Files
tbd-station-14/Content.Server/Body/Systems/BloodstreamSystem.cs
Whisper 0e43f90bb8 The bleed update (#14814)
* 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
2023-04-02 23:59:51 -06:00

366 lines
16 KiB
C#

using Content.Server.Body.Components;
using Content.Server.Chemistry.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.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.Popups;
using Content.Shared.Drunk;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Rejuvenate;
using Robust.Server.GameObjects;
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 MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BloodstreamComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<BloodstreamComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<BloodstreamComponent, HealthBeingExaminedEvent>(OnHealthBeingExamined);
SubscribeLocalEvent<BloodstreamComponent, BeingGibbedEvent>(OnBeingGibbed);
SubscribeLocalEvent<BloodstreamComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
SubscribeLocalEvent<BloodstreamComponent, ReactionAttemptEvent>(OnReactionAttempt);
SubscribeLocalEvent<BloodstreamComponent, RejuvenateEvent>(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);
var query = EntityQueryEnumerator<BloodstreamComponent>();
while (query.MoveNext(out var uid, out var bloodstream))
{
bloodstream.AccumulatedFrametime += frameTime;
if (bloodstream.AccumulatedFrametime < bloodstream.UpdateInterval)
continue;
bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
if (TryComp<MobStateComponent>(uid, out var state) && _mobStateSystem.IsDead(uid, state))
continue;
// First, let's refresh their blood if possible.
if (bloodstream.BloodSolution.Volume < 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)
{
// 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);
}
// 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;
// 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<DamageModifierSetPrototype>(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);
/// <summary>
/// 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!
/// </summary>
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);
}
}
/// <summary>
/// Shows text on health examine, based on bleed rate and blood level.
/// </summary>
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(EntityUid uid, BloodstreamComponent component, RejuvenateEvent args)
{
TryModifyBleedAmount(uid, -component.BleedAmount, component);
TryModifyBloodLevel(uid, component.BloodSolution.AvailableVolume, component);
}
/// <summary>
/// Attempt to transfer provided solution to internal solution.
/// </summary>
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.FillFraction;
}
public void SetBloodLossThreshold(EntityUid uid, float threshold, BloodstreamComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
comp.BloodlossThreshold = threshold;
}
/// <summary>
/// Attempts to modify the blood level of this entity directly.
/// </summary>
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, _prototypeManager);
if (component.BloodTemporarySolution.Volume > component.BleedPuddleThreshold)
{
// Pass some of the chemstream into the spilled blood.
var temp = component.ChemicalSolution.SplitSolution(component.BloodTemporarySolution.Volume / 10);
component.BloodTemporarySolution.AddSolution(temp, _prototypeManager);
var puddle = _spillableSystem.SpillAt(uid, component.BloodTemporarySolution, "PuddleBlood", false);
if (puddle != null)
{
var comp = EnsureComp<ForensicsComponent>(puddle.Owner); //TODO: Get rid of .Owner
if (TryComp<DnaComponent>(uid, out var dna))
comp.DNAs.Add(dna.DNA);
}
component.BloodTemporarySolution.RemoveAllSolution();
}
return true;
}
/// <summary>
/// Tries to make an entity bleed more or less
/// </summary>
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;
}
/// <summary>
/// BLOOD FOR THE BLOOD GOD
/// </summary>
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, _prototypeManager);
component.BloodSolution.RemoveAllSolution();
tempSol.AddSolution(component.BloodTemporarySolution, _prototypeManager);
component.BloodTemporarySolution.RemoveAllSolution();
tempSol.AddSolution(component.ChemicalSolution, _prototypeManager);
component.ChemicalSolution.RemoveAllSolution();
var puddle = _spillableSystem.SpillAt(uid, tempSol, "PuddleBlood", true);
if (puddle != null)
{
var comp = EnsureComp<ForensicsComponent>(puddle.Owner); //TODO: Get rid of .Owner
if (TryComp<DnaComponent>(uid, out var dna))
comp.DNAs.Add(dna.DNA);
}
}
}