* Offbrand medical * what if we regrade * zombies are mostly there thats it thats a wrap xd * here's changeling * some bonus gut punches * start working on the guidebook * fix rsi and yaml lints * my agrichem so fits * we stay rejuvenated * my china so laked * debrute * fix suicide * fix the suicide tests * my surgery so requires laying down * the guidebook continues * READ KEB PAGES * keb vascular recoupler * read keb medicine * fix yaml lint * fix the EntityRemoveConstructionGraphStep * fix overlay init * scalpels are not a food tool * return of the programmer art * my line so nieuw * boxes deserve veins too * mrrrp yaml * what if we redid brain damage alerts * bloot pressure * kill mannitol drowsiness * get licensed * my read so me * get feedbacked nerd * fine-tune the heart stoppage conditions * cryostasis adjustments, guidebook adjustments, fix negative strain issues * my surgery so table * fix heart surgery and guidebook * medicine & defibrillator pass * iv bags and stands * prefills * janet gets very sidetracked * mostly finished iv stuff * what if we fixed the guidebook * halve decapoid cryostasis * my medicines so IV * finetune cryostasis * less logspam * metabolism-aware iv stands and cryopods * give people painkillers * yaml lint real * fix blood build * finish rebase * tidy up localization * clean up my yaml beasties... * soft curve after exceeding maximum damage * husks/bonedeaths Grabbag of Offmed fixes & improvements (#3461) * CPR moment * Mob AI fix * Fix brain oxygenation not updating on regeneration * sorry gamers you cannot resist the pull * Troll combat abilities more in softcrit praying rn (#3467) dont have CPR be 50% (#3468) Make offbrand murder easier to contend with (#3473) * e * disrupt people in softcrit when attacking them * ok gamers we're gaming * forgor Hopefully final pass before Offbrand merge (#3475) First pass of Offbrand adjustments (#3477) Swap blood pressure values in health analyzer (#3476) Systolic over diastolic Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com> Offbrand pass 2: Mostly bugfixes (#3480) Fix zeds causing PVS reloads (#3482) Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481) * set up surgery ui * test fail real Pain/braingasps (#3487) Offmed bundle 5 - the evil one (#3489) * Evil cavity surgery * les borgues * nicotine moment * epinephrine RNG * legalese * test fail real * ok jamers cope with c4 Pass 6
165 lines
7.4 KiB
C#
165 lines
7.4 KiB
C#
using Content.Server.Body.Systems;
|
|
using Content.Server.Chemistry.Components;
|
|
using Content.Shared.Chemistry.EntitySystems;
|
|
using Content.Shared.Body.Components;
|
|
using Content.Shared.Chemistry.Events;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Projectiles;
|
|
using Content.Shared.Tag;
|
|
using Content.Shared.Weapons.Melee.Events;
|
|
using Robust.Shared.Collections;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.Chemistry.EntitySystems;
|
|
|
|
/// <summary>
|
|
/// System for handling the different inheritors of <see cref="BaseSolutionInjectOnEventComponent"/>.
|
|
/// Subscribes to relevent events and performs solution injections when they are raised.
|
|
/// </summary>
|
|
public sealed class SolutionInjectOnCollideSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
|
|
[Dependency] private readonly InventorySystem _inventory = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
|
|
[Dependency] private readonly TagSystem _tag = default!;
|
|
|
|
private static readonly ProtoId<TagPrototype> HardsuitTag = "Hardsuit";
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
|
|
SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
|
|
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
|
|
SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, InjectOverTimeEvent>(OnInjectOverTime);
|
|
}
|
|
|
|
private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
|
|
{
|
|
DoInjection((entity.Owner, entity.Comp), args.Target, args.Shooter);
|
|
}
|
|
|
|
private void HandleEmbed(Entity<SolutionInjectOnEmbedComponent> entity, ref EmbedEvent args)
|
|
{
|
|
DoInjection((entity.Owner, entity.Comp), args.Embedded, args.Shooter);
|
|
}
|
|
|
|
private void HandleMeleeHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
|
|
{
|
|
// MeleeHitEvent is weird, so we have to filter to make sure we actually
|
|
// hit something and aren't just examining the weapon.
|
|
if (args.IsHit)
|
|
TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
|
|
}
|
|
|
|
private void OnInjectOverTime(Entity<SolutionInjectWhileEmbeddedComponent> entity, ref InjectOverTimeEvent args)
|
|
{
|
|
DoInjection((entity.Owner, entity.Comp), args.EmbeddedIntoUid);
|
|
}
|
|
|
|
private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
|
|
{
|
|
TryInjectTargets(injectorEntity, [target], source);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Filters <paramref name="targets"/> for valid targets and tries to inject a portion of <see cref="BaseSolutionInjectOnEventComponent.Solution"/> into
|
|
/// each valid target's bloodstream.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Targets are invalid if any of the following are true:
|
|
/// <list type="bullet">
|
|
/// <item>The target does not have a bloodstream.</item>
|
|
/// <item><see cref="BaseSolutionInjectOnEventComponent.PierceArmor"/> is false and the target is wearing a hardsuit.</item>
|
|
/// <item><see cref="BaseSolutionInjectOnEventComponent.BlockSlots"/> is not NONE and the target has an item equipped in any of the specified slots.</item>
|
|
/// </list>
|
|
/// </remarks>
|
|
/// <returns>true if at least one target was successfully injected, otherwise false</returns>
|
|
private bool TryInjectTargets(Entity<BaseSolutionInjectOnEventComponent> injector, IReadOnlyList<EntityUid> targets, EntityUid? source = null)
|
|
{
|
|
// Make sure we have at least one target
|
|
if (targets.Count == 0)
|
|
return false;
|
|
|
|
// Get the solution to inject
|
|
if (!_solutionContainer.TryGetSolution(injector.Owner, injector.Comp.Solution, out var injectorSolution))
|
|
return false;
|
|
|
|
// Build a list of bloodstreams to inject into
|
|
var targetBloodstreams = new ValueList<Entity<BloodstreamComponent>>();
|
|
foreach (var target in targets)
|
|
{
|
|
if (Deleted(target))
|
|
continue;
|
|
|
|
// Yuck, this is way to hardcodey for my tastes
|
|
// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
|
|
if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, HardsuitTag))
|
|
{
|
|
// Only show popup to attacker
|
|
if (source != null)
|
|
_popup.PopupEntity(Loc.GetString(injector.Comp.BlockedByHardsuitPopupMessage, ("weapon", injector.Owner), ("target", target)), target, source.Value, PopupType.SmallCaution);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Check if the target has anything equipped in a slot that would block injection
|
|
if (injector.Comp.BlockSlots != SlotFlags.NONE)
|
|
{
|
|
var blocked = false;
|
|
var containerEnumerator = _inventory.GetSlotEnumerator(target, injector.Comp.BlockSlots);
|
|
while (containerEnumerator.MoveNext(out var container))
|
|
{
|
|
if (container.ContainedEntity != null)
|
|
{
|
|
blocked = true;
|
|
break;
|
|
}
|
|
}
|
|
if (blocked)
|
|
continue;
|
|
}
|
|
|
|
// Make sure the target has a bloodstream
|
|
if (!TryComp<BloodstreamComponent>(target, out var bloodstream))
|
|
continue;
|
|
|
|
|
|
// Checks passed; add this target's bloodstream to the list
|
|
targetBloodstreams.Add((target, bloodstream));
|
|
}
|
|
|
|
// Make sure we got at least one bloodstream
|
|
if (targetBloodstreams.Count == 0)
|
|
return false;
|
|
|
|
// Extract total needed solution from the injector
|
|
var removedSolution = _solutionContainer.SplitSolution(injectorSolution.Value, injector.Comp.TransferAmount * targetBloodstreams.Count);
|
|
// Adjust solution amount based on transfer efficiency
|
|
var solutionToInject = removedSolution.SplitSolution(removedSolution.Volume * injector.Comp.TransferEfficiency);
|
|
// Calculate how much of the adjusted solution each target will get
|
|
var volumePerBloodstream = solutionToInject.Volume * (1f / targetBloodstreams.Count);
|
|
|
|
var anySuccess = false;
|
|
foreach (var targetBloodstream in targetBloodstreams)
|
|
{
|
|
// Begin Offbrand
|
|
var beforeInject = new Content.Shared._Offbrand.Chemistry.BeforeInjectOnEventEvent { InjectionAmount = volumePerBloodstream };
|
|
RaiseLocalEvent(targetBloodstream, ref beforeInject);
|
|
if (beforeInject.InjectionAmount < 0)
|
|
continue;
|
|
// End Offbrand
|
|
// Take our portion of the adjusted solution for this target
|
|
var individualInjection = solutionToInject.SplitSolution(beforeInject.InjectionAmount); // Offbrand
|
|
// Inject our portion into the target's bloodstream
|
|
if (_bloodstream.TryAddToChemicals(targetBloodstream.AsNullable(), individualInjection))
|
|
anySuccess = true;
|
|
}
|
|
|
|
// Huzzah!
|
|
return anySuccess;
|
|
}
|
|
}
|