* Removed arbitrary modifier scaling. The bleed amount is now 1-1 in units. * Added some comments to explain the blood and bleed code * added some comments * added some comments * profusely bleeding message scales with max bleed rate * Added some comments * Added some comments (tm) * Halved the speed bleed rate heals. * Changed the wording of a comment to make the function of the values more clear * Changed bleed rate values, made heat heal more bleed rate * doubled crit chance, since damage types were reduced * Made iron restore more blood, 2->4u per 1u * Starting to add the blood pack * add bloodlevel to healingcomponent * Created code support in the healing system for restoring blood * first test of blood pack prototype * More pack testing, and defining the yml stack * yml syntax fix * adds bloodpack tag * Successfully added the item, but the effect and deletion after using the item is not working yet. * the blood regen worksgit add -A! * blood pack is entirely functioning * Removed bleed rate healing from brute pack * Comment correction * I tried * Removed bleed stats from corrupted corgi, they inherit same stats from basemob * Removed bleed stats from xeno, they inherit same stats from a base mob * Removed bleed stats from diona, they inherit same stats from a base mob * Removed bleed stats from slimes, they inherit same stats from a base mob * All mobs now heal bloodloss damage at a rate of 1 instead of 0.25 when healthy * The cautery now closes bleed wounds * Nerf blood pack bleed rate heal * Added 2 blood packs to medicine locker * Added 2 blood packs to wall medicine locker * Minor YML fix to chemistry locker, no changes in game * Added tag to medical belt for blood pack, added 2 blood packs to medical belt * Added 1 gauze to medical belt * 5 blood packs addded to nanomed plus * nanomed inventory change * 2 blood packs added to medical supplies crate from cargo * Moved 1 gauze from med kit to advanced med kit * Moved 1 tricord pill from advanced med kit to basic med kit * added 2 ointment to burn kit * Moved ina syringe from burn treatment to oxygen kit * Removed one gauze from brute kit * Added one bloodpack to brute med kit * Moved tranex acid syringe from advanced first aid to brute kit * Poison medipen moved from advanced first aid kit to toxin kit * Removed health analyzer from advanced first aid kit * removed one brute pack from advanced aid kit * added one ointment to advanced aid kit * Added one blood pack to advanced aid kit * Added 2 blood packs to combat med kit * Starting with adding the license for the tg sprite * Adds the blood pack sprite and meta.json code * I forgor to actually code the sprite in * Advanced med kit missing one blood pack * Replaced tricord pill with emergency medipen in cobat kit * Removed emergency pen from combat kit, there's no space for it * Revert "I tried" This reverts commit 94c2e28df3200993d3f09b72ecabc838ea5ae5c0. * Trying to fix yml test fail * Try again * attempt number 3 * Restock crate price was too low * fixing merge conflict without making a HUGE mess this time * ??? * again * again * Can I add the newline now maybe??? * Revert "Can I add the newline now maybe???" This reverts commit 22d26706a65a24633f7da1dea6315012e2d3ac6f. * Adds the doafter fix code from Keron to the blood level healing * minor typo fix * Feedback from Emisse and sloth; Removed chance based feedback on cauterizing * comment fix
151 lines
5.9 KiB
C#
151 lines
5.9 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent, Access(typeof(BloodstreamSystem), (typeof(ChemistrySystem)))]
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public sealed class BloodstreamComponent : Component
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{
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public static string DefaultChemicalsSolutionName = "chemicals";
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public static string DefaultBloodSolutionName = "bloodstream";
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public static string DefaultBloodTemporarySolutionName = "bloodstreamTemporary";
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public float AccumulatedFrametime = 0.0f;
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/// <summary>
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/// How much is this entity currently bleeding?
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/// Higher numbers mean more blood lost every tick.
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///
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/// Goes down slowly over time, and items like bandages
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/// or clotting reagents can lower bleeding.
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/// </summary>
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/// <remarks>
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/// This generally corresponds to an amount of damage and can't go above 100.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BleedAmount;
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/// <summary>
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/// How much should bleeding should be reduced every update interval?
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/// </summary>
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[DataField("bleedReductionAmount")]
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public float BleedReductionAmount = 0.5f;
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/// <summary>
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/// How high can <see cref="BleedAmount"/> go?
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/// </summary>
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[DataField("maxBleedAmount")]
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public float MaxBleedAmount = 20.0f;
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/// <summary>
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/// What percentage of current blood is necessary to avoid dealing blood loss damage?
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/// </summary>
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[DataField("bloodlossThreshold")]
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public float BloodlossThreshold = 0.9f;
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/// <summary>
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/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
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/// </summary>
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[DataField("bloodlossDamage", required: true)]
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public DamageSpecifier BloodlossDamage = new();
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/// <summary>
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/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
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/// </summary>
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[DataField("bloodlossHealDamage", required: true)]
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public DamageSpecifier BloodlossHealDamage = new();
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/// <summary>
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/// How frequently should this bloodstream update, in seconds?
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/// </summary>
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[DataField("updateInterval")]
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public float UpdateInterval = 5.0f;
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// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
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/// <summary>
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/// How much reagent of blood should be restored each update interval?
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/// </summary>
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[DataField("bloodRefreshAmount")]
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public float BloodRefreshAmount = 0.3f;
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/// <summary>
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/// How much blood needs to be in the temporary solution in order to create a puddle?
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/// </summary>
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[DataField("bleedPuddleThreshold")]
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public FixedPoint2 BleedPuddleThreshold = 5.0f;
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/// <summary>
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/// A modifier set prototype ID corresponding to how damage should be modified
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/// before taking it into account for bloodloss.
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/// </summary>
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/// <remarks>
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/// For example, piercing damage is increased while poison damage is nullified entirely.
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/// </remarks>
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[DataField("damageBleedModifiers", customTypeSerializer:typeof(PrototypeIdSerializer<DamageModifierSetPrototype>))]
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public string DamageBleedModifiers = "BloodlossHuman";
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/// <summary>
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/// The sound to be played when a weapon instantly deals blood loss damage.
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/// </summary>
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[DataField("instantBloodSound")]
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public SoundSpecifier InstantBloodSound = new SoundCollectionSpecifier("blood");
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/// <summary>
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/// The sound to be played when some damage actually heals bleeding rather than starting it.
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/// </summary>
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[DataField("bloodHealedSound")]
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public SoundSpecifier BloodHealedSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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// TODO probably damage bleed thresholds.
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/// <summary>
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/// Max volume of internal chemical solution storage
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/// </summary>
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[DataField("chemicalMaxVolume")]
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public FixedPoint2 ChemicalMaxVolume = FixedPoint2.New(250);
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/// <summary>
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/// Max volume of internal blood storage,
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/// and starting level of blood.
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/// </summary>
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[DataField("bloodMaxVolume")]
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public FixedPoint2 BloodMaxVolume = FixedPoint2.New(300);
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/// <summary>
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/// Which reagent is considered this entities 'blood'?
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/// </summary>
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/// <remarks>
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/// Slime-people might use slime as their blood or something like that.
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/// </remarks>
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[DataField("bloodReagent")]
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public string BloodReagent = "Blood";
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/// <summary>
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/// Internal solution for reagent storage
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Access(typeof(BloodstreamSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public Solution ChemicalSolution = default!;
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/// <summary>
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/// Internal solution for blood storage
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Solution BloodSolution = default!;
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/// <summary>
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/// Temporary blood solution.
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/// When blood is lost, it goes to this solution, and when this
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/// solution hits a certain cap, the blood is actually spilled as a puddle.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Solution BloodTemporarySolution = default!;
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}
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}
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