using Content.Server.Body.Components; using Content.Server.Chemistry.EntitySystems; using Content.Server.Chemistry.ReactionEffects; using Content.Server.Fluids.EntitySystems; using Content.Server.HealthExaminable; using Content.Server.Popups; using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Reaction; using Content.Shared.Damage; using Content.Shared.Damage.Prototypes; using Content.Shared.FixedPoint; using Content.Shared.IdentityManagement; using Content.Shared.MobState.Components; using Content.Shared.Popups; using Content.Shared.Drunk; using Content.Shared.Rejuvenate; 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 DamageableSystem _damageableSystem = default!; [Dependency] private readonly SpillableSystem _spillableSystem = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = 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() { base.Initialize(); SubscribeLocalEvent(OnComponentInit); SubscribeLocalEvent(OnDamageChanged); SubscribeLocalEvent(OnHealthBeingExamined); SubscribeLocalEvent(OnBeingGibbed); SubscribeLocalEvent(OnApplyMetabolicMultiplier); SubscribeLocalEvent(OnReactionAttempt); SubscribeLocalEvent(OnRejuvenate); } private void OnReactionAttempt(EntityUid uid, BloodstreamComponent component, ReactionAttemptEvent args) { if (args.Solution.Name != BloodstreamComponent.DefaultBloodSolutionName && args.Solution.Name != BloodstreamComponent.DefaultChemicalsSolutionName && args.Solution.Name != BloodstreamComponent.DefaultBloodTemporarySolutionName) return; foreach (var effect in args.Reaction.Effects) { switch (effect) { case CreateEntityReactionEffect: // Prevent entities from spawning in the bloodstream case AreaReactionEffect: // No spontaneous smoke or foam leaking out of blood vessels. args.Cancel(); return; } } // The area-reaction effect canceling is part of avoiding smoke-fork-bombs (create two smoke bombs, that when // ingested by mobs create more smoke). This also used to act as a rapid chemical-purge, because all the // reagents would get carried away by the smoke/foam. This does still work for the stomach (I guess people vomit // up the smoke or spawned entities?). // TODO apply organ damage instead of just blocking the reaction? // Having cheese-clots form in your veins can't be good for you. } public override void Update(float frameTime) { base.Update(frameTime); foreach (var bloodstream in EntityManager.EntityQuery()) { bloodstream.AccumulatedFrametime += frameTime; if (bloodstream.AccumulatedFrametime < bloodstream.UpdateInterval) continue; bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval; var uid = bloodstream.Owner; if (TryComp(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) / 20, 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 / (0.1f + bloodPercentage); _damageableSystem.TryChangeDamage(uid, amt, true, false); // Apply dizziness as a symptom of bloodloss. // So, threshold is 0.9, you have 0.85 percent blood, it adds (5 * 1.05) or 5.25 seconds of drunkenness. // So, it'd max at 1.9 by default with 0% blood. _drunkSystem.TryApplyDrunkenness(uid, bloodstream.UpdateInterval * (1 + (bloodstream.BloodlossThreshold - bloodPercentage)), 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.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 * 4; // give some leeway, for chemstream as well // 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(component.DamageBleedModifiers, out var modifiers)) return; var bloodloss = DamageSpecifier.ApplyModifierSet(args.DamageDelta, modifiers); if (bloodloss.Empty) return; var oldBleedAmount = component.BleedAmount; var total = bloodloss.Total; var totalFloat = total.Float(); TryModifyBleedAmount(uid, totalFloat, component); var prob = Math.Clamp(totalFloat / 50, 0, 1); var healPopupProb = Math.Clamp(Math.Abs(totalFloat) / 25, 0, 1); if (totalFloat > 0 && _robustRandom.Prob(prob)) { TryModifyBloodLevel(uid, (-total) / 5, component); SoundSystem.Play(component.InstantBloodSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default); } else if (totalFloat < 0 && oldBleedAmount > 0 && _robustRandom.Prob(healPopupProb)) { // Magically, this damage has healed some bleeding, likely // because it's burn damage that cauterized their wounds. // We'll play a special sound and popup for feedback. SoundSystem.Play(component.BloodHealedSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default); _popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid, uid, PopupType.Medium); ; } } private void OnHealthBeingExamined(EntityUid uid, BloodstreamComponent component, HealthBeingExaminedEvent args) { if (component.BleedAmount > 10) { args.Message.PushNewline(); args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", Identity.Entity(uid, EntityManager)))); } else if (component.BleedAmount > 0) { args.Message.PushNewline(); args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", Identity.Entity(uid, EntityManager)))); } if (GetBloodLevelPercentage(uid, component) < component.BloodlossThreshold) { args.Message.PushNewline(); args.Message.AddMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", Identity.Entity(uid, EntityManager)))); } } private void OnBeingGibbed(EntityUid uid, BloodstreamComponent component, BeingGibbedEvent args) { SpillAllSolutions(uid, component); } private void OnApplyMetabolicMultiplier(EntityUid uid, BloodstreamComponent component, ApplyMetabolicMultiplierEvent args) { if (args.Apply) { component.UpdateInterval *= args.Multiplier; return; } component.UpdateInterval /= args.Multiplier; // Reset the accumulator properly if (component.AccumulatedFrametime >= component.UpdateInterval) component.AccumulatedFrametime = component.UpdateInterval; } private void OnRejuvenate(EntityUid uid, BloodstreamComponent component, RejuvenateEvent args) { TryModifyBleedAmount(uid, -component.BleedAmount, component); TryModifyBloodLevel(uid, component.BloodSolution.AvailableVolume, component); } /// /// Attempt to transfer provided solution to internal solution. /// public bool TryAddToChemicals(EntityUid uid, Solution solution, BloodstreamComponent? component=null) { if (!Resolve(uid, ref component, false)) return false; return _solutionContainerSystem.TryAddSolution(uid, component.ChemicalSolution, solution); } public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component, false)) return false; for (var i = component.ChemicalSolution.Contents.Count - 1; i >= 0; i--) { var (reagentId, _) = component.ChemicalSolution.Contents[i]; if (reagentId != excludedReagentID) { _solutionContainerSystem.TryRemoveReagent(uid, component.ChemicalSolution, reagentId, quantity); } } return true; } public float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component)) return 0.0f; return (component.BloodSolution.CurrentVolume / component.BloodSolution.MaxVolume).Float(); } public void SetBloodLossThreshold(EntityUid uid, float threshold, BloodstreamComponent? comp = null) { if (!Resolve(uid, ref comp)) return; comp.BloodlossThreshold = threshold; } /// /// Attempts to modify the blood level of this entity directly. /// 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.CurrentVolume > component.BleedPuddleThreshold) { // Pass some of the chemstream into the spilled blood. var temp = component.ChemicalSolution.SplitSolution(component.BloodTemporarySolution.CurrentVolume / 10); component.BloodTemporarySolution.AddSolution(temp); _spillableSystem.SpillAt(uid, component.BloodTemporarySolution, "PuddleBlood", false); component.BloodTemporarySolution.RemoveAllSolution(); } return true; } /// /// Tries to make an entity bleed more or less /// 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, component.MaxBleedAmount); return true; } /// /// BLOOD FOR THE BLOOD GOD /// public void SpillAllSolutions(EntityUid uid, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component)) return; var max = component.BloodSolution.MaxVolume + component.BloodTemporarySolution.MaxVolume + component.ChemicalSolution.MaxVolume; var tempSol = new Solution() { MaxVolume = max }; tempSol.AddSolution(component.BloodSolution); component.BloodSolution.RemoveAllSolution(); tempSol.AddSolution(component.BloodTemporarySolution); component.BloodTemporarySolution.RemoveAllSolution(); tempSol.AddSolution(component.ChemicalSolution); component.ChemicalSolution.RemoveAllSolution(); _spillableSystem.SpillAt(uid, tempSol, "PuddleBlood", true); } }