* starter API * network ID cards * Port more stuff from old identity * Re-implement identity representation + name updating * move * proper name returning for `IdentityName` * move everything important to server, give in to temptation * shared / server / client split sadly. move ensure to shared and spawn to server * identity update queueing + identityblocker * fixes * and just like that it's usable for admins * huge identity pass * pass dos * jesus christ * figs :D * fuck u * fix bad merge. Co-authored-by: Moony <moonheart08@users.noreply.github.com>
302 lines
13 KiB
C#
302 lines
13 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Chemistry.ReactionEffects;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.HealthExaminable;
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using Content.Server.Popups;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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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 Content.Shared.IdentityManagement;
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using Content.Shared.MobState.Components;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Body.Systems;
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public sealed class BloodstreamSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SpillableSystem _spillableSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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// TODO here
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// Update over time. Modify bloodloss damage in accordance with (amount of blood / max blood level), and reduce bleeding over time
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// Sub to damage changed event and modify bloodloss if incurring large hits of slashing/piercing
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BloodstreamComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<BloodstreamComponent, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<BloodstreamComponent, HealthBeingExaminedEvent>(OnHealthBeingExamined);
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SubscribeLocalEvent<BloodstreamComponent, BeingGibbedEvent>(OnBeingGibbed);
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SubscribeLocalEvent<BloodstreamComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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SubscribeLocalEvent<BloodstreamComponent, ReactionAttemptEvent>(OnReactionAttempt);
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}
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private void OnReactionAttempt(EntityUid uid, BloodstreamComponent component, ReactionAttemptEvent args)
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{
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if (args.Solution.Name != BloodstreamComponent.DefaultBloodSolutionName
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&& args.Solution.Name != BloodstreamComponent.DefaultChemicalsSolutionName
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&& args.Solution.Name != BloodstreamComponent.DefaultBloodTemporarySolutionName)
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return;
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foreach (var effect in args.Reaction.Effects)
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{
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switch (effect)
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{
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case CreateEntityReactionEffect: // Prevent entities from spawning in the bloodstream
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case AreaReactionEffect: // No spontaneous smoke or foam leaking out of blood vessels.
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args.Cancel();
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return;
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}
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}
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// The area-reaction effect canceling is part of avoiding smoke-fork-bombs (create two smoke bombs, that when
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// ingested by mobs create more smoke). This also used to act as a rapid chemical-purge, because all the
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// reagents would get carried away by the smoke/foam. This does still work for the stomach (I guess people vomit
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// up the smoke or spawned entities?).
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// TODO apply organ damage instead of just blocking the reaction?
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// Having cheese-clots form in your veins can't be good for you.
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var bloodstream in EntityManager.EntityQuery<BloodstreamComponent>())
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{
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bloodstream.AccumulatedFrametime += frameTime;
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if (bloodstream.AccumulatedFrametime < bloodstream.UpdateInterval)
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continue;
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bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
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var uid = bloodstream.Owner;
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if (TryComp<MobStateComponent>(uid, out var state) && state.IsDead())
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continue;
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// First, let's refresh their blood if possible.
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if (bloodstream.BloodSolution.CurrentVolume < bloodstream.BloodSolution.MaxVolume)
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TryModifyBloodLevel(uid, bloodstream.BloodRefreshAmount, bloodstream);
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// Next, let's remove some blood from them according to their bleed level.
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// as well as stop their bleeding to a certain extent.
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if (bloodstream.BleedAmount > 0)
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{
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TryModifyBloodLevel(uid, (-bloodstream.BleedAmount) / 20, bloodstream);
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TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream);
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}
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// Next, we'll deal some bloodloss damage if their blood level is below a threshold.
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var bloodPercentage = GetBloodLevelPercentage(uid, bloodstream);
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if (bloodPercentage < bloodstream.BloodlossThreshold)
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{
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// TODO use a better method for determining this.
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var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
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_damageableSystem.TryChangeDamage(uid, amt, true, false);
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}
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else
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{
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// If they're healthy, we'll try and heal some bloodloss instead.
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_damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false);
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}
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}
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}
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private void OnComponentInit(EntityUid uid, BloodstreamComponent component, ComponentInit args)
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{
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component.ChemicalSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultChemicalsSolutionName);
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component.BloodSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodSolutionName);
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component.BloodTemporarySolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodTemporarySolutionName);
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component.ChemicalSolution.MaxVolume = component.ChemicalMaxVolume;
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component.BloodSolution.MaxVolume = component.BloodMaxVolume;
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component.BloodTemporarySolution.MaxVolume = component.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well
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// Fill blood solution with BLOOD
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_solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent,
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component.BloodMaxVolume, out _);
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}
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private void OnDamageChanged(EntityUid uid, BloodstreamComponent component, DamageChangedEvent args)
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{
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if (args.DamageDelta is null)
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return;
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// TODO probably cache this or something. humans get hurt a lot
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if (!_prototypeManager.TryIndex<DamageModifierSetPrototype>(component.DamageBleedModifiers, out var modifiers))
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return;
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var bloodloss = DamageSpecifier.ApplyModifierSet(args.DamageDelta, modifiers);
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if (bloodloss.Empty)
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return;
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var oldBleedAmount = component.BleedAmount;
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var total = bloodloss.Total;
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var totalFloat = total.Float();
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TryModifyBleedAmount(uid, totalFloat, component);
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var prob = Math.Clamp(totalFloat / 50, 0, 1);
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var healPopupProb = Math.Clamp(Math.Abs(totalFloat) / 25, 0, 1);
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if (totalFloat > 0 && _robustRandom.Prob(prob))
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{
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TryModifyBloodLevel(uid, (-total) / 5, component);
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SoundSystem.Play(component.InstantBloodSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default);
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}
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else if (totalFloat < 0 && oldBleedAmount > 0 && _robustRandom.Prob(healPopupProb))
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{
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// Magically, this damage has healed some bleeding, likely
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// because it's burn damage that cauterized their wounds.
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// We'll play a special sound and popup for feedback.
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SoundSystem.Play(component.BloodHealedSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default);
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_popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid,
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Filter.Entities(uid), PopupType.Medium);
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; }
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}
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private void OnHealthBeingExamined(EntityUid uid, BloodstreamComponent component, HealthBeingExaminedEvent args)
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{
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if (component.BleedAmount > 10)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", Identity.Entity(uid, EntityManager))));
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}
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else if (component.BleedAmount > 0)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", Identity.Entity(uid, EntityManager))));
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}
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if (GetBloodLevelPercentage(uid, component) < component.BloodlossThreshold)
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{
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", Identity.Entity(uid, EntityManager))));
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}
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}
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private void OnBeingGibbed(EntityUid uid, BloodstreamComponent component, BeingGibbedEvent args)
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{
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SpillAllSolutions(uid, component);
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}
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private void OnApplyMetabolicMultiplier(EntityUid uid, BloodstreamComponent component, ApplyMetabolicMultiplierEvent args)
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{
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if (args.Apply)
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{
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component.UpdateInterval *= args.Multiplier;
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return;
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}
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component.UpdateInterval /= args.Multiplier;
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// Reset the accumulator properly
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if (component.AccumulatedFrametime >= component.UpdateInterval)
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component.AccumulatedFrametime = component.UpdateInterval;
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}
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/// <summary>
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/// Attempt to transfer provided solution to internal solution.
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/// </summary>
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public bool TryAddToChemicals(EntityUid uid, Solution solution, BloodstreamComponent? component=null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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return _solutionContainerSystem.TryAddSolution(uid, component.ChemicalSolution, solution);
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}
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public float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return 0.0f;
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return (component.BloodSolution.CurrentVolume / component.BloodSolution.MaxVolume).Float();
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}
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public void SetBloodLossThreshold(EntityUid uid, float threshold, BloodstreamComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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comp.BloodlossThreshold = threshold;
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}
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/// <summary>
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/// Attempts to modify the blood level of this entity directly.
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/// </summary>
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public bool TryModifyBloodLevel(EntityUid uid, FixedPoint2 amount, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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if (amount >= 0)
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return _solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent, amount, out _);
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// Removal is more involved,
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// since we also wanna handle moving it to the temporary solution
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// and then spilling it if necessary.
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var newSol = component.BloodSolution.SplitSolution(-amount);
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component.BloodTemporarySolution.AddSolution(newSol);
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if (component.BloodTemporarySolution.CurrentVolume > component.BleedPuddleThreshold)
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{
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// Pass some of the chemstream into the spilled blood.
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var temp = component.ChemicalSolution.SplitSolution(component.BloodTemporarySolution.CurrentVolume / 10);
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component.BloodTemporarySolution.AddSolution(temp);
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_spillableSystem.SpillAt(uid, component.BloodTemporarySolution, "PuddleBlood", false);
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component.BloodTemporarySolution.RemoveAllSolution();
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}
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return true;
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}
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/// <summary>
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/// Tries to make an entity bleed more or less
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/// </summary>
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public bool TryModifyBleedAmount(EntityUid uid, float amount, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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component.BleedAmount += amount;
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component.BleedAmount = Math.Clamp(component.BleedAmount, 0, component.MaxBleedAmount);
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return true;
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}
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/// <summary>
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/// BLOOD FOR THE BLOOD GOD
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/// </summary>
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public void SpillAllSolutions(EntityUid uid, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var max = component.BloodSolution.MaxVolume + component.BloodTemporarySolution.MaxVolume +
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component.ChemicalSolution.MaxVolume;
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var tempSol = new Solution() { MaxVolume = max };
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tempSol.AddSolution(component.BloodSolution);
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component.BloodSolution.RemoveAllSolution();
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tempSol.AddSolution(component.BloodTemporarySolution);
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component.BloodTemporarySolution.RemoveAllSolution();
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tempSol.AddSolution(component.ChemicalSolution);
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component.ChemicalSolution.RemoveAllSolution();
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_spillableSystem.SpillAt(uid, tempSol, "PuddleBlood", true);
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}
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}
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