); } } // Restores missing blood if (healing.ModifyBloodLevel != 0) _bloodstreamSystem.TryModifyBloodLevel(uid, healing.ModifyBloodLevel); var healed = _damageable.TryChangeDamage(uid, healing.Damage, true, origin: args.Args.User); if (healed == null && healing.BloodlossModifier != 0) return; var total = healed?.Total ?? FixedPoint2.Zero; // Re-verify that we can heal the damage. if (TryComp(args.Used.Value, out var stackComp)) { _stacks.Use(args.Used.Value, 1, stackComp); if (_stacks.GetCount(args.Used.Value, stackComp) <= 0) dontRepeat = true; } else { QueueDel(args.Used.Value); } if (uid != args.User) { _adminLogger.Add(LogType.Healed, $"{EntityManager.ToPrettyString(args.User):user} healed {EntityManager.ToPrettyString(uid):target} for {total:damage} damage"); } else { _adminLogger.Add(LogType.Healed, $"{EntityManager.ToPrettyString(args.User):user} healed themselves for {total:damage} damage"); } _audio.PlayPvs(healing.HealingEndSound, uid, AudioHelpers.WithVariation(0.125f, _random).WithVolume(-5f)); // Logic to determine the whether or not to repeat the healing action args.Repeat = (HasDamage(component, healing) && !dontRepeat); if (!args.Repeat && !dontRepeat) _popupSystem.PopupEntity(Loc.GetString("medical-item-finished-using", ("item", args.Used)), uid, args.User); args.Handled = true; } private bool HasDamage(DamageableComponent component, HealingComponent healing) { var damageableDict = component.Damage.DamageDict; var healingDict = healing.Damage.DamageDict; foreach (var type in healingDict) { if (damageableDict[type.Key].Value > 0) { return true; } } return false; } private void OnHealingUse(EntityUid uid, HealingComponent component, UseInHandEvent args) { if (args.Handled) return; if (TryHeal(uid, args.User, args.User, component)) args.Handled = true; } private void OnHealingAfterInteract(EntityUid uid, HealingComponent component, AfterInteractEvent args) { if (args.Handled || !args.CanReach || args.Target == null) return; if (TryHeal(uid, args.User, args.Target.Value, component)) args.Handled = true; } private bool TryHeal(EntityUid uid, EntityUid user, EntityUid target, HealingComponent component) { if (!TryComp(target, out var targetDamage)) return false; if (component.DamageContainers is not null && targetDamage.DamageContainerID is not null && !component.DamageContainers.Contains(targetDamage.DamageContainerID)) { return false; } if (user != target && !_interactionSystem.InRangeUnobstructed(user, target, popup: true)) return false; if (TryComp(uid, out var stack) && stack.Count < 1) return false; if (!TryComp(target, out var bloodstream)) return false; if (!HasDamage(targetDamage, component) && !(bloodstream.BloodSolution.Volume < bloodstream.BloodSolution.MaxVolume && component.ModifyBloodLevel > 0)) { _popupSystem.PopupEntity(Loc.GetString("medical-item-cant-use", ("item", uid)), uid, user); return false; } _audio.PlayPvs(component.HealingBeginSound, uid, AudioHelpers.WithVariation(0.125f, _random).WithVolume(-5f)); var isNotSelf = user != target; var delay = isNotSelf ? component.Delay : component.Delay * GetScaledHealingPenalty(user, component); var doAfterEventArgs = new DoAfterArgs(EntityManager, user, delay, new HealingDoAfterEvent(), target, target: target, used: uid) { //Raise the event on the target if it's not self, otherwise raise it on self. BreakOnUserMove = true, BreakOnTargetMove = true, // Didn't break on damage as they may be trying to prevent it and // not being able to heal your own ticking damage would be frustrating. NeedHand = true, }; _doAfter.TryStartDoAfter(doAfterEventArgs); return true; } /// /// Scales the self-heal penalty based on the amount of damage taken /// /// /// /// public float GetScaledHealingPenalty(EntityUid uid, HealingComponent component) { var output = component.Delay; if (!TryComp(uid, out var mobThreshold) || !TryComp(uid, out var damageable)) return output; if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var amount, mobThreshold)) return 1; var percentDamage = (float) (damageable.TotalDamage / amount); //basically make it scale from 1 to the multiplier. var modifier = percentDamage * (component.SelfHealPenaltyMultiplier - 1) + 1; return Math.Max(modifier, 1); } }