Files
tbd-station-14/Content.Shared/Body/Components/BloodstreamComponent.cs
pathetic meowmeow 8894eca118 Offbrand medical (#3366)
* 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
2025-09-27 22:36:57 -04:00

207 lines
7.2 KiB
C#

using Content.Shared.Alert;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Body.Components;
/// <summary>
/// Gives an entity a bloodstream.
/// </summary>
[RegisterComponent, NetworkedComponent,]
[AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause]
[Access(typeof(SharedBloodstreamSystem))]
public sealed partial class BloodstreamComponent : Component
{
public const string DefaultChemicalsSolutionName = "chemicals";
public const string DefaultBloodSolutionName = "bloodstream";
public const string DefaultBloodTemporarySolutionName = "bloodstreamTemporary";
/// <summary>
/// The next time that blood level will be updated and bloodloss damage dealt.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField]
public TimeSpan NextUpdate;
/// <summary>
/// The interval at which this component updates.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
/// <summary>
/// Multiplier applied to <see cref="UpdateInterval"/> for adjusting based on metabolic rate multiplier.
/// </summary>
[DataField, AutoNetworkedField]
public float UpdateIntervalMultiplier = 1f;
/// <summary>
/// Adjusted update interval based off of the multiplier value.
/// </summary>
[ViewVariables]
public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
/// <summary>
/// How much is this entity currently bleeding?
/// Higher numbers mean more blood lost every tick.
///
/// Goes down slowly over time, and items like bandages
/// or clotting reagents can lower bleeding.
/// </summary>
/// <remarks>
/// This generally corresponds to an amount of damage and can't go above 100.
/// </remarks>
[DataField, AutoNetworkedField]
public float BleedAmount;
/// <summary>
/// How much should bleeding be reduced every update interval?
/// </summary>
[DataField, AutoNetworkedField]
public float BleedReductionAmount = 0.33f;
/// <summary>
/// How high can <see cref="BleedAmount"/> go?
/// </summary>
[DataField, AutoNetworkedField]
public float MaxBleedAmount = 10.0f;
/// <summary>
/// What percentage of current blood is necessary to avoid dealing blood loss damage?
/// </summary>
[DataField, AutoNetworkedField]
public float BloodlossThreshold = 0.9f;
/// <summary>
/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public DamageSpecifier? BloodlossDamage = new(); // Offbrand: we don't need this
/// <summary>
/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public DamageSpecifier? BloodlossHealDamage = new(); // Offbrand: we don't need this
// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
/// <summary>
/// How much reagent of blood should be restored each update interval?
/// </summary>
[DataField, AutoNetworkedField]
public FixedPoint2 BloodRefreshAmount = 1.0f;
/// <summary>
/// How much blood needs to be in the temporary solution in order to create a puddle?
/// </summary>
[DataField, AutoNetworkedField]
public FixedPoint2 BleedPuddleThreshold = 1.0f;
/// <summary>
/// A modifier set prototype ID corresponding to how damage should be modified
/// before taking it into account for bloodloss.
/// </summary>
/// <remarks>
/// For example, piercing damage is increased while poison damage is nullified entirely.
/// </remarks>
[DataField, AutoNetworkedField]
public ProtoId<DamageModifierSetPrototype>? DamageBleedModifiers = "BloodlossHuman"; // Offbrand: we don't want this
/// <summary>
/// The sound to be played when a weapon instantly deals blood loss damage.
/// </summary>
[DataField, AutoNetworkedField]
public SoundSpecifier InstantBloodSound = new SoundCollectionSpecifier("blood");
/// <summary>
/// The sound to be played when some damage actually heals bleeding rather than starting it.
/// </summary>
[DataField]
public SoundSpecifier BloodHealedSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
/// <summary>
/// The minimum amount damage reduction needed to play the healing sound/popup.
/// This prevents tiny amounts of heat damage from spamming the sound, e.g. spacing.
/// </summary>
[DataField]
public float BloodHealedSoundThreshold = -0.1f;
// TODO probably damage bleed thresholds.
/// <summary>
/// Max volume of internal chemical solution storage
/// </summary>
[DataField]
public FixedPoint2 ChemicalMaxVolume = FixedPoint2.New(250);
/// <summary>
/// Max volume of internal blood storage,
/// and starting level of blood.
/// </summary>
[DataField]
public FixedPoint2 BloodMaxVolume = FixedPoint2.New(300);
/// <summary>
/// Which reagent is considered this entities 'blood'?
/// </summary>
/// <remarks>
/// Slime-people might use slime as their blood or something like that.
/// </remarks>
[DataField, AutoNetworkedField]
public ProtoId<ReagentPrototype> BloodReagent = "Blood";
/// <summary>
/// Name/Key that <see cref="BloodSolution"/> is indexed by.
/// </summary>
[DataField]
public string BloodSolutionName = DefaultBloodSolutionName;
/// <summary>
/// Name/Key that <see cref="ChemicalSolution"/> is indexed by.
/// </summary>
[DataField]
public string ChemicalSolutionName = DefaultChemicalsSolutionName;
/// <summary>
/// Name/Key that <see cref="TemporarySolution"/> is indexed by.
/// </summary>
[DataField]
public string BloodTemporarySolutionName = DefaultBloodTemporarySolutionName;
/// <summary>
/// Internal solution for blood storage
/// </summary>
[ViewVariables]
public Entity<SolutionComponent>? BloodSolution;
/// <summary>
/// Internal solution for reagent storage
/// </summary>
[ViewVariables]
public Entity<SolutionComponent>? ChemicalSolution;
/// <summary>
/// Temporary blood solution.
/// When blood is lost, it goes to this solution, and when this
/// solution hits a certain cap, the blood is actually spilled as a puddle.
/// </summary>
[ViewVariables]
public Entity<SolutionComponent>? TemporarySolution;
/// <summary>
/// Alert to show when bleeding.
/// </summary>
[DataField]
public ProtoId<AlertPrototype> BleedingAlert = "Bleed";
}