* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
456 lines
20 KiB
C#
456 lines
20 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Chemistry.Containers.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.Forensics;
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using Content.Server.HealthExaminable;
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using Content.Server.Popups;
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using Content.Shared.Alert;
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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.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Drunk;
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using Content.Shared.FixedPoint;
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using Content.Shared.IdentityManagement;
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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.Server.Audio;
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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 IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly PuddleSystem _puddleSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly ForensicsSystem _forensicsSystem = 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, 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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SubscribeLocalEvent<BloodstreamComponent, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
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SubscribeLocalEvent<BloodstreamComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnReactionAttempt(Entity<BloodstreamComponent> entity, 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> entity, ref SolutionRelayEvent<ReactionAttemptEvent> args)
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{
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if (args.Name != entity.Comp.BloodSolutionName
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&& args.Name != entity.Comp.ChemicalSolutionName
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&& args.Name != entity.Comp.BloodTemporarySolutionName)
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return;
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OnReactionAttempt(entity, ref args.Event);
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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 query = EntityQueryEnumerator<BloodstreamComponent>();
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while (query.MoveNext(out var uid, out var bloodstream))
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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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if (!_solutionContainerSystem.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.BloodRefreshAmount, bloodstream);
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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.BleedAmount), bloodstream);
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// Bleed rate is reduced by the bleed reduction amount in the bloodstream component.
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TryModifyBleedAmount(uid, -bloodstream.BleedReductionAmount, bloodstream);
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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, false, 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(uid, bloodstream.UpdateInterval*2, false);
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_stutteringSystem.DoStutter(uid, TimeSpan.FromSeconds(bloodstream.UpdateInterval*2), 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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}
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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(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, 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);
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_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime);
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// Reset the drunk and stutter time to zero
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bloodstream.StatusTime = 0;
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}
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}
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}
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private void OnComponentInit(Entity<BloodstreamComponent> entity, ref ComponentInit args)
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{
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var chemicalSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.ChemicalSolutionName);
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var bloodSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodSolutionName);
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var tempSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodTemporarySolutionName);
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chemicalSolution.MaxVolume = entity.Comp.ChemicalMaxVolume;
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bloodSolution.MaxVolume = entity.Comp.BloodMaxVolume;
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tempSolution.MaxVolume = entity.Comp.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well
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// Fill blood solution with BLOOD
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bloodSolution.AddReagent(entity.Comp.BloodReagent, entity.Comp.BloodMaxVolume - bloodSolution.Volume);
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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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// definitely don't make them bleed if they got healed
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if (!args.DamageIncreased)
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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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// Does the calculation of how much bleed rate should be added/removed, then applies it
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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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/// <summary>
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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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/// </summary>
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var prob = Math.Clamp(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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_audio.PlayPvs(component.InstantBloodSound, uid);
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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 < 0 && 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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_audio.PlayPvs(component.BloodHealedSound, uid);
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_popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid,
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uid, PopupType.Medium);
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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(EntityUid uid, BloodstreamComponent component, HealthBeingExaminedEvent args)
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{
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// Shows profusely bleeding at half the max bleed rate.
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if (component.BleedAmount > component.MaxBleedAmount / 2)
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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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// Shows bleeding message when bleeding, but less than profusely.
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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 the mob's blood level is below the damage threshhold, the pale message is added.
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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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private void OnRejuvenate(Entity<BloodstreamComponent> entity, ref RejuvenateEvent args)
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{
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TryModifyBleedAmount(entity.Owner, -entity.Comp.BleedAmount, entity.Comp);
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if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.BloodSolutionName, ref entity.Comp.BloodSolution, out var bloodSolution))
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TryModifyBloodLevel(entity.Owner, bloodSolution.AvailableVolume, entity.Comp);
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if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.ChemicalSolutionName, ref entity.Comp.ChemicalSolution))
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_solutionContainerSystem.RemoveAllSolution(entity.Comp.ChemicalSolution.Value);
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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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if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
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return false;
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return _solutionContainerSystem.TryAddSolution(component.ChemicalSolution.Value, solution);
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}
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public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, 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 (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.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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_solutionContainerSystem.RemoveReagent(component.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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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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if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
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return 0.0f;
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return bloodSolution.FillFraction;
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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 (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution))
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return false;
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if (amount >= 0)
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return _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, 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 = _solutionContainerSystem.SplitSolution(component.BloodSolution.Value, -amount);
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if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.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 > component.BleedPuddleThreshold)
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{
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// Pass some of the chemstream into the spilled blood.
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if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
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{
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var temp = _solutionContainerSystem.SplitSolution(component.ChemicalSolution.Value, tempSolution.Volume / 10);
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tempSolution.AddSolution(temp, _prototypeManager);
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}
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if (_puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, false))
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{
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_forensicsSystem.TransferDna(puddleUid, uid, false);
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}
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tempSolution.RemoveAllSolution();
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}
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_solutionContainerSystem.UpdateChemicals(component.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(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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if (component.BleedAmount == 0)
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_alertsSystem.ClearAlert(uid, AlertType.Bleed);
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else
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{
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var severity = (short) Math.Clamp(Math.Round(component.BleedAmount, MidpointRounding.ToZero), 0, 10);
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_alertsSystem.ShowAlert(uid, AlertType.Bleed, severity);
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}
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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 tempSol = new Solution();
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if (_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.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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_solutionContainerSystem.RemoveAllSolution(component.BloodSolution.Value);
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}
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if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
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{
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tempSol.MaxVolume += chemSolution.MaxVolume;
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tempSol.AddSolution(chemSolution, _prototypeManager);
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_solutionContainerSystem.RemoveAllSolution(component.ChemicalSolution.Value);
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}
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if (_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution))
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{
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tempSol.MaxVolume += tempSolution.MaxVolume;
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tempSol.AddSolution(tempSolution, _prototypeManager);
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_solutionContainerSystem.RemoveAllSolution(component.TemporarySolution.Value);
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}
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if (_puddleSystem.TrySpillAt(uid, tempSol, out var puddleUid))
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{
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_forensicsSystem.TransferDna(puddleUid, uid, false);
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}
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}
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/// <summary>
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/// Change what someone's blood is made of, on the fly.
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/// </summary>
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public void ChangeBloodReagent(EntityUid uid, string reagent, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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if (reagent == component.BloodReagent)
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return;
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if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
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{
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component.BloodReagent = reagent;
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return;
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}
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var currentVolume = bloodSolution.RemoveReagent(component.BloodReagent, bloodSolution.Volume);
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component.BloodReagent = reagent;
|
|
|
|
if (currentVolume > 0)
|
|
_solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, currentVolume, out _);
|
|
}
|
|
}
|