* initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase
520 lines
23 KiB
C#
520 lines
23 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.Drunk;
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using Content.Shared.EntityEffects.Effects;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids;
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using Content.Shared.Forensics.Components;
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using Content.Shared.HealthExaminable;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Speech.EntitySystems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Body.Systems;
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public abstract class SharedBloodstreamSystem : EntitySystem
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{
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[Dependency] protected readonly SharedSolutionContainerSystem SolutionContainer = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPuddleSystem _puddle = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
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[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BloodstreamComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<BloodstreamComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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SubscribeLocalEvent<BloodstreamComponent, ReactionAttemptEvent>(OnReactionAttempt);
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SubscribeLocalEvent<BloodstreamComponent, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
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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, RejuvenateEvent>(OnRejuvenate);
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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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var curTime = _timing.CurTime;
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var query = EntityQueryEnumerator<BloodstreamComponent>();
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while (query.MoveNext(out var uid, out var bloodstream))
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{
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if (curTime < bloodstream.NextUpdate)
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continue;
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bloodstream.NextUpdate += bloodstream.UpdateInterval;
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DirtyField(uid, bloodstream, nameof(BloodstreamComponent.NextUpdate)); // needs to be dirtied on the client so it can be rerolled during prediction
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if (!SolutionContainer.ResolveSolution(uid, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution))
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continue;
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// Adds blood to their blood level if it is below the maximum; Blood regeneration. Must be alive.
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if (bloodSolution.Volume < bloodSolution.MaxVolume && !_mobStateSystem.IsDead(uid))
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{
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TryModifyBloodLevel((uid, bloodstream), bloodstream.BloodRefreshAmount);
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}
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// Removes blood from the bloodstream based on bleed amount (bleed rate)
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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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// Blood is removed from the bloodstream at a 1-1 rate with the bleed amount
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TryModifyBloodLevel((uid, bloodstream), -bloodstream.BleedAmount);
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// Bleed rate is reduced by the bleed reduction amount in the bloodstream component.
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TryModifyBleedAmount((uid, bloodstream), -bloodstream.BleedReductionAmount);
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}
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// deal 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 && !_mobStateSystem.IsDead(uid))
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{
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// bloodloss damage is based on the base value, and modified by how low your blood level is.
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var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
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_damageableSystem.TryChangeDamage(uid, amt,
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ignoreResistances: false, interruptsDoAfters: false);
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// Apply dizziness as a symptom of bloodloss.
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// The effect is applied in a way that it will never be cleared without being healthy.
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// Multiplying by 2 is arbitrary but works for this case, it just prevents the time from running out
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_drunkSystem.TryApplyDrunkenness(
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uid,
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(float)bloodstream.UpdateInterval.TotalSeconds * 2,
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applySlur: false);
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_stutteringSystem.DoStutter(uid, bloodstream.UpdateInterval * 2, refresh: false);
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// storing the drunk and stutter time so we can remove it independently from other effects additions
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bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
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DirtyField(uid, bloodstream, nameof(BloodstreamComponent.StatusTime));
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}
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else if (!_mobStateSystem.IsDead(uid))
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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(
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uid,
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bloodstream.BloodlossHealDamage * bloodPercentage,
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ignoreResistances: true, interruptsDoAfters: false);
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// Remove the drunk effect when healthy. Should only remove the amount of drunk and stutter added by low blood level
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_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime.TotalSeconds);
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_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime.TotalSeconds);
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// Reset the drunk and stutter time to zero
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bloodstream.StatusTime = TimeSpan.Zero;
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DirtyField(uid, bloodstream, nameof(BloodstreamComponent.StatusTime));
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}
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}
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}
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private void OnMapInit(Entity<BloodstreamComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _timing.CurTime + ent.Comp.UpdateInterval;
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DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.NextUpdate));
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}
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// prevent the infamous UdderSystem debug assert, see https://github.com/space-wizards/space-station-14/pull/35314
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// TODO: find a better solution than copy pasting this into every shared system that caches solution entities
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private void OnEntRemoved(Entity<BloodstreamComponent> entity, ref EntRemovedFromContainerMessage args)
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{
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// Make sure the removed entity was our contained solution and set it to null
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if (args.Entity == entity.Comp.BloodSolution?.Owner)
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entity.Comp.BloodSolution = null;
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if (args.Entity == entity.Comp.ChemicalSolution?.Owner)
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entity.Comp.ChemicalSolution = null;
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if (args.Entity == entity.Comp.TemporarySolution?.Owner)
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entity.Comp.TemporarySolution = null;
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}
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private void OnReactionAttempt(Entity<BloodstreamComponent> ent, ref ReactionAttemptEvent args)
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{
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if (args.Cancelled)
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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.Cancelled = true;
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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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private void OnReactionAttempt(Entity<BloodstreamComponent> ent, ref SolutionRelayEvent<ReactionAttemptEvent> args)
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{
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if (args.Name != ent.Comp.BloodSolutionName
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&& args.Name != ent.Comp.ChemicalSolutionName
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&& args.Name != ent.Comp.BloodTemporarySolutionName)
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{
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return;
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}
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OnReactionAttempt(ent, ref args.Event);
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}
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private void OnDamageChanged(Entity<BloodstreamComponent> ent, ref DamageChangedEvent args)
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{
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// The incoming state from the server raises a DamageChangedEvent as well.
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// But the changes to the bloodstream have also been dirtied,
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// so we prevent applying them twice.
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if (_timing.ApplyingState)
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return;
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if (args.DamageDelta is null || !args.DamageIncreased)
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{
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return;
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}
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// TODO probably cache this or something. humans get hurt a lot
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if (!_prototypeManager.TryIndex(ent.Comp.DamageBleedModifiers, out var modifiers))
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return;
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// some reagents may deal and heal different damage types in the same tick, which means DamageIncreased will be true
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// but we only want to consider the dealt damage when causing bleeding
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var damage = DamageSpecifier.GetPositive(args.DamageDelta);
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var bloodloss = DamageSpecifier.ApplyModifierSet(damage, modifiers);
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if (bloodloss.Empty)
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return;
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// Does the calculation of how much bleed rate should be added/removed, then applies it
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var oldBleedAmount = ent.Comp.BleedAmount;
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var total = bloodloss.GetTotal();
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var totalFloat = total.Float();
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TryModifyBleedAmount(ent.AsNullable(), totalFloat);
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/// Critical hit. Causes target to lose blood, using the bleed rate modifier of the weapon, currently divided by 5
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/// The crit chance is currently the bleed rate modifier divided by 25.
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/// Higher damage weapons have a higher chance to crit!
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// TODO: Replace with RandomPredicted once the engine PR is merged
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// Use both the receiver and the damage causing entity for the seed so that we have different results for multiple attacks in the same tick
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var seed = HashCode.Combine((int)_timing.CurTick.Value, GetNetEntity(ent).Id, GetNetEntity(args.Origin)?.Id ?? 0);
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var rand = new System.Random(seed);
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var prob = Math.Clamp(totalFloat / 25, 0, 1);
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if (totalFloat > 0 && rand.Prob(prob))
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{
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TryModifyBloodLevel(ent.AsNullable(), -total / 5);
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_audio.PlayPredicted(ent.Comp.InstantBloodSound, ent, args.Origin);
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}
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// Heat damage will cauterize, causing the bleed rate to be reduced.
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else if (totalFloat <= ent.Comp.BloodHealedSoundThreshold && oldBleedAmount > 0)
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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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_popup.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), ent,
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ent, PopupType.Medium); // only the burned entity can see this
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_audio.PlayPredicted(ent.Comp.BloodHealedSound, ent, args.Origin);
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}
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}
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/// <summary>
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/// Shows text on health examine, based on bleed rate and blood level.
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/// </summary>
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private void OnHealthBeingExamined(Entity<BloodstreamComponent> ent, ref HealthBeingExaminedEvent args)
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{
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// Shows massively bleeding at 0.75x the max bleed rate.
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if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.75f)
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{
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args.Message.PushNewline();
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args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-massive-bleeding", ("target", ent.Owner)));
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}
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// Shows bleeding message when bleeding above half the max rate, but less than massively.
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else if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.5f)
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{
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args.Message.PushNewline();
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args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-strong-bleeding", ("target", ent.Owner)));
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}
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// Shows bleeding message when bleeding above 0.25x the max rate, but less than half the max.
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else if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.25f)
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{
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args.Message.PushNewline();
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args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-bleeding", ("target", ent.Owner)));
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}
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// Shows bleeding message when bleeding below 0.25x the max cap
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else if (ent.Comp.BleedAmount > 0)
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{
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args.Message.PushNewline();
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args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-slight-bleeding", ("target", ent.Owner)));
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}
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// If the mob's blood level is below the damage threshhold, the pale message is added.
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if (GetBloodLevelPercentage(ent.AsNullable()) < ent.Comp.BloodlossThreshold)
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{
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args.Message.PushNewline();
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args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-looks-pale", ("target", ent.Owner)));
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}
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}
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private void OnBeingGibbed(Entity<BloodstreamComponent> ent, ref BeingGibbedEvent args)
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{
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SpillAllSolutions(ent.AsNullable());
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}
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private void OnApplyMetabolicMultiplier(Entity<BloodstreamComponent> ent, ref ApplyMetabolicMultiplierEvent args)
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{
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// TODO REFACTOR THIS
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// This will slowly drift over time due to floating point errors.
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// Instead, raise an event with the base rates and allow modifiers to get applied to it.
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if (args.Apply)
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ent.Comp.UpdateInterval *= args.Multiplier;
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else
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ent.Comp.UpdateInterval /= args.Multiplier;
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DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.UpdateInterval));
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}
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private void OnRejuvenate(Entity<BloodstreamComponent> ent, ref RejuvenateEvent args)
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{
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TryModifyBleedAmount(ent.AsNullable(), -ent.Comp.BleedAmount);
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if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution, out var bloodSolution))
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TryModifyBloodLevel(ent.AsNullable(), bloodSolution.AvailableVolume);
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if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution))
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SolutionContainer.RemoveAllSolution(ent.Comp.ChemicalSolution.Value);
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}
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/// <summary>
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/// Returns the current blood level as a percentage (between 0 and 1).
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/// </summary>
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public float GetBloodLevelPercentage(Entity<BloodstreamComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp)
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|| !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution, out var bloodSolution))
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{
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return 0.0f;
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}
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return bloodSolution.FillFraction;
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}
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/// <summary>
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/// Setter for the BloodlossThreshold datafield.
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/// </summary>
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public void SetBloodLossThreshold(Entity<BloodstreamComponent?> ent, float threshold)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.BloodlossThreshold = threshold;
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DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.BloodlossThreshold));
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}
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/// <summary>
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/// Attempt to transfer a provided solution to internal solution.
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/// </summary>
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public bool TryAddToChemicals(Entity<BloodstreamComponent?> ent, Solution solution)
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{
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if (!Resolve(ent, ref ent.Comp, logMissing: false)
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|| !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution))
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return false;
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if (SolutionContainer.TryAddSolution(ent.Comp.ChemicalSolution.Value, solution))
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return true;
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return false;
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}
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/// <summary>
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/// Removes a certain amount of all reagents except of a single excluded one from the bloodstream.
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/// </summary>
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public bool FlushChemicals(Entity<BloodstreamComponent?> ent, ProtoId<ReagentPrototype>? excludedReagentID, FixedPoint2 quantity)
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{
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if (!Resolve(ent, ref ent.Comp, logMissing: false)
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|| !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution, out var chemSolution))
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return false;
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for (var i = chemSolution.Contents.Count - 1; i >= 0; i--)
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{
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var (reagentId, _) = chemSolution.Contents[i];
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if (reagentId.Prototype != excludedReagentID)
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{
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SolutionContainer.RemoveReagent(ent.Comp.ChemicalSolution.Value, reagentId, quantity);
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}
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}
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return true;
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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(Entity<BloodstreamComponent?> ent, FixedPoint2 amount)
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{
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if (!Resolve(ent, ref ent.Comp, logMissing: false)
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|| !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution))
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return false;
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if (amount >= 0)
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return SolutionContainer.TryAddReagent(ent.Comp.BloodSolution.Value, ent.Comp.BloodReagent, amount, null, GetEntityBloodData(ent));
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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 = SolutionContainer.SplitSolution(ent.Comp.BloodSolution.Value, -amount);
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if (!SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodTemporarySolutionName, ref ent.Comp.TemporarySolution, out var tempSolution))
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return true;
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tempSolution.AddSolution(newSol, _prototypeManager);
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if (tempSolution.Volume > ent.Comp.BleedPuddleThreshold)
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{
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// Pass some of the chemstream into the spilled blood.
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if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution))
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{
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var temp = SolutionContainer.SplitSolution(ent.Comp.ChemicalSolution.Value, tempSolution.Volume / 10);
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tempSolution.AddSolution(temp, _prototypeManager);
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}
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_puddle.TrySpillAt(ent.Owner, tempSolution, out _, sound: false);
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tempSolution.RemoveAllSolution();
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}
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SolutionContainer.UpdateChemicals(ent.Comp.TemporarySolution.Value);
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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(Entity<BloodstreamComponent?> ent, float amount)
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{
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if (!Resolve(ent, ref ent.Comp, logMissing: false))
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return false;
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ent.Comp.BleedAmount += amount;
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ent.Comp.BleedAmount = Math.Clamp(ent.Comp.BleedAmount, 0, ent.Comp.MaxBleedAmount);
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DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.BleedAmount));
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if (ent.Comp.BleedAmount == 0)
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_alertsSystem.ClearAlert(ent, ent.Comp.BleedingAlert);
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else
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{
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var severity = (short)Math.Clamp(Math.Round(ent.Comp.BleedAmount, MidpointRounding.ToZero), 0, 10);
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_alertsSystem.ShowAlert(ent, ent.Comp.BleedingAlert, severity);
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}
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return true;
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}
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/// <summary>
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/// Spill all bloodstream solutions into a puddle.
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/// BLOOD FOR THE BLOOD GOD
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/// </summary>
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public void SpillAllSolutions(Entity<BloodstreamComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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var tempSol = new Solution();
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if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution, out var bloodSolution))
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{
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tempSol.MaxVolume += bloodSolution.MaxVolume;
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tempSol.AddSolution(bloodSolution, _prototypeManager);
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SolutionContainer.RemoveAllSolution(ent.Comp.BloodSolution.Value);
|
|
}
|
|
|
|
if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution, out var chemSolution))
|
|
{
|
|
tempSol.MaxVolume += chemSolution.MaxVolume;
|
|
tempSol.AddSolution(chemSolution, _prototypeManager);
|
|
SolutionContainer.RemoveAllSolution(ent.Comp.ChemicalSolution.Value);
|
|
}
|
|
|
|
if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodTemporarySolutionName, ref ent.Comp.TemporarySolution, out var tempSolution))
|
|
{
|
|
tempSol.MaxVolume += tempSolution.MaxVolume;
|
|
tempSol.AddSolution(tempSolution, _prototypeManager);
|
|
SolutionContainer.RemoveAllSolution(ent.Comp.TemporarySolution.Value);
|
|
}
|
|
|
|
_puddle.TrySpillAt(ent, tempSol, out _);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Change what someone's blood is made of, on the fly.
|
|
/// </summary>
|
|
public void ChangeBloodReagent(Entity<BloodstreamComponent?> ent, ProtoId<ReagentPrototype> reagent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, logMissing: false)
|
|
|| reagent == ent.Comp.BloodReagent)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution, out var bloodSolution))
|
|
{
|
|
ent.Comp.BloodReagent = reagent;
|
|
return;
|
|
}
|
|
|
|
var currentVolume = bloodSolution.RemoveReagent(ent.Comp.BloodReagent, bloodSolution.Volume, ignoreReagentData: true);
|
|
|
|
ent.Comp.BloodReagent = reagent;
|
|
DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.BloodReagent));
|
|
|
|
if (currentVolume > 0)
|
|
SolutionContainer.TryAddReagent(ent.Comp.BloodSolution.Value, ent.Comp.BloodReagent, currentVolume, null, GetEntityBloodData(ent));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the reagent data for blood that a specific entity should have.
|
|
/// </summary>
|
|
public List<ReagentData> GetEntityBloodData(EntityUid uid)
|
|
{
|
|
var bloodData = new List<ReagentData>();
|
|
var dnaData = new DnaData();
|
|
|
|
if (TryComp<DnaComponent>(uid, out var donorComp) && donorComp.DNA != null)
|
|
dnaData.DNA = donorComp.DNA;
|
|
else
|
|
dnaData.DNA = Loc.GetString("forensics-dna-unknown");
|
|
|
|
bloodData.Add(dnaData);
|
|
|
|
return bloodData;
|
|
}
|
|
}
|