using Content.Server.Body.Components; using Content.Server.Chemistry.Containers.EntitySystems; using Content.Server.Chemistry.ReactionEffects; using Content.Server.Fluids.EntitySystems; using Content.Server.Forensics; using Content.Server.HealthExaminable; using Content.Server.Popups; using Content.Shared.Alert; using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.EntitySystems; using Content.Shared.Chemistry.Reaction; using Content.Shared.Damage; using Content.Shared.Damage.Prototypes; using Content.Shared.Drunk; using Content.Shared.FixedPoint; using Content.Shared.IdentityManagement; using Content.Shared.Mobs.Systems; using Content.Shared.Popups; using Content.Shared.Rejuvenate; using Content.Shared.Speech.EntitySystems; using Robust.Server.Audio; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.Body.Systems; public sealed class BloodstreamSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!; [Dependency] private readonly AudioSystem _audio = default!; [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; [Dependency] private readonly PuddleSystem _puddleSystem = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!; [Dependency] private readonly SharedDrunkSystem _drunkSystem = default!; [Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!; [Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!; [Dependency] private readonly AlertsSystem _alertsSystem = default!; [Dependency] private readonly ForensicsSystem _forensicsSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnComponentInit); SubscribeLocalEvent(OnDamageChanged); SubscribeLocalEvent(OnHealthBeingExamined); SubscribeLocalEvent(OnBeingGibbed); SubscribeLocalEvent(OnApplyMetabolicMultiplier); SubscribeLocalEvent(OnReactionAttempt); SubscribeLocalEvent>(OnReactionAttempt); SubscribeLocalEvent(OnRejuvenate); } private void OnReactionAttempt(Entity entity, ref ReactionAttemptEvent args) { if (args.Cancelled) 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.Cancelled = true; 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. } private void OnReactionAttempt(Entity entity, ref SolutionRelayEvent args) { if (args.Name != entity.Comp.BloodSolutionName && args.Name != entity.Comp.ChemicalSolutionName && args.Name != entity.Comp.BloodTemporarySolutionName) return; OnReactionAttempt(entity, ref args.Event); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var bloodstream)) { bloodstream.AccumulatedFrametime += frameTime; if (bloodstream.AccumulatedFrametime < bloodstream.UpdateInterval) continue; bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval; if (!_solutionContainerSystem.ResolveSolution(uid, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)) continue; // Adds blood to their blood level if it is below the maximum; Blood regeneration. Must be alive. if (bloodSolution.Volume < bloodSolution.MaxVolume && !_mobStateSystem.IsDead(uid)) { TryModifyBloodLevel(uid, bloodstream.BloodRefreshAmount, bloodstream); } // Removes blood from the bloodstream based on bleed amount (bleed rate) // as well as stop their bleeding to a certain extent. if (bloodstream.BleedAmount > 0) { // Blood is removed from the bloodstream at a 1-1 rate with the bleed amount TryModifyBloodLevel(uid, (-bloodstream.BleedAmount), bloodstream); // Bleed rate is reduced by the bleed reduction amount in the bloodstream component. TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream); } // deal bloodloss damage if their blood level is below a threshold. var bloodPercentage = GetBloodLevelPercentage(uid, bloodstream); if (bloodPercentage < bloodstream.BloodlossThreshold && !_mobStateSystem.IsDead(uid)) { // bloodloss damage is based on the base value, and modified by how low your blood level is. var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage); _damageableSystem.TryChangeDamage(uid, amt, false, false); // Apply dizziness as a symptom of bloodloss. // The effect is applied in a way that it will never be cleared without being healthy. // Multiplying by 2 is arbitrary but works for this case, it just prevents the time from running out _drunkSystem.TryApplyDrunkenness(uid, bloodstream.UpdateInterval*2, false); _stutteringSystem.DoStutter(uid, TimeSpan.FromSeconds(bloodstream.UpdateInterval*2), false); // storing the drunk and stutter time so we can remove it independently from other effects additions bloodstream.StatusTime += bloodstream.UpdateInterval * 2; } else if (!_mobStateSystem.IsDead(uid)) { // If they're healthy, we'll try and heal some bloodloss instead. _damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false); // Remove the drunk effect when healthy. Should only remove the amount of drunk and stutter added by low blood level _drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime); _stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime); // Reset the drunk and stutter time to zero bloodstream.StatusTime = 0; } } } private void OnComponentInit(Entity entity, ref ComponentInit args) { var chemicalSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.ChemicalSolutionName); var bloodSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodSolutionName); var tempSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodTemporarySolutionName); chemicalSolution.MaxVolume = entity.Comp.ChemicalMaxVolume; bloodSolution.MaxVolume = entity.Comp.BloodMaxVolume; tempSolution.MaxVolume = entity.Comp.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well // Fill blood solution with BLOOD bloodSolution.AddReagent(entity.Comp.BloodReagent, entity.Comp.BloodMaxVolume - bloodSolution.Volume); } private void OnDamageChanged(EntityUid uid, BloodstreamComponent component, DamageChangedEvent args) { if (args.DamageDelta is null) 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 if (!_prototypeManager.TryIndex(component.DamageBleedModifiers, out var modifiers)) return; var bloodloss = DamageSpecifier.ApplyModifierSet(args.DamageDelta, modifiers); if (bloodloss.Empty) return; // Does the calculation of how much bleed rate should be added/removed, then applies it var oldBleedAmount = component.BleedAmount; var total = bloodloss.Total; var totalFloat = total.Float(); TryModifyBleedAmount(uid, totalFloat, component); /// /// Critical hit. Causes target to lose blood, using the bleed rate modifier of the weapon, currently divided by 5 /// The crit chance is currently the bleed rate modifier divided by 25. /// Higher damage weapons have a higher chance to crit! /// var prob = Math.Clamp(totalFloat / 25, 0, 1); if (totalFloat > 0 && _robustRandom.Prob(prob)) { TryModifyBloodLevel(uid, (-total) / 5, component); _audio.PlayPvs(component.InstantBloodSound, uid); } // Heat damage will cauterize, causing the bleed rate to be reduced. else if (totalFloat < 0 && oldBleedAmount > 0) { // 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. _audio.PlayPvs(component.BloodHealedSound, uid); _popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid, uid, PopupType.Medium); } } /// /// Shows text on health examine, based on bleed rate and blood level. /// private void OnHealthBeingExamined(EntityUid uid, BloodstreamComponent component, HealthBeingExaminedEvent args) { // Shows profusely bleeding at half the max bleed rate. if (component.BleedAmount > component.MaxBleedAmount / 2) { args.Message.PushNewline(); args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", Identity.Entity(uid, EntityManager)))); } // Shows bleeding message when bleeding, but less than profusely. else if (component.BleedAmount > 0) { args.Message.PushNewline(); args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", Identity.Entity(uid, EntityManager)))); } // If the mob's blood level is below the damage threshhold, the pale message is added. 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(Entity entity, ref RejuvenateEvent args) { TryModifyBleedAmount(entity.Owner, -entity.Comp.BleedAmount, entity.Comp); if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.BloodSolutionName, ref entity.Comp.BloodSolution, out var bloodSolution)) TryModifyBloodLevel(entity.Owner, bloodSolution.AvailableVolume, entity.Comp); if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.ChemicalSolutionName, ref entity.Comp.ChemicalSolution)) _solutionContainerSystem.RemoveAllSolution(entity.Comp.ChemicalSolution.Value); } /// /// 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; if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution)) return false; return _solutionContainerSystem.TryAddSolution(component.ChemicalSolution.Value, solution); } public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component, false)) return false; if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution)) return false; for (var i = chemSolution.Contents.Count - 1; i >= 0; i--) { var (reagentId, _) = chemSolution.Contents[i]; if (reagentId.Prototype != excludedReagentID) { _solutionContainerSystem.RemoveReagent(component.ChemicalSolution.Value, reagentId, quantity); } } return true; } public float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component)) return 0.0f; if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution)) return 0.0f; return bloodSolution.FillFraction; } 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 (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution)) return false; if (amount >= 0) return _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, 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 = _solutionContainerSystem.SplitSolution(component.BloodSolution.Value, -amount); if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution)) return true; tempSolution.AddSolution(newSol, _prototypeManager); if (tempSolution.Volume > component.BleedPuddleThreshold) { // Pass some of the chemstream into the spilled blood. if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution)) { var temp = _solutionContainerSystem.SplitSolution(component.ChemicalSolution.Value, tempSolution.Volume / 10); tempSolution.AddSolution(temp, _prototypeManager); } if (_puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, false)) { _forensicsSystem.TransferDna(puddleUid, uid, false); } tempSolution.RemoveAllSolution(); } _solutionContainerSystem.UpdateChemicals(component.TemporarySolution.Value); 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); if (component.BleedAmount == 0) _alertsSystem.ClearAlert(uid, AlertType.Bleed); else { var severity = (short) Math.Clamp(Math.Round(component.BleedAmount, MidpointRounding.ToZero), 0, 10); _alertsSystem.ShowAlert(uid, AlertType.Bleed, severity); } return true; } /// /// BLOOD FOR THE BLOOD GOD /// public void SpillAllSolutions(EntityUid uid, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component)) return; var tempSol = new Solution(); if (_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution)) { tempSol.MaxVolume += bloodSolution.MaxVolume; tempSol.AddSolution(bloodSolution, _prototypeManager); _solutionContainerSystem.RemoveAllSolution(component.BloodSolution.Value); } if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution)) { tempSol.MaxVolume += chemSolution.MaxVolume; tempSol.AddSolution(chemSolution, _prototypeManager); _solutionContainerSystem.RemoveAllSolution(component.ChemicalSolution.Value); } if (_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution)) { tempSol.MaxVolume += tempSolution.MaxVolume; tempSol.AddSolution(tempSolution, _prototypeManager); _solutionContainerSystem.RemoveAllSolution(component.TemporarySolution.Value); } if (_puddleSystem.TrySpillAt(uid, tempSol, out var puddleUid)) { _forensicsSystem.TransferDna(puddleUid, uid, false); } } /// /// Change what someone's blood is made of, on the fly. /// public void ChangeBloodReagent(EntityUid uid, string reagent, BloodstreamComponent? component = null) { if (!Resolve(uid, ref component, false)) return; if (reagent == component.BloodReagent) return; if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution)) { component.BloodReagent = reagent; return; } var currentVolume = bloodSolution.RemoveReagent(component.BloodReagent, bloodSolution.Volume); component.BloodReagent = reagent; if (currentVolume > 0) _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, currentVolume, out _); } }