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 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 DamageableSystem _damageableSystem = default!; [Dependency] private readonly SpillableSystem _spillableSystem = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = 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(OnExamined); } 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) / 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.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(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)) { // 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))); } } /// /// 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 float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component)) return 0.0f; return (component.BloodSolution.CurrentVolume / component.BloodSolution.MaxVolume).Float(); } /// /// 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.MaxVolume > component.BleedPuddleThreshold) { _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, 40); return true; } }