Files
tbd-station-14/Content.Server/Body/Systems/BloodstreamSystem.cs
2023-12-29 08:47:43 -04:00

456 lines
20 KiB
C#

using Content.Server.Body.Components;
using Content.Server.Chemistry.Containers.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.Alert;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Drunk;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Rejuvenate;
using Content.Shared.Speech.EntitySystems;
using Robust.Server.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Body.Systems;
public sealed class BloodstreamSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly PuddleSystem _puddleSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly ForensicsSystem _forensicsSystem = 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, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
SubscribeLocalEvent<BloodstreamComponent, RejuvenateEvent>(OnRejuvenate);
}
private void OnReactionAttempt(Entity<BloodstreamComponent> entity, ref ReactionAttemptEvent args)
{
if (args.Cancelled)
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.Cancelled = true;
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.
}
private void OnReactionAttempt(Entity<BloodstreamComponent> entity, ref SolutionRelayEvent<ReactionAttemptEvent> args)
{
if (args.Name != entity.Comp.BloodSolutionName
&& args.Name != entity.Comp.ChemicalSolutionName
&& args.Name != entity.Comp.BloodTemporarySolutionName)
return;
OnReactionAttempt(entity, ref args.Event);
}
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 (!_solutionContainerSystem.ResolveSolution(uid, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution))
continue;
// Adds blood to their blood level if it is below the maximum; Blood regeneration. Must be alive.
if (bloodSolution.Volume < bloodSolution.MaxVolume && !_mobStateSystem.IsDead(uid))
{
TryModifyBloodLevel(uid, bloodstream.BloodRefreshAmount, bloodstream);
}
// Removes blood from the bloodstream based on bleed amount (bleed rate)
// 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);
}
// deal bloodloss damage if their blood level is below a threshold.
var bloodPercentage = GetBloodLevelPercentage(uid, bloodstream);
if (bloodPercentage < bloodstream.BloodlossThreshold && !_mobStateSystem.IsDead(uid))
{
// bloodloss damage is based on the base value, and modified by how low your blood level is.
var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
_damageableSystem.TryChangeDamage(uid, amt, false, false);
// Apply dizziness as a symptom of bloodloss.
// The effect is applied in a way that it will never be cleared without being healthy.
// Multiplying by 2 is arbitrary but works for this case, it just prevents the time from running out
_drunkSystem.TryApplyDrunkenness(uid, bloodstream.UpdateInterval*2, false);
_stutteringSystem.DoStutter(uid, TimeSpan.FromSeconds(bloodstream.UpdateInterval*2), false);
// storing the drunk and stutter time so we can remove it independently from other effects additions
bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
}
else if (!_mobStateSystem.IsDead(uid))
{
// If they're healthy, we'll try and heal some bloodloss instead.
_damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false);
// Remove the drunk effect when healthy. Should only remove the amount of drunk and stutter added by low blood level
_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime);
_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime);
// Reset the drunk and stutter time to zero
bloodstream.StatusTime = 0;
}
}
}
private void OnComponentInit(Entity<BloodstreamComponent> entity, ref ComponentInit args)
{
var chemicalSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.ChemicalSolutionName);
var bloodSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodSolutionName);
var tempSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodTemporarySolutionName);
chemicalSolution.MaxVolume = entity.Comp.ChemicalMaxVolume;
bloodSolution.MaxVolume = entity.Comp.BloodMaxVolume;
tempSolution.MaxVolume = entity.Comp.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well
// Fill blood solution with BLOOD
bloodSolution.AddReagent(entity.Comp.BloodReagent, entity.Comp.BloodMaxVolume - bloodSolution.Volume);
}
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(Entity<BloodstreamComponent> entity, ref RejuvenateEvent args)
{
TryModifyBleedAmount(entity.Owner, -entity.Comp.BleedAmount, entity.Comp);
if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.BloodSolutionName, ref entity.Comp.BloodSolution, out var bloodSolution))
TryModifyBloodLevel(entity.Owner, bloodSolution.AvailableVolume, entity.Comp);
if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.ChemicalSolutionName, ref entity.Comp.ChemicalSolution))
_solutionContainerSystem.RemoveAllSolution(entity.Comp.ChemicalSolution.Value);
}
/// <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;
if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
return false;
return _solutionContainerSystem.TryAddSolution(component.ChemicalSolution.Value, solution);
}
public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return false;
if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
return false;
for (var i = chemSolution.Contents.Count - 1; i >= 0; i--)
{
var (reagentId, _) = chemSolution.Contents[i];
if (reagentId.Prototype != excludedReagentID)
{
_solutionContainerSystem.RemoveReagent(component.ChemicalSolution.Value, reagentId, quantity);
}
}
return true;
}
public float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0.0f;
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
return 0.0f;
return 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 (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution))
return false;
if (amount >= 0)
return _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, 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 = _solutionContainerSystem.SplitSolution(component.BloodSolution.Value, -amount);
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution))
return true;
tempSolution.AddSolution(newSol, _prototypeManager);
if (tempSolution.Volume > component.BleedPuddleThreshold)
{
// Pass some of the chemstream into the spilled blood.
if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
{
var temp = _solutionContainerSystem.SplitSolution(component.ChemicalSolution.Value, tempSolution.Volume / 10);
tempSolution.AddSolution(temp, _prototypeManager);
}
if (_puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, false))
{
_forensicsSystem.TransferDna(puddleUid, uid, false);
}
tempSolution.RemoveAllSolution();
}
_solutionContainerSystem.UpdateChemicals(component.TemporarySolution.Value);
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);
if (component.BleedAmount == 0)
_alertsSystem.ClearAlert(uid, AlertType.Bleed);
else
{
var severity = (short) Math.Clamp(Math.Round(component.BleedAmount, MidpointRounding.ToZero), 0, 10);
_alertsSystem.ShowAlert(uid, AlertType.Bleed, severity);
}
return true;
}
/// <summary>
/// BLOOD FOR THE BLOOD GOD
/// </summary>
public void SpillAllSolutions(EntityUid uid, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var tempSol = new Solution();
if (_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
{
tempSol.MaxVolume += bloodSolution.MaxVolume;
tempSol.AddSolution(bloodSolution, _prototypeManager);
_solutionContainerSystem.RemoveAllSolution(component.BloodSolution.Value);
}
if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
{
tempSol.MaxVolume += chemSolution.MaxVolume;
tempSol.AddSolution(chemSolution, _prototypeManager);
_solutionContainerSystem.RemoveAllSolution(component.ChemicalSolution.Value);
}
if (_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution))
{
tempSol.MaxVolume += tempSolution.MaxVolume;
tempSol.AddSolution(tempSolution, _prototypeManager);
_solutionContainerSystem.RemoveAllSolution(component.TemporarySolution.Value);
}
if (_puddleSystem.TrySpillAt(uid, tempSol, out var puddleUid))
{
_forensicsSystem.TransferDna(puddleUid, uid, false);
}
}
/// <summary>
/// Change what someone's blood is made of, on the fly.
/// </summary>
public void ChangeBloodReagent(EntityUid uid, string reagent, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
if (reagent == component.BloodReagent)
return;
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
{
component.BloodReagent = reagent;
return;
}
var currentVolume = bloodSolution.RemoveReagent(component.BloodReagent, bloodSolution.Volume);
component.BloodReagent = reagent;
if (currentVolume > 0)
_solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, currentVolume, out _);
}
}