]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Predict healing and bloodstream (#38690)
authorslarticodefast <161409025+slarticodefast@users.noreply.github.com>
Wed, 2 Jul 2025 23:20:31 +0000 (01:20 +0200)
committerGitHub <noreply@github.com>
Wed, 2 Jul 2025 23:20:31 +0000 (19:20 -0400)
* 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

37 files changed:
Content.Client/Body/Systems/BloodStreamSystem.cs [new file with mode: 0644]
Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs
Content.Server/Atmos/Rotting/RottingSystem.cs
Content.Server/Body/Components/BloodstreamComponent.cs [deleted file]
Content.Server/Body/Components/MetabolizerComponent.cs
Content.Server/Body/Systems/BloodstreamSystem.cs
Content.Server/Body/Systems/BodySystem.cs
Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs
Content.Server/Devour/DevourSystem.cs
Content.Server/EntityEffects/EntityEffectSystem.cs
Content.Server/Fluids/EntitySystems/SmokeSystem.cs
Content.Server/Forensics/Systems/ForensicsSystem.cs
Content.Server/Implants/ImplantedSystem.cs
Content.Server/Medical/BiomassReclaimer/BiomassReclaimerSystem.cs
Content.Server/Medical/Components/HealingComponent.cs [deleted file]
Content.Server/Medical/CryoPodSystem.cs
Content.Server/Medical/HealthAnalyzerSystem.cs
Content.Server/Medical/VomitSystem.cs
Content.Server/Mind/TransferMindOnGibSystem.cs
Content.Server/Nutrition/EntitySystems/SmokingSystem.Vape.cs
Content.Server/Nutrition/EntitySystems/SmokingSystem.cs
Content.Server/Rootable/RootableSystem.cs
Content.Server/Silicons/Borgs/BorgSystem.cs
Content.Server/Zombies/ZombieSystem.Transform.cs
Content.Shared/Body/Components/BloodstreamComponent.cs [new file with mode: 0644]
Content.Shared/Body/Events/ApplyMetabolicMultiplierEvent.cs
Content.Shared/Body/Events/BeingGibbedEvent.cs [moved from Content.Server/Body/Components/BeingGibbedEvent.cs with 81% similarity]
Content.Shared/Body/Systems/SharedBloodstreamSystem.cs [new file with mode: 0644]
Content.Shared/Body/Systems/StomachSystem.cs
Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs
Content.Shared/Damage/DamageSpecifier.cs
Content.Shared/Damage/Systems/DamageableSystem.cs
Content.Shared/Medical/Healing/HealingComponent.cs [new file with mode: 0644]
Content.Shared/Medical/Healing/HealingSystem.cs [moved from Content.Server/Medical/HealingSystem.cs with 54% similarity]
Resources/Locale/en-US/medical/components/healing-component.ftl
Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml

diff --git a/Content.Client/Body/Systems/BloodStreamSystem.cs b/Content.Client/Body/Systems/BloodStreamSystem.cs
new file mode 100644 (file)
index 0000000..85f4f61
--- /dev/null
@@ -0,0 +1,5 @@
+using Content.Shared.Body.Systems;
+
+namespace Content.Client.Body.Systems;
+
+public sealed class BloodstreamSystem : SharedBloodstreamSystem;
index 442c76870940b2548b4d7543037a7dff1a0a2a3c..b764c7f68d110f98a01fd9c2bf0d20352c5004f6 100644 (file)
@@ -273,7 +273,7 @@ public sealed partial class AdminVerbSystem
                 Icon = new SpriteSpecifier.Rsi(new ("/Textures/Fluids/tomato_splat.rsi"), "puddle-1"),
                 Act = () =>
                 {
-                    _bloodstreamSystem.SpillAllSolutions(args.Target, bloodstream);
+                    _bloodstreamSystem.SpillAllSolutions((args.Target, bloodstream));
                     var xform = Transform(args.Target);
                     _popupSystem.PopupEntity(Loc.GetString("admin-smite-remove-blood-self"), args.Target,
                         args.Target, PopupType.LargeCaution);
index 43dddce4a4e5c64ffae79fb725b3dccc3bf1e2ee..6f14debc3d00e9e499dabc44592c2f750d180c85 100644 (file)
@@ -1,8 +1,8 @@
 using Content.Server.Atmos.EntitySystems;
-using Content.Server.Body.Components;
 using Content.Server.Temperature.Components;
 using Content.Shared.Atmos;
 using Content.Shared.Atmos.Rotting;
+using Content.Shared.Body.Events;
 using Content.Shared.Damage;
 using Robust.Server.Containers;
 using Robust.Shared.Physics.Components;
diff --git a/Content.Server/Body/Components/BloodstreamComponent.cs b/Content.Server/Body/Components/BloodstreamComponent.cs
deleted file mode 100644 (file)
index 35e7640..0000000
+++ /dev/null
@@ -1,186 +0,0 @@
-using Content.Server.Body.Systems;
-using Content.Server.Chemistry.EntitySystems;
-using Content.Shared.Alert;
-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.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
-
-namespace Content.Server.Body.Components
-{
-    [RegisterComponent, Access(typeof(BloodstreamSystem), typeof(ReactionMixerSystem))]
-    public sealed partial class BloodstreamComponent : Component
-    {
-        public static string DefaultChemicalsSolutionName = "chemicals";
-        public static string DefaultBloodSolutionName = "bloodstream";
-        public static string DefaultBloodTemporarySolutionName = "bloodstreamTemporary";
-
-        /// <summary>
-        /// The next time that blood level will be updated and bloodloss damage dealt.
-        /// </summary>
-        [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
-        public TimeSpan NextUpdate;
-
-        /// <summary>
-        /// The interval at which this component updates.
-        /// </summary>
-        [DataField]
-        public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
-
-        /// <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>
-        [ViewVariables(VVAccess.ReadWrite)]
-        public float BleedAmount;
-
-        /// <summary>
-        ///     How much should bleeding be reduced every update interval?
-        /// </summary>
-        [DataField]
-        public float BleedReductionAmount = 0.33f;
-
-        /// <summary>
-        ///     How high can <see cref="BleedAmount"/> go?
-        /// </summary>
-        [DataField]
-        public float MaxBleedAmount = 10.0f;
-
-        /// <summary>
-        ///     What percentage of current blood is necessary to avoid dealing blood loss damage?
-        /// </summary>
-        [DataField]
-        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)]
-        public DamageSpecifier BloodlossDamage = new();
-
-        /// <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)]
-        public DamageSpecifier BloodlossHealDamage = new();
-
-        // 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]
-        public FixedPoint2 BloodRefreshAmount = 1.0f;
-
-        /// <summary>
-        ///     How much blood needs to be in the temporary solution in order to create a puddle?
-        /// </summary>
-        [DataField]
-        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]
-        public ProtoId<DamageModifierSetPrototype> DamageBleedModifiers = "BloodlossHuman";
-
-        /// <summary>
-        ///     The sound to be played when a weapon instantly deals blood loss damage.
-        /// </summary>
-        [DataField]
-        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]
-        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>
-        /// Variable that stores the amount of status time added by having a low blood level.
-        /// </summary>
-        [ViewVariables(VVAccess.ReadWrite)]
-        public TimeSpan StatusTime;
-
-        [DataField]
-        public ProtoId<AlertPrototype> BleedingAlert = "Bleed";
-    }
-}
index 90c99df7db2c616e9613afe53887d0a87146b7f6..3699267ebf299e54caa659c9728230e3e58714d9 100644 (file)
@@ -1,3 +1,4 @@
+using Content.Shared.Body.Components;
 using Content.Server.Body.Systems;
 using Content.Shared.Body.Prototypes;
 using Content.Shared.FixedPoint;
index 6d85affad36c95b21da3204a9adea6781945b162..c2185750af1637c39db87e5e95d2aa18ca9bc284 100644 (file)
-using Content.Server.Body.Components;
-using Content.Server.Fluids.EntitySystems;
-using Content.Server.Popups;
-using Content.Shared.Alert;
-using Content.Shared.Body.Events;
-using Content.Shared.Chemistry.Components;
-using Content.Shared.Chemistry.EntitySystems;
-using Content.Shared.Chemistry.Reaction;
+using Content.Shared.Body.Components;
+using Content.Shared.Body.Systems;
 using Content.Shared.Chemistry.Reagent;
-using Content.Shared.Damage;
-using Content.Shared.Damage.Prototypes;
-using Content.Shared.Drunk;
-using Content.Shared.EntityEffects.Effects;
-using Content.Shared.FixedPoint;
 using Content.Shared.Forensics;
-using Content.Shared.Forensics.Components;
-using Content.Shared.HealthExaminable;
-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;
-using Robust.Shared.Timing;
 
 namespace Content.Server.Body.Systems;
 
-public sealed class BloodstreamSystem : EntitySystem
+public sealed class BloodstreamSystem : SharedBloodstreamSystem
 {
-    [Dependency] private readonly IGameTiming _gameTiming = default!;
-    [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 SharedSolutionContainerSystem _solutionContainerSystem = default!;
-    [Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
-    [Dependency] private readonly AlertsSystem _alertsSystem = default!;
-
     public override void Initialize()
     {
         base.Initialize();
 
         SubscribeLocalEvent<BloodstreamComponent, ComponentInit>(OnComponentInit);
-        SubscribeLocalEvent<BloodstreamComponent, MapInitEvent>(OnMapInit);
-        SubscribeLocalEvent<BloodstreamComponent, EntityUnpausedEvent>(OnUnpaused);
-        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);
         SubscribeLocalEvent<BloodstreamComponent, GenerateDnaEvent>(OnDnaGenerated);
     }
 
-    private void OnMapInit(Entity<BloodstreamComponent> ent, ref MapInitEvent args)
-    {
-        ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
-    }
-
-    private void OnUnpaused(Entity<BloodstreamComponent> ent, ref EntityUnpausedEvent args)
-    {
-        ent.Comp.NextUpdate += args.PausedTime;
-    }
-
-    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))
-        {
-            if (_gameTiming.CurTime < bloodstream.NextUpdate)
-                continue;
-
-            bloodstream.NextUpdate += 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,
-                    ignoreResistances: false, interruptsDoAfters: 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,
-                    (float) bloodstream.UpdateInterval.TotalSeconds * 2,
-                    applySlur: false);
-                _stutteringSystem.DoStutter(uid, bloodstream.UpdateInterval * 2, refresh: 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,
-                    ignoreResistances: true, interruptsDoAfters: 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.TotalSeconds);
-                _stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime.TotalSeconds);
-                // Reset the drunk and stutter time to zero
-                bloodstream.StatusTime = TimeSpan.Zero;
-            }
-        }
-    }
-
+    // not sure if we can move this to shared or not
+    // it would certainly help if SolutionContainer was documented
+    // but since we usually don't add the component dynamically to entities we can keep this unpredicted for now
     private void OnComponentInit(Entity<BloodstreamComponent> entity, ref ComponentInit args)
     {
-        if (!_solutionContainerSystem.EnsureSolution(entity.Owner,
+        if (!SolutionContainer.EnsureSolution(entity.Owner,
                 entity.Comp.ChemicalSolutionName,
                 out var chemicalSolution) ||
-            !_solutionContainerSystem.EnsureSolution(entity.Owner,
+            !SolutionContainer.EnsureSolution(entity.Owner,
                 entity.Comp.BloodSolutionName,
                 out var bloodSolution) ||
-            !_solutionContainerSystem.EnsureSolution(entity.Owner,
+            !SolutionContainer.EnsureSolution(entity.Owner,
                 entity.Comp.BloodTemporarySolutionName,
                 out var tempSolution))
             return;
@@ -197,298 +40,10 @@ public sealed class BloodstreamSystem : EntitySystem
         bloodSolution.AddReagent(new ReagentId(entity.Comp.BloodReagent, GetEntityBloodData(entity.Owner)), entity.Comp.BloodMaxVolume - bloodSolution.Volume);
     }
 
-    private void OnDamageChanged(Entity<BloodstreamComponent> ent, ref DamageChangedEvent args)
-    {
-        if (args.DamageDelta is null || !args.DamageIncreased)
-        {
-            return;
-        }
-
-        // TODO probably cache this or something. humans get hurt a lot
-        if (!_prototypeManager.TryIndex(ent.Comp.DamageBleedModifiers, out var modifiers))
-            return;
-
-        // some reagents may deal and heal different damage types in the same tick, which means DamageIncreased will be true
-        // but we only want to consider the dealt damage when causing bleeding
-        var damage = DamageSpecifier.GetPositive(args.DamageDelta);
-        var bloodloss = DamageSpecifier.ApplyModifierSet(damage, modifiers);
-
-        if (bloodloss.Empty)
-            return;
-
-        // Does the calculation of how much bleed rate should be added/removed, then applies it
-        var oldBleedAmount = ent.Comp.BleedAmount;
-        var total = bloodloss.GetTotal();
-        var totalFloat = total.Float();
-        TryModifyBleedAmount(ent, totalFloat, ent);
-
-        /// <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(ent, -total / 5, ent);
-            _audio.PlayPvs(ent.Comp.InstantBloodSound, ent);
-        }
-
-        // Heat damage will cauterize, causing the bleed rate to be reduced.
-        else if (totalFloat <= ent.Comp.BloodHealedSoundThreshold && 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(ent.Comp.BloodHealedSound, ent);
-            _popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), ent,
-                ent, PopupType.Medium);
-        }
-    }
-    /// <summary>
-    ///     Shows text on health examine, based on bleed rate and blood level.
-    /// </summary>
-    private void OnHealthBeingExamined(Entity<BloodstreamComponent> ent, ref HealthBeingExaminedEvent args)
-    {
-        // Shows massively bleeding at 0.75x the max bleed rate.
-        if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.75f)
-        {
-            args.Message.PushNewline();
-            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-massive-bleeding", ("target", ent.Owner)));
-        }
-        // Shows bleeding message when bleeding above half the max rate, but less than massively.
-        else if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.5f)
-        {
-            args.Message.PushNewline();
-            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-strong-bleeding", ("target", ent.Owner)));
-        }
-        // Shows bleeding message when bleeding above 0.25x the max rate, but less than half the max.
-        else if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.25f)
-        {
-            args.Message.PushNewline();
-            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-bleeding", ("target", ent.Owner)));
-        }
-        // Shows bleeding message when bleeding below 0.25x the max cap
-        else if (ent.Comp.BleedAmount > 0)
-        {
-            args.Message.PushNewline();
-            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-slight-bleeding", ("target", ent.Owner)));
-        }
-
-        // If the mob's blood level is below the damage threshhold, the pale message is added.
-        if (GetBloodLevelPercentage(ent, ent) < ent.Comp.BloodlossThreshold)
-        {
-            args.Message.PushNewline();
-            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-looks-pale", ("target", ent.Owner)));
-        }
-    }
-
-    private void OnBeingGibbed(Entity<BloodstreamComponent> ent, ref BeingGibbedEvent args)
-    {
-        SpillAllSolutions(ent, ent);
-    }
-
-    private void OnApplyMetabolicMultiplier(
-        Entity<BloodstreamComponent> ent,
-        ref ApplyMetabolicMultiplierEvent args)
-    {
-        // TODO REFACTOR THIS
-        // This will slowly drift over time due to floating point errors.
-        // Instead, raise an event with the base rates and allow modifiers to get applied to it.
-        if (args.Apply)
-        {
-            ent.Comp.UpdateInterval *= args.Multiplier;
-            return;
-        }
-        ent.Comp.UpdateInterval /= args.Multiplier;
-    }
-
-    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)
-    {
-        return Resolve(uid, ref component, logMissing: false)
-            && _solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution)
-            && _solutionContainerSystem.TryAddSolution(component.ChemicalSolution.Value, solution);
-    }
-
-    public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, BloodstreamComponent? component = null)
-    {
-        if (!Resolve(uid, ref component, logMissing: false)
-            || !_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)
-            || !_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, logMissing: false)
-            || !_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution))
-        {
-            return false;
-        }
-
-        if (amount >= 0)
-            return _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, amount, null, GetEntityBloodData(uid));
-
-        // 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);
-            }
-
-            _puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, sound: 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, logMissing: false))
-            return false;
-
-        component.BleedAmount += amount;
-        component.BleedAmount = Math.Clamp(component.BleedAmount, 0, component.MaxBleedAmount);
-
-        if (component.BleedAmount == 0)
-            _alertsSystem.ClearAlert(uid, component.BleedingAlert);
-        else
-        {
-            var severity = (short) Math.Clamp(Math.Round(component.BleedAmount, MidpointRounding.ToZero), 0, 10);
-            _alertsSystem.ShowAlert(uid, component.BleedingAlert, 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);
-        }
-
-        _puddleSystem.TrySpillAt(uid, tempSol, out var puddleUid);
-    }
-
-    /// <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, logMissing: false)
-            || 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, ignoreReagentData: true);
-
-        component.BloodReagent = reagent;
-
-        if (currentVolume > 0)
-            _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, currentVolume, null, GetEntityBloodData(uid));
-    }
-
+    // forensics is not predicted yet
     private void OnDnaGenerated(Entity<BloodstreamComponent> entity, ref GenerateDnaEvent args)
     {
-        if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.BloodSolutionName, ref entity.Comp.BloodSolution, out var bloodSolution))
+        if (SolutionContainer.ResolveSolution(entity.Owner, entity.Comp.BloodSolutionName, ref entity.Comp.BloodSolution, out var bloodSolution))
         {
             foreach (var reagent in bloodSolution.Contents)
             {
@@ -500,22 +55,4 @@ public sealed class BloodstreamSystem : EntitySystem
         else
             Log.Error("Unable to set bloodstream DNA, solution entity could not be resolved");
     }
-
-    /// <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;
-    }
 }
index d2fc3d65586e999ebcf641d209baec14d9702f70..957dea9d41837204acd897a8c0fa010cec185235 100644 (file)
@@ -1,5 +1,4 @@
 using System.Numerics;
-using Content.Server.Body.Components;
 using Content.Server.Ghost;
 using Content.Server.Humanoid;
 using Content.Shared.Body.Components;
index f53688a24102d259d4c55edf9ca6d344d2e01a33..7b43e7f092628b6840fca294838f3c4806ac0fa7 100644 (file)
@@ -1,10 +1,9 @@
-using Content.Server.Body.Components;
 using Content.Server.Body.Systems;
 using Content.Shared.Chemistry;
 using Content.Shared.Chemistry.Components;
 using Content.Shared.Chemistry.Components.SolutionManager;
 using Content.Shared.Chemistry.EntitySystems;
-using Content.Shared.Chemistry.Reagent;
+using Content.Shared.Body.Components;
 using Content.Shared.Database;
 using Content.Shared.DoAfter;
 using Content.Shared.FixedPoint;
@@ -237,7 +236,7 @@ public sealed class InjectorSystem : SharedInjectorSystem
         // Move units from attackSolution to targetSolution
         var removedSolution = SolutionContainers.SplitSolution(target.Comp.ChemicalSolution.Value, realTransferAmount);
 
-        _blood.TryAddToChemicals(target, removedSolution, target.Comp);
+        _blood.TryAddToChemicals(target.AsNullable(), removedSolution);
 
         _reactiveSystem.DoEntityReaction(target, removedSolution, ReactionMethod.Injection);
 
index 503a0ebde6469739e76fc3b969ab5de249c58f29..7b4deea9f40c3de95ecbf105fc230441db1ea04c 100644 (file)
@@ -1,7 +1,7 @@
-using Content.Server.Body.Components;
 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;
@@ -148,7 +148,7 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
             // Take our portion of the adjusted solution for this target
             var individualInjection = solutionToInject.SplitSolution(volumePerBloodstream);
             // Inject our portion into the target's bloodstream
-            if (_bloodstream.TryAddToChemicals(targetBloodstream.Owner, individualInjection, targetBloodstream.Comp))
+            if (_bloodstream.TryAddToChemicals(targetBloodstream.AsNullable(), individualInjection))
                 anySuccess = true;
         }
 
index 8ee4cf852ba448fa8d257a7fb76a679ced18d23d..88edc3ec4c6d2dcbbbf465abb9f77f9c52d4986e 100644 (file)
@@ -1,5 +1,5 @@
-using Content.Server.Body.Components;
 using Content.Server.Body.Systems;
+using Content.Shared.Body.Events;
 using Content.Shared.Chemistry.Components;
 using Content.Shared.Devour;
 using Content.Shared.Devour.Components;
index 98853a0e61b446e82f34283c049ca3db7009f604..e18b3b147095db407e997365b6b30f26093be6e2 100644 (file)
@@ -22,6 +22,7 @@ using Content.Server.Temperature.Systems;
 using Content.Server.Traits.Assorted;
 using Content.Server.Zombies;
 using Content.Shared.Atmos;
+using Content.Shared.Body.Components;
 using Content.Shared.Coordinates.Helpers;
 using Content.Shared.EntityEffects.EffectConditions;
 using Content.Shared.EntityEffects.Effects.PlantMetabolism;
@@ -558,11 +559,11 @@ public sealed class EntityEffectSystem : EntitySystem
                 return;
 
             cleanseRate *= reagentArgs.Scale.Float();
-            _bloodstream.FlushChemicals(args.Args.TargetEntity, reagentArgs.Reagent.ID, cleanseRate);
+            _bloodstream.FlushChemicals(args.Args.TargetEntity, reagentArgs.Reagent, cleanseRate);
         }
         else
         {
-            _bloodstream.FlushChemicals(args.Args.TargetEntity, "", cleanseRate);
+            _bloodstream.FlushChemicals(args.Args.TargetEntity, null, cleanseRate);
         }
     }
 
@@ -780,7 +781,7 @@ public sealed class EntityEffectSystem : EntitySystem
                 amt *= reagentArgs.Scale.Float();
             }
 
-            _bloodstream.TryModifyBleedAmount(args.Args.TargetEntity, amt, blood);
+            _bloodstream.TryModifyBleedAmount((args.Args.TargetEntity, blood), amt);
         }
     }
 
@@ -796,7 +797,7 @@ public sealed class EntityEffectSystem : EntitySystem
                 amt *= reagentArgs.Scale;
             }
 
-            _bloodstream.TryModifyBloodLevel(args.Args.TargetEntity, amt, blood);
+            _bloodstream.TryModifyBloodLevel((args.Args.TargetEntity, blood), amt);
         }
     }
 
index dfbad1bbe9bc6c73305fee746fa6b6054157f1a9..13695caff14f58e8a2acba6c5e89c88bc167b45d 100644 (file)
@@ -1,8 +1,8 @@
 using Content.Server.Administration.Logs;
-using Content.Server.Body.Components;
 using Content.Server.Body.Systems;
 using Content.Shared.EntityEffects.Effects;
 using Content.Server.Spreader;
+using Content.Shared.Body.Components;
 using Content.Shared.Chemistry;
 using Content.Shared.Chemistry.Components;
 using Content.Shared.Chemistry.EntitySystems;
@@ -288,7 +288,7 @@ public sealed class SmokeSystem : EntitySystem
         if (blockIngestion)
             return;
 
-        if (_blood.TryAddToChemicals(entity, transferSolution, bloodstream))
+        if (_blood.TryAddToChemicals((entity, bloodstream), transferSolution))
         {
             // Log solution addition by smoke
             _logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} ingested smoke {SharedSolutionContainerSystem.ToPrettyString(transferSolution)}");
index ec4683460bc61353058debebf4ab658a31a361ee..9f94e39fb7b8af5992b8eac8e2710a23d56d913b 100644 (file)
@@ -1,9 +1,9 @@
-using Content.Server.Body.Components;
 using Content.Server.Body.Systems;
 using Content.Server.DoAfter;
 using Content.Server.Fluids.EntitySystems;
 using Content.Server.Forensics.Components;
 using Content.Server.Popups;
+using Content.Shared.Body.Events;
 using Content.Shared.Chemistry.EntitySystems;
 using Content.Shared.Popups;
 using Content.Shared.Chemistry.Components;
index c5048cbd8df7db12cf5c7f06ac24e5493dafe087..78517587302f4659835a62b062d8d079b8c1b738 100644 (file)
@@ -1,4 +1,4 @@
-using Content.Server.Body.Components;
+using Content.Shared.Body.Events;
 using Content.Shared.Implants.Components;
 using Content.Shared.Storage;
 using Robust.Shared.Containers;
index f6b751c398abd6c4e53b90a8026461e16f8de508..42e455a47f5e5e80542c3800ebfefe7e328db70b 100644 (file)
@@ -1,11 +1,11 @@
 using System.Numerics;
-using Content.Server.Body.Components;
 using Content.Server.Botany.Components;
 using Content.Server.Fluids.EntitySystems;
 using Content.Server.Materials;
 using Content.Server.Power.Components;
 using Content.Shared.Administration.Logs;
 using Content.Shared.Audio;
+using Content.Shared.Body.Components;
 using Content.Shared.CCVar;
 using Content.Shared.Chemistry.Components;
 using Content.Shared.Climbing.Events;
@@ -30,7 +30,6 @@ using Robust.Server.Player;
 using Robust.Shared.Audio.Systems;
 using Robust.Shared.Configuration;
 using Robust.Shared.Physics.Components;
-using Robust.Shared.Prototypes;
 using Robust.Shared.Random;
 
 namespace Content.Server.Medical.BiomassReclaimer
diff --git a/Content.Server/Medical/Components/HealingComponent.cs b/Content.Server/Medical/Components/HealingComponent.cs
deleted file mode 100644 (file)
index a56bc17..0000000
+++ /dev/null
@@ -1,66 +0,0 @@
-using Content.Shared.Damage;
-using Content.Shared.Damage.Prototypes;
-using Robust.Shared.Audio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
-
-namespace Content.Server.Medical.Components
-{
-    /// <summary>
-    /// Applies a damage change to the target when used in an interaction.
-    /// </summary>
-    [RegisterComponent]
-    public sealed partial class HealingComponent : Component
-    {
-        [DataField("damage", required: true)]
-        [ViewVariables(VVAccess.ReadWrite)]
-        public DamageSpecifier Damage = default!;
-
-        /// <remarks>
-        ///     This should generally be negative,
-        ///     since you're, like, trying to heal damage.
-        /// </remarks>
-        [DataField("bloodlossModifier")]
-        [ViewVariables(VVAccess.ReadWrite)]
-        public float BloodlossModifier = 0.0f;
-
-        /// <summary>
-        ///     Restore missing blood.
-        /// </summary>
-        [DataField("ModifyBloodLevel")]
-        [ViewVariables(VVAccess.ReadWrite)]
-        public float ModifyBloodLevel = 0.0f;
-
-        /// <remarks>
-        ///     The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. For a
-        ///     HealingComponent this filters what damage container type this component should work on. If null,
-        ///     all damage container types are supported.
-        /// </remarks>
-        [DataField("damageContainers", customTypeSerializer: typeof(PrototypeIdListSerializer<DamageContainerPrototype>))]
-        public List<string>? DamageContainers;
-
-        /// <summary>
-        /// How long it takes to apply the damage.
-        /// </summary>
-        [ViewVariables(VVAccess.ReadWrite)]
-        [DataField("delay")]
-        public float Delay = 3f;
-
-        /// <summary>
-        /// Delay multiplier when healing yourself.
-        /// </summary>
-        [DataField("selfHealPenaltyMultiplier")]
-        public float SelfHealPenaltyMultiplier = 3f;
-
-        /// <summary>
-        ///     Sound played on healing begin
-        /// </summary>
-        [DataField("healingBeginSound")]
-        public SoundSpecifier? HealingBeginSound = null;
-
-        /// <summary>
-        ///     Sound played on healing end
-        /// </summary>
-        [DataField("healingEndSound")]
-        public SoundSpecifier? HealingEndSound = null;
-    }
-}
index 8dd0330a272c7b90854d6c6c3fe359aab6b90d94..1160f6aa17c2ae6677e454ba00bd83419d8aa7d3 100644 (file)
@@ -2,7 +2,6 @@ using Content.Server.Administration.Logs;
 using Content.Server.Atmos.EntitySystems;
 using Content.Server.Atmos.Piping.Components;
 using Content.Server.Atmos.Piping.Unary.EntitySystems;
-using Content.Server.Body.Components;
 using Content.Server.Body.Systems;
 using Content.Server.Medical.Components;
 using Content.Server.NodeContainer.EntitySystems;
@@ -10,6 +9,7 @@ using Content.Server.NodeContainer.NodeGroups;
 using Content.Server.NodeContainer.Nodes;
 using Content.Server.Temperature.Components;
 using Content.Shared.Atmos;
+using Content.Shared.Body.Components;
 using Content.Shared.Chemistry;
 using Content.Shared.Chemistry.Components;
 using Content.Shared.Chemistry.Components.SolutionManager;
@@ -116,7 +116,7 @@ public sealed partial class CryoPodSystem : SharedCryoPodSystem
                 }
 
                 var solutionToInject = _solutionContainerSystem.SplitSolution(containerSolution.Value, cryoPod.BeakerTransferAmount);
-                _bloodstreamSystem.TryAddToChemicals(patient.Value, solutionToInject, bloodstream);
+                _bloodstreamSystem.TryAddToChemicals((patient.Value, bloodstream), solutionToInject);
                 _reactiveSystem.DoEntityReaction(patient.Value, solutionToInject, ReactionMethod.Injection);
             }
         }
index f2235363ad860bc28a788861f0adab7bab0e47d3..11e4ed4fcf70acf8f8e288edb002afaf1c8a3a24 100644 (file)
@@ -1,8 +1,7 @@
-using Content.Server.Body.Components;
 using Content.Server.Medical.Components;
 using Content.Server.PowerCell;
 using Content.Server.Temperature.Components;
-using Content.Shared.Traits.Assorted;
+using Content.Shared.Body.Components;
 using Content.Shared.Chemistry.EntitySystems;
 using Content.Shared.Damage;
 using Content.Shared.DoAfter;
@@ -14,6 +13,7 @@ using Content.Shared.Item.ItemToggle.Components;
 using Content.Shared.MedicalScanner;
 using Content.Shared.Mobs.Components;
 using Content.Shared.Popups;
+using Content.Shared.Traits.Assorted;
 using Robust.Server.GameObjects;
 using Robust.Shared.Audio.Systems;
 using Robust.Shared.Containers;
index 9d27247a38db9509b2c88ed6edb7a55e7211be04..66cc9bf5f6553b085a30662d728332962915ee54 100644 (file)
@@ -1,4 +1,3 @@
-using Content.Server.Body.Components;
 using Content.Server.Body.Systems;
 using Content.Server.Fluids.EntitySystems;
 using Content.Server.Forensics;
index 758a23c8682f4b5f322003052b3a305e531a8ed1..ff71fa05609f1e63ec6f2373d307411b2964b025 100644 (file)
@@ -1,5 +1,5 @@
 using System.Linq;
-using Content.Server.Body.Components;
+using Content.Shared.Body.Events;
 using Content.Shared.Mind;
 using Content.Shared.Mind.Components;
 using Content.Shared.Tag;
index fa5ec0a1bf9c3ed1bec1f6a0736774632fb08440..5a269eace53921945a2a89afa235055cb0fe69af 100644 (file)
@@ -1,8 +1,8 @@
-using Content.Server.Body.Components;
 using Content.Server.DoAfter;
 using Content.Server.Explosion.EntitySystems;
 using Content.Server.Nutrition.Components;
 using Content.Server.Popups;
+using Content.Shared.Body.Components;
 using Content.Shared.Atmos;
 using Content.Shared.Damage;
 using Content.Shared.DoAfter;
index b3ef8bff6919af651261f39aaaaf56211feae6ab..4960ff1ba84603fd0c91197d5d593bf199c946bf 100644 (file)
@@ -1,10 +1,9 @@
 using Content.Server.Atmos.EntitySystems;
-using Content.Server.Body.Components;
 using Content.Server.Body.Systems;
 using Content.Shared.Chemistry.EntitySystems;
 using Content.Server.Forensics;
+using Content.Shared.Body.Components;
 using Content.Shared.Chemistry;
-using Content.Shared.Chemistry.Reagent;
 using Content.Shared.Clothing.Components;
 using Content.Shared.Clothing.EntitySystems;
 using Content.Shared.FixedPoint;
@@ -17,7 +16,6 @@ using Content.Shared.Temperature;
 using Robust.Server.GameObjects;
 using Robust.Shared.Audio.Systems;
 using Robust.Shared.Containers;
-using System.Linq;
 using Content.Shared.Atmos;
 
 namespace Content.Server.Nutrition.EntitySystems
@@ -159,7 +157,7 @@ namespace Content.Server.Nutrition.EntitySystems
                 }
 
                 _reactiveSystem.DoEntityReaction(containerManager.Owner, inhaledSolution, ReactionMethod.Ingestion);
-                _bloodstreamSystem.TryAddToChemicals(containerManager.Owner, inhaledSolution, bloodstream);
+                _bloodstreamSystem.TryAddToChemicals((containerManager.Owner, bloodstream), inhaledSolution);
             }
 
             _timer -= UpdateTimer;
index ce88f18dc30f5ad7fc99616f0001206ca6c1f08b..cd18315bd05ead9c32393f1427765ab0762eb881 100644 (file)
@@ -1,6 +1,6 @@
-using Content.Server.Body.Components;
-using Content.Server.Body.Systems;
+using Content.Server.Body.Systems;
 using Content.Shared.Administration.Logs;
+using Content.Shared.Body.Components;
 using Content.Shared.Chemistry;
 using Content.Shared.Chemistry.Components;
 using Content.Shared.Chemistry.EntitySystems;
@@ -12,6 +12,7 @@ using Robust.Shared.Timing;
 
 namespace Content.Server.Rootable;
 
+// TODO: Move all of this to shared
 /// <summary>
 /// Adds an action to toggle rooting to the ground, primarily for the Diona species.
 /// </summary>
@@ -68,7 +69,7 @@ public sealed class RootableSystem : SharedRootableSystem
 
         _reactive.DoEntityReaction(entity, transferSolution, ReactionMethod.Ingestion);
 
-        if (_blood.TryAddToChemicals(entity, transferSolution, entity.Comp2))
+        if (_blood.TryAddToChemicals((entity, entity.Comp2), transferSolution))
         {
             // Log solution addition by puddle
             _logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} absorbed puddle {SharedSolutionContainerSystem.ToPrettyString(transferSolution)}");
index 3957e02d2dacfe3f27375bab657431925d2bf301..fd40aa881622c658ee725425714453081bd413a2 100644 (file)
@@ -1,13 +1,12 @@
 using Content.Server.Actions;
 using Content.Server.Administration.Logs;
 using Content.Server.Administration.Managers;
-using Content.Server.Body.Components;
+using Content.Shared.Body.Events;
 using Content.Server.DeviceNetwork.Systems;
 using Content.Server.Explosion.EntitySystems;
 using Content.Server.Hands.Systems;
 using Content.Server.PowerCell;
 using Content.Shared.Alert;
-using Content.Shared.Containers.ItemSlots;
 using Content.Shared.Database;
 using Content.Shared.IdentityManagement;
 using Content.Shared.Interaction;
index 03be40aad2c40bfc2357cf30a4dcc20ca48a899b..cf0dac30b26755cc3b355dd50cc40be682106998 100644 (file)
@@ -13,6 +13,7 @@ using Content.Server.NPC.HTN;
 using Content.Server.NPC.Systems;
 using Content.Server.Speech.Components;
 using Content.Server.Temperature.Components;
+using Content.Shared.Body.Components;
 using Content.Shared.CombatMode;
 using Content.Shared.CombatMode.Pacification;
 using Content.Shared.Damage;
diff --git a/Content.Shared/Body/Components/BloodstreamComponent.cs b/Content.Shared/Body/Components/BloodstreamComponent.cs
new file mode 100644 (file)
index 0000000..7997d92
--- /dev/null
@@ -0,0 +1,200 @@
+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>
+    /// 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();
+
+    /// <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();
+
+    // 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";
+
+    /// <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>
+    /// Variable that stores the amount of status time added by having a low blood level.
+    /// </summary>
+    [DataField, AutoNetworkedField]
+    public TimeSpan StatusTime;
+
+    /// <summary>
+    /// Alert to show when bleeding.
+    /// </summary>
+    [DataField]
+    public ProtoId<AlertPrototype> BleedingAlert = "Bleed";
+}
index dafc1e49de876024d69c5fd4015df4c1ceeb7aad..1a7b5893922d56df80b9f9144dc5edbefd434a32 100644 (file)
@@ -1,4 +1,4 @@
-namespace Content.Shared.Body.Events;
+namespace Content.Shared.Body.Events;
 
 // TODO REFACTOR THIS
 // This will cause rates to slowly drift over time due to floating point errors.
similarity index 81%
rename from Content.Server/Body/Components/BeingGibbedEvent.cs
rename to Content.Shared/Body/Events/BeingGibbedEvent.cs
index a010855f784f13d7dfd0b17aab129bd13d4f9132..7ab34f2e18a7c05b0e48e8b3f56c78b604d63ece 100644 (file)
@@ -1,4 +1,4 @@
-namespace Content.Server.Body.Components;
+namespace Content.Shared.Body.Events;
 
 /// <summary>
 /// Raised when a body gets gibbed, before it is deleted.
diff --git a/Content.Shared/Body/Systems/SharedBloodstreamSystem.cs b/Content.Shared/Body/Systems/SharedBloodstreamSystem.cs
new file mode 100644 (file)
index 0000000..3b1674c
--- /dev/null
@@ -0,0 +1,519 @@
+using Content.Shared.Alert;
+using Content.Shared.Body.Components;
+using Content.Shared.Body.Events;
+using Content.Shared.Chemistry.Components;
+using Content.Shared.Chemistry.EntitySystems;
+using Content.Shared.Chemistry.Reaction;
+using Content.Shared.Chemistry.Reagent;
+using Content.Shared.Damage;
+using Content.Shared.Drunk;
+using Content.Shared.EntityEffects.Effects;
+using Content.Shared.FixedPoint;
+using Content.Shared.Fluids;
+using Content.Shared.Forensics.Components;
+using Content.Shared.HealthExaminable;
+using Content.Shared.Mobs.Systems;
+using Content.Shared.Popups;
+using Content.Shared.Rejuvenate;
+using Content.Shared.Speech.EntitySystems;
+using Robust.Shared.Audio.Systems;
+using Robust.Shared.Containers;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Random;
+using Robust.Shared.Timing;
+
+namespace Content.Shared.Body.Systems;
+
+public abstract class SharedBloodstreamSystem : EntitySystem
+{
+    [Dependency] protected readonly SharedSolutionContainerSystem SolutionContainer = default!;
+    [Dependency] private readonly IGameTiming _timing = default!;
+    [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
+    [Dependency] private readonly SharedAudioSystem _audio = default!;
+    [Dependency] private readonly SharedPopupSystem _popup = default!;
+    [Dependency] private readonly SharedPuddleSystem _puddle = default!;
+    [Dependency] private readonly AlertsSystem _alertsSystem = default!;
+    [Dependency] private readonly MobStateSystem _mobStateSystem = default!;
+    [Dependency] private readonly DamageableSystem _damageableSystem = default!;
+    [Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
+    [Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
+
+    public override void Initialize()
+    {
+        base.Initialize();
+
+        SubscribeLocalEvent<BloodstreamComponent, MapInitEvent>(OnMapInit);
+        SubscribeLocalEvent<BloodstreamComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
+        SubscribeLocalEvent<BloodstreamComponent, ReactionAttemptEvent>(OnReactionAttempt);
+        SubscribeLocalEvent<BloodstreamComponent, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
+        SubscribeLocalEvent<BloodstreamComponent, DamageChangedEvent>(OnDamageChanged);
+        SubscribeLocalEvent<BloodstreamComponent, HealthBeingExaminedEvent>(OnHealthBeingExamined);
+        SubscribeLocalEvent<BloodstreamComponent, BeingGibbedEvent>(OnBeingGibbed);
+        SubscribeLocalEvent<BloodstreamComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
+        SubscribeLocalEvent<BloodstreamComponent, RejuvenateEvent>(OnRejuvenate);
+    }
+
+    public override void Update(float frameTime)
+    {
+        base.Update(frameTime);
+
+        var curTime = _timing.CurTime;
+        var query = EntityQueryEnumerator<BloodstreamComponent>();
+        while (query.MoveNext(out var uid, out var bloodstream))
+        {
+            if (curTime < bloodstream.NextUpdate)
+                continue;
+
+            bloodstream.NextUpdate += bloodstream.UpdateInterval;
+            DirtyField(uid, bloodstream, nameof(BloodstreamComponent.NextUpdate)); // needs to be dirtied on the client so it can be rerolled during prediction
+
+            if (!SolutionContainer.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), bloodstream.BloodRefreshAmount);
+            }
+
+            // 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), -bloodstream.BleedAmount);
+                // Bleed rate is reduced by the bleed reduction amount in the bloodstream component.
+                TryModifyBleedAmount((uid, bloodstream), -bloodstream.BleedReductionAmount);
+            }
+
+            // 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,
+                    ignoreResistances: false, interruptsDoAfters: 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,
+                    (float)bloodstream.UpdateInterval.TotalSeconds * 2,
+                    applySlur: false);
+                _stutteringSystem.DoStutter(uid, bloodstream.UpdateInterval * 2, refresh: false);
+
+                // storing the drunk and stutter time so we can remove it independently from other effects additions
+                bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
+                DirtyField(uid, bloodstream, nameof(BloodstreamComponent.StatusTime));
+            }
+            else if (!_mobStateSystem.IsDead(uid))
+            {
+                // If they're healthy, we'll try and heal some bloodloss instead.
+                _damageableSystem.TryChangeDamage(
+                    uid,
+                    bloodstream.BloodlossHealDamage * bloodPercentage,
+                    ignoreResistances: true, interruptsDoAfters: 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.TotalSeconds);
+                _stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime.TotalSeconds);
+                // Reset the drunk and stutter time to zero
+                bloodstream.StatusTime = TimeSpan.Zero;
+                DirtyField(uid, bloodstream, nameof(BloodstreamComponent.StatusTime));
+            }
+        }
+    }
+
+    private void OnMapInit(Entity<BloodstreamComponent> ent, ref MapInitEvent args)
+    {
+        ent.Comp.NextUpdate = _timing.CurTime + ent.Comp.UpdateInterval;
+        DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.NextUpdate));
+    }
+
+    // prevent the infamous UdderSystem debug assert, see https://github.com/space-wizards/space-station-14/pull/35314
+    // TODO: find a better solution than copy pasting this into every shared system that caches solution entities
+    private void OnEntRemoved(Entity<BloodstreamComponent> entity, ref EntRemovedFromContainerMessage args)
+    {
+        // Make sure the removed entity was our contained solution and set it to null
+        if (args.Entity == entity.Comp.BloodSolution?.Owner)
+            entity.Comp.BloodSolution = null;
+
+        if (args.Entity == entity.Comp.ChemicalSolution?.Owner)
+            entity.Comp.ChemicalSolution = null;
+
+        if (args.Entity == entity.Comp.TemporarySolution?.Owner)
+            entity.Comp.TemporarySolution = null;
+    }
+
+    private void OnReactionAttempt(Entity<BloodstreamComponent> ent, 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> ent, ref SolutionRelayEvent<ReactionAttemptEvent> args)
+    {
+        if (args.Name != ent.Comp.BloodSolutionName
+            && args.Name != ent.Comp.ChemicalSolutionName
+            && args.Name != ent.Comp.BloodTemporarySolutionName)
+        {
+            return;
+        }
+
+        OnReactionAttempt(ent, ref args.Event);
+    }
+
+    private void OnDamageChanged(Entity<BloodstreamComponent> ent, ref DamageChangedEvent args)
+    {
+        // The incoming state from the server raises a DamageChangedEvent as well.
+        // But the changes to the bloodstream have also been dirtied,
+        // so we prevent applying them twice.
+        if (_timing.ApplyingState)
+            return;
+
+        if (args.DamageDelta is null || !args.DamageIncreased)
+        {
+            return;
+        }
+
+        // TODO probably cache this or something. humans get hurt a lot
+        if (!_prototypeManager.TryIndex(ent.Comp.DamageBleedModifiers, out var modifiers))
+            return;
+
+        // some reagents may deal and heal different damage types in the same tick, which means DamageIncreased will be true
+        // but we only want to consider the dealt damage when causing bleeding
+        var damage = DamageSpecifier.GetPositive(args.DamageDelta);
+        var bloodloss = DamageSpecifier.ApplyModifierSet(damage, modifiers);
+
+        if (bloodloss.Empty)
+            return;
+
+        // Does the calculation of how much bleed rate should be added/removed, then applies it
+        var oldBleedAmount = ent.Comp.BleedAmount;
+        var total = bloodloss.GetTotal();
+        var totalFloat = total.Float();
+        TryModifyBleedAmount(ent.AsNullable(), totalFloat);
+
+        /// 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!
+
+        // TODO: Replace with RandomPredicted once the engine PR is merged
+        // 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
+        var seed = HashCode.Combine((int)_timing.CurTick.Value, GetNetEntity(ent).Id, GetNetEntity(args.Origin)?.Id ?? 0);
+        var rand = new System.Random(seed);
+        var prob = Math.Clamp(totalFloat / 25, 0, 1);
+        if (totalFloat > 0 && rand.Prob(prob))
+        {
+            TryModifyBloodLevel(ent.AsNullable(), -total / 5);
+            _audio.PlayPredicted(ent.Comp.InstantBloodSound, ent, args.Origin);
+        }
+
+        // Heat damage will cauterize, causing the bleed rate to be reduced.
+        else if (totalFloat <= ent.Comp.BloodHealedSoundThreshold && 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.
+            _popup.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), ent,
+                    ent, PopupType.Medium); // only the burned entity can see this
+            _audio.PlayPredicted(ent.Comp.BloodHealedSound, ent, args.Origin);
+        }
+    }
+
+    /// <summary>
+    /// Shows text on health examine, based on bleed rate and blood level.
+    /// </summary>
+    private void OnHealthBeingExamined(Entity<BloodstreamComponent> ent, ref HealthBeingExaminedEvent args)
+    {
+        // Shows massively bleeding at 0.75x the max bleed rate.
+        if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.75f)
+        {
+            args.Message.PushNewline();
+            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-massive-bleeding", ("target", ent.Owner)));
+        }
+        // Shows bleeding message when bleeding above half the max rate, but less than massively.
+        else if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.5f)
+        {
+            args.Message.PushNewline();
+            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-strong-bleeding", ("target", ent.Owner)));
+        }
+        // Shows bleeding message when bleeding above 0.25x the max rate, but less than half the max.
+        else if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount * 0.25f)
+        {
+            args.Message.PushNewline();
+            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-bleeding", ("target", ent.Owner)));
+        }
+        // Shows bleeding message when bleeding below 0.25x the max cap
+        else if (ent.Comp.BleedAmount > 0)
+        {
+            args.Message.PushNewline();
+            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-slight-bleeding", ("target", ent.Owner)));
+        }
+
+        // If the mob's blood level is below the damage threshhold, the pale message is added.
+        if (GetBloodLevelPercentage(ent.AsNullable()) < ent.Comp.BloodlossThreshold)
+        {
+            args.Message.PushNewline();
+            args.Message.AddMarkupOrThrow(Loc.GetString("bloodstream-component-looks-pale", ("target", ent.Owner)));
+        }
+    }
+
+    private void OnBeingGibbed(Entity<BloodstreamComponent> ent, ref BeingGibbedEvent args)
+    {
+        SpillAllSolutions(ent.AsNullable());
+    }
+
+    private void OnApplyMetabolicMultiplier(Entity<BloodstreamComponent> ent, ref ApplyMetabolicMultiplierEvent args)
+    {
+        // TODO REFACTOR THIS
+        // This will slowly drift over time due to floating point errors.
+        // Instead, raise an event with the base rates and allow modifiers to get applied to it.
+        if (args.Apply)
+            ent.Comp.UpdateInterval *= args.Multiplier;
+        else
+            ent.Comp.UpdateInterval /= args.Multiplier;
+
+        DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.UpdateInterval));
+    }
+
+    private void OnRejuvenate(Entity<BloodstreamComponent> ent, ref RejuvenateEvent args)
+    {
+        TryModifyBleedAmount(ent.AsNullable(), -ent.Comp.BleedAmount);
+
+        if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution, out var bloodSolution))
+            TryModifyBloodLevel(ent.AsNullable(), bloodSolution.AvailableVolume);
+
+        if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution))
+            SolutionContainer.RemoveAllSolution(ent.Comp.ChemicalSolution.Value);
+    }
+
+    /// <summary>
+    /// Returns the current blood level as a percentage (between 0 and 1).
+    /// </summary>
+    public float GetBloodLevelPercentage(Entity<BloodstreamComponent?> ent)
+    {
+        if (!Resolve(ent, ref ent.Comp)
+            || !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution, out var bloodSolution))
+        {
+            return 0.0f;
+        }
+
+        return bloodSolution.FillFraction;
+    }
+
+    /// <summary>
+    /// Setter for the BloodlossThreshold datafield.
+    /// </summary>
+    public void SetBloodLossThreshold(Entity<BloodstreamComponent?> ent, float threshold)
+    {
+        if (!Resolve(ent, ref ent.Comp))
+            return;
+
+        ent.Comp.BloodlossThreshold = threshold;
+        DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.BloodlossThreshold));
+    }
+
+    /// <summary>
+    /// Attempt to transfer a provided solution to internal solution.
+    /// </summary>
+    public bool TryAddToChemicals(Entity<BloodstreamComponent?> ent, Solution solution)
+    {
+        if (!Resolve(ent, ref ent.Comp, logMissing: false)
+            || !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution))
+            return false;
+
+        if (SolutionContainer.TryAddSolution(ent.Comp.ChemicalSolution.Value, solution))
+            return true;
+
+        return false;
+    }
+
+    /// <summary>
+    /// Removes a certain amount of all reagents except of a single excluded one from the bloodstream.
+    /// </summary>
+    public bool FlushChemicals(Entity<BloodstreamComponent?> ent, ProtoId<ReagentPrototype>? excludedReagentID, FixedPoint2 quantity)
+    {
+        if (!Resolve(ent, ref ent.Comp, logMissing: false)
+            || !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.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)
+            {
+                SolutionContainer.RemoveReagent(ent.Comp.ChemicalSolution.Value, reagentId, quantity);
+            }
+        }
+
+        return true;
+    }
+
+    /// <summary>
+    ///  Attempts to modify the blood level of this entity directly.
+    /// </summary>
+    public bool TryModifyBloodLevel(Entity<BloodstreamComponent?> ent, FixedPoint2 amount)
+    {
+        if (!Resolve(ent, ref ent.Comp, logMissing: false)
+            || !SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution))
+            return false;
+
+        if (amount >= 0)
+            return SolutionContainer.TryAddReagent(ent.Comp.BloodSolution.Value, ent.Comp.BloodReagent, amount, null, GetEntityBloodData(ent));
+
+        // Removal is more involved,
+        // since we also wanna handle moving it to the temporary solution
+        // and then spilling it if necessary.
+        var newSol = SolutionContainer.SplitSolution(ent.Comp.BloodSolution.Value, -amount);
+
+        if (!SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodTemporarySolutionName, ref ent.Comp.TemporarySolution, out var tempSolution))
+            return true;
+
+        tempSolution.AddSolution(newSol, _prototypeManager);
+
+        if (tempSolution.Volume > ent.Comp.BleedPuddleThreshold)
+        {
+            // Pass some of the chemstream into the spilled blood.
+            if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.ChemicalSolutionName, ref ent.Comp.ChemicalSolution))
+            {
+                var temp = SolutionContainer.SplitSolution(ent.Comp.ChemicalSolution.Value, tempSolution.Volume / 10);
+                tempSolution.AddSolution(temp, _prototypeManager);
+            }
+
+            _puddle.TrySpillAt(ent.Owner, tempSolution, out _, sound: false);
+
+            tempSolution.RemoveAllSolution();
+        }
+
+        SolutionContainer.UpdateChemicals(ent.Comp.TemporarySolution.Value);
+
+        return true;
+    }
+
+    /// <summary>
+    /// Tries to make an entity bleed more or less.
+    /// </summary>
+    public bool TryModifyBleedAmount(Entity<BloodstreamComponent?> ent, float amount)
+    {
+        if (!Resolve(ent, ref ent.Comp, logMissing: false))
+            return false;
+
+        ent.Comp.BleedAmount += amount;
+        ent.Comp.BleedAmount = Math.Clamp(ent.Comp.BleedAmount, 0, ent.Comp.MaxBleedAmount);
+
+        DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.BleedAmount));
+
+        if (ent.Comp.BleedAmount == 0)
+            _alertsSystem.ClearAlert(ent, ent.Comp.BleedingAlert);
+        else
+        {
+            var severity = (short)Math.Clamp(Math.Round(ent.Comp.BleedAmount, MidpointRounding.ToZero), 0, 10);
+            _alertsSystem.ShowAlert(ent, ent.Comp.BleedingAlert, severity);
+        }
+
+        return true;
+    }
+
+    /// <summary>
+    /// Spill all bloodstream solutions into a puddle.
+    /// BLOOD FOR THE BLOOD GOD
+    /// </summary>
+    public void SpillAllSolutions(Entity<BloodstreamComponent?> ent)
+    {
+        if (!Resolve(ent, ref ent.Comp))
+            return;
+
+        var tempSol = new Solution();
+
+        if (SolutionContainer.ResolveSolution(ent.Owner, ent.Comp.BloodSolutionName, ref ent.Comp.BloodSolution, out var bloodSolution))
+        {
+            tempSol.MaxVolume += bloodSolution.MaxVolume;
+            tempSol.AddSolution(bloodSolution, _prototypeManager);
+            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;
+    }
+}
index 8b2df453a02f16dbf5d31c4a6233fc83641cbc4f..d0ecb6b93b607bb97c5de6673a60bb04758f1f5d 100644 (file)
@@ -1,6 +1,7 @@
 using Content.Shared.Body.Components;
 using Content.Shared.Body.Events;
 using Content.Shared.Body.Organ;
+using Content.Shared.Body.Events;
 using Content.Shared.Chemistry.Components;
 using Content.Shared.Chemistry.Components.SolutionManager;
 using Content.Shared.Chemistry.EntitySystems;
index 86f6edc903a344c9d16f53a8c0bdf2b659720888..34bc44f1cb0eadf328a7a23a7a78f08779bf8b9b 100644 (file)
@@ -1,6 +1,8 @@
 using Content.Shared.Administration.Logs;
-using Content.Shared.Chemistry.Components.SolutionManager;
+using Content.Shared.Body.Components;
+using Content.Shared.Chemistry.EntitySystems;
 using Content.Shared.Chemistry.Components;
+using Content.Shared.Chemistry.Components.SolutionManager;
 using Content.Shared.Chemistry.Hypospray.Events;
 using Content.Shared.Database;
 using Content.Shared.FixedPoint;
index 51472a56bd2a2685a82f6801d6e11c7f52b156d4..00bd416e1f77fdb3b01568d25d88f06b5ed82cd3 100644 (file)
@@ -1,3 +1,4 @@
+using System.Linq;
 using System.Text.Json.Serialization;
 using Content.Shared.Damage.Prototypes;
 using Content.Shared.FixedPoint;
@@ -77,6 +78,11 @@ namespace Content.Shared.Damage
         [JsonIgnore]
         public bool Empty => DamageDict.Count == 0;
 
+        public override string ToString()
+        {
+            return "DamageSpecifier(" + string.Join("; ", DamageDict.Select(x => x.Key + ":" + x.Value)) + ")";
+        }
+
         #region constructors
         /// <summary>
         ///     Constructor that just results in an empty dictionary.
index 31426f6bd075ada0bc0eefe0cb13eec28b752e9d..70fbc468068c998a1cbb6004edf888a545c4e9e4 100644 (file)
@@ -353,7 +353,7 @@ namespace Content.Shared.Damage
 
             // Has the damage actually changed?
             DamageSpecifier newDamage = new() { DamageDict = new(state.DamageDict) };
-            var delta = component.Damage - newDamage;
+            var delta = newDamage - component.Damage;
             delta.TrimZeros();
 
             if (!delta.Empty)
diff --git a/Content.Shared/Medical/Healing/HealingComponent.cs b/Content.Shared/Medical/Healing/HealingComponent.cs
new file mode 100644 (file)
index 0000000..53358fd
--- /dev/null
@@ -0,0 +1,65 @@
+using Content.Shared.Damage;
+using Content.Shared.Damage.Prototypes;
+using Robust.Shared.Audio;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Medical.Healing;
+
+/// <summary>
+/// Applies a damage change to the target when used in an interaction.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+public sealed partial class HealingComponent : Component
+{
+    /// <remarks>
+    /// The amount of damage to heal per use.
+    /// </remarks>
+    [DataField(required: true), AutoNetworkedField]
+    public DamageSpecifier Damage = default!;
+
+    /// <remarks>
+    /// This should generally be negative,
+    /// since you're, like, trying to heal damage.
+    /// </remarks>
+    [DataField, AutoNetworkedField]
+    public float BloodlossModifier = 0.0f;
+
+    /// <summary>
+    /// Restore missing blood.
+    /// </summary>
+    [DataField, AutoNetworkedField]
+    public float ModifyBloodLevel = 0.0f;
+
+    /// <remarks>
+    /// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. For a
+    /// HealingComponent this filters what damage container type this component should work on. If null,
+    /// all damage container types are supported.
+    /// </remarks>
+    [DataField, AutoNetworkedField]
+    public List<ProtoId<DamageContainerPrototype>>? DamageContainers;
+
+    /// <summary>
+    /// How long it takes to apply the damage.
+    /// </summary>
+    [DataField, AutoNetworkedField]
+    public float Delay = 3f;
+
+    /// <summary>
+    /// Delay multiplier when healing yourself.
+    /// </summary>
+    [DataField, AutoNetworkedField]
+    public float SelfHealPenaltyMultiplier = 3f;
+
+    /// <summary>
+    /// Sound played on healing begin.
+    /// </summary>
+    [DataField]
+    public SoundSpecifier? HealingBeginSound = null;
+
+    /// <summary>
+    /// Sound played on healing end.
+    /// </summary>
+    [DataField]
+    public SoundSpecifier? HealingEndSound = null;
+}
similarity index 54%
rename from Content.Server/Medical/HealingSystem.cs
rename to Content.Shared/Medical/Healing/HealingSystem.cs
index c18f29d2fb3bc3b7bbae5422a9b196652ae5cae9..74cb8881f485c10dcf1d961b034ffad6721ea033 100644 (file)
@@ -1,9 +1,6 @@
-using Content.Server.Administration.Logs;
-using Content.Server.Body.Components;
-using Content.Server.Body.Systems;
-using Content.Server.Medical.Components;
-using Content.Server.Popups;
-using Content.Server.Stack;
+using Content.Shared.Administration.Logs;
+using Content.Shared.Body.Components;
+using Content.Shared.Body.Systems;
 using Content.Shared.Chemistry.EntitySystems;
 using Content.Shared.Damage;
 using Content.Shared.Database;
@@ -12,77 +9,74 @@ using Content.Shared.FixedPoint;
 using Content.Shared.IdentityManagement;
 using Content.Shared.Interaction;
 using Content.Shared.Interaction.Events;
-using Content.Shared.Medical;
 using Content.Shared.Mobs;
 using Content.Shared.Mobs.Components;
 using Content.Shared.Mobs.Systems;
 using Content.Shared.Popups;
 using Content.Shared.Stacks;
 using Robust.Shared.Audio.Systems;
-using Robust.Shared.Random;
-using Robust.Shared.Audio;
 
-namespace Content.Server.Medical;
+namespace Content.Shared.Medical.Healing;
 
 public sealed class HealingSystem : EntitySystem
 {
     [Dependency] private readonly SharedAudioSystem _audio = default!;
-    [Dependency] private readonly IAdminLogManager _adminLogger = default!;
+    [Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
     [Dependency] private readonly DamageableSystem _damageable = default!;
-    [Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
+    [Dependency] private readonly SharedBloodstreamSystem _bloodstreamSystem = default!;
     [Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
-    [Dependency] private readonly StackSystem _stacks = default!;
+    [Dependency] private readonly SharedStackSystem _stacks = default!;
     [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
     [Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
-    [Dependency] private readonly PopupSystem _popupSystem = default!;
+    [Dependency] private readonly SharedPopupSystem _popupSystem = default!;
     [Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
 
     public override void Initialize()
     {
         base.Initialize();
+
         SubscribeLocalEvent<HealingComponent, UseInHandEvent>(OnHealingUse);
         SubscribeLocalEvent<HealingComponent, AfterInteractEvent>(OnHealingAfterInteract);
         SubscribeLocalEvent<DamageableComponent, HealingDoAfterEvent>(OnDoAfter);
     }
 
-    private void OnDoAfter(Entity<DamageableComponent> entity, ref HealingDoAfterEvent args)
+    private void OnDoAfter(Entity<DamageableComponent> target, ref HealingDoAfterEvent args)
     {
-        var dontRepeat = false;
 
-        if (!TryComp(args.Used, out HealingComponent? healing))
+        if (args.Handled || args.Cancelled)
             return;
 
-        if (args.Handled || args.Cancelled)
+        if (!TryComp(args.Used, out HealingComponent? healing))
             return;
 
         if (healing.DamageContainers is not null &&
-            entity.Comp.DamageContainerID is not null &&
-            !healing.DamageContainers.Contains(entity.Comp.DamageContainerID))
+            target.Comp.DamageContainerID is not null &&
+            !healing.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
         {
             return;
         }
 
+        TryComp<BloodstreamComponent>(target, out var bloodstream);
+
         // Heal some bloodloss damage.
-        if (healing.BloodlossModifier != 0)
+        if (healing.BloodlossModifier != 0 && bloodstream != null)
         {
-            if (!TryComp<BloodstreamComponent>(entity, out var bloodstream))
-                return;
             var isBleeding = bloodstream.BleedAmount > 0;
-            _bloodstreamSystem.TryModifyBleedAmount(entity.Owner, healing.BloodlossModifier);
+            _bloodstreamSystem.TryModifyBleedAmount((target.Owner, bloodstream), healing.BloodlossModifier);
             if (isBleeding != bloodstream.BleedAmount > 0)
             {
-                var popup = (args.User == entity.Owner)
+                var popup = (args.User == target.Owner)
                     ? Loc.GetString("medical-item-stop-bleeding-self")
-                    : Loc.GetString("medical-item-stop-bleeding", ("target", Identity.Entity(entity.Owner, EntityManager)));
-                _popupSystem.PopupEntity(popup, entity, args.User);
+                    : Loc.GetString("medical-item-stop-bleeding", ("target", Identity.Entity(target.Owner, EntityManager)));
+                _popupSystem.PopupClient(popup, target, args.User);
             }
         }
 
         // Restores missing blood
-        if (healing.ModifyBloodLevel != 0)
-            _bloodstreamSystem.TryModifyBloodLevel(entity.Owner, healing.ModifyBloodLevel);
+        if (healing.ModifyBloodLevel != 0 && bloodstream != null)
+            _bloodstreamSystem.TryModifyBloodLevel((target.Owner, bloodstream), healing.ModifyBloodLevel);
 
-        var healed = _damageable.TryChangeDamage(entity.Owner, healing.Damage * _damageable.UniversalTopicalsHealModifier, true, origin: args.Args.User);
+        var healed = _damageable.TryChangeDamage(target.Owner, healing.Damage * _damageable.UniversalTopicalsHealModifier, true, origin: args.Args.User);
 
         if (healed == null && healing.BloodlossModifier != 0)
             return;
@@ -90,7 +84,7 @@ public sealed class HealingSystem : EntitySystem
         var total = healed?.GetTotal() ?? FixedPoint2.Zero;
 
         // Re-verify that we can heal the damage.
-
+        var dontRepeat = false;
         if (TryComp<StackComponent>(args.Used.Value, out var stackComp))
         {
             _stacks.Use(args.Used.Value, 1, stackComp);
@@ -100,13 +94,13 @@ public sealed class HealingSystem : EntitySystem
         }
         else
         {
-            QueueDel(args.Used.Value);
+            PredictedQueueDel(args.Used.Value);
         }
 
-        if (entity.Owner != args.User)
+        if (target.Owner != args.User)
         {
             _adminLogger.Add(LogType.Healed,
-                $"{ToPrettyString(args.User):user} healed {ToPrettyString(entity.Owner):target} for {total:damage} damage");
+                $"{ToPrettyString(args.User):user} healed {ToPrettyString(target.Owner):target} for {total:damage} damage");
         }
         else
         {
@@ -114,19 +108,19 @@ public sealed class HealingSystem : EntitySystem
                 $"{ToPrettyString(args.User):user} healed themselves for {total:damage} damage");
         }
 
-        _audio.PlayPvs(healing.HealingEndSound, entity.Owner);
+        _audio.PlayPredicted(healing.HealingEndSound, target.Owner, args.User);
 
         // Logic to determine the whether or not to repeat the healing action
-        args.Repeat = (HasDamage(entity, healing) && !dontRepeat);
+        args.Repeat = HasDamage((args.Used.Value, healing), target) && !dontRepeat;
         if (!args.Repeat && !dontRepeat)
-            _popupSystem.PopupEntity(Loc.GetString("medical-item-finished-using", ("item", args.Used)), entity.Owner, args.User);
+            _popupSystem.PopupClient(Loc.GetString("medical-item-finished-using", ("item", args.Used)), target.Owner, args.User);
         args.Handled = true;
     }
 
-    private bool HasDamage(Entity<DamageableComponent> ent, HealingComponent healing)
+    private bool HasDamage(Entity<HealingComponent> healing, Entity<DamageableComponent> target)
     {
-        var damageableDict = ent.Comp.Damage.DamageDict;
-        var healingDict = healing.Damage.DamageDict;
+        var damageableDict = target.Comp.Damage.DamageDict;
+        var healingDict = healing.Comp.Damage.DamageDict;
         foreach (var type in healingDict)
         {
             if (damageableDict[type.Key].Value > 0)
@@ -135,18 +129,18 @@ public sealed class HealingSystem : EntitySystem
             }
         }
 
-        if (TryComp<BloodstreamComponent>(ent, out var bloodstream))
+        if (TryComp<BloodstreamComponent>(target, out var bloodstream))
         {
             // Is ent missing blood that we can restore?
-            if (healing.ModifyBloodLevel > 0
-                && _solutionContainerSystem.ResolveSolution(ent.Owner, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)
+            if (healing.Comp.ModifyBloodLevel > 0
+                && _solutionContainerSystem.ResolveSolution(target.Owner, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)
                 && bloodSolution.Volume < bloodSolution.MaxVolume)
             {
                 return true;
             }
 
             // Is ent bleeding and can we stop it?
-            if (healing.BloodlossModifier < 0 && bloodstream.BleedAmount > 0)
+            if (healing.Comp.BloodlossModifier < 0 && bloodstream.BleedAmount > 0)
             {
                 return true;
             }
@@ -155,64 +149,64 @@ public sealed class HealingSystem : EntitySystem
         return false;
     }
 
-    private void OnHealingUse(Entity<HealingComponent> entity, ref UseInHandEvent args)
+    private void OnHealingUse(Entity<HealingComponent> healing, ref UseInHandEvent args)
     {
         if (args.Handled)
             return;
 
-        if (TryHeal(entity, args.User, args.User, entity.Comp))
+        if (TryHeal(healing, args.User, args.User))
             args.Handled = true;
     }
 
-    private void OnHealingAfterInteract(Entity<HealingComponent> entity, ref AfterInteractEvent args)
+    private void OnHealingAfterInteract(Entity<HealingComponent> healing, ref AfterInteractEvent args)
     {
         if (args.Handled || !args.CanReach || args.Target == null)
             return;
 
-        if (TryHeal(entity, args.User, args.Target.Value, entity.Comp))
+        if (TryHeal(healing, args.Target.Value, args.User))
             args.Handled = true;
     }
 
-    private bool TryHeal(EntityUid uid, EntityUid user, EntityUid target, HealingComponent component)
+    private bool TryHeal(Entity<HealingComponent> healing, Entity<DamageableComponent?> target, EntityUid user)
     {
-        if (!TryComp<DamageableComponent>(target, out var targetDamage))
+        if (!Resolve(target, ref target.Comp, false))
             return false;
 
-        if (component.DamageContainers is not null &&
-            targetDamage.DamageContainerID is not null &&
-            !component.DamageContainers.Contains(targetDamage.DamageContainerID))
+        if (healing.Comp.DamageContainers is not null &&
+            target.Comp.DamageContainerID is not null &&
+            !healing.Comp.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
         {
             return false;
         }
 
-        if (user != target && !_interactionSystem.InRangeUnobstructed(user, target, popup: true))
+        if (user != target.Owner && !_interactionSystem.InRangeUnobstructed(user, target.Owner, popup: true))
             return false;
 
-        if (TryComp<StackComponent>(uid, out var stack) && stack.Count < 1)
+        if (TryComp<StackComponent>(healing, out var stack) && stack.Count < 1)
             return false;
 
-        if (!HasDamage((target, targetDamage), component))
+        if (!HasDamage(healing, target!))
         {
-            _popupSystem.PopupEntity(Loc.GetString("medical-item-cant-use", ("item", uid)), uid, user);
+            _popupSystem.PopupClient(Loc.GetString("medical-item-cant-use", ("item", healing.Owner)), healing, user);
             return false;
         }
 
-        _audio.PlayPvs(component.HealingBeginSound, uid);
+        _audio.PlayPredicted(healing.Comp.HealingBeginSound, healing, user);
 
-        var isNotSelf = user != target;
+        var isNotSelf = user != target.Owner;
 
         if (isNotSelf)
         {
-            var msg = Loc.GetString("medical-item-popup-target", ("user", Identity.Entity(user, EntityManager)), ("item", uid));
+            var msg = Loc.GetString("medical-item-popup-target", ("user", Identity.Entity(user, EntityManager)), ("item", healing.Owner));
             _popupSystem.PopupEntity(msg, target, target, PopupType.Medium);
         }
 
         var delay = isNotSelf
-            ? component.Delay
-            : component.Delay * GetScaledHealingPenalty(user, component);
+            ? healing.Comp.Delay
+            : healing.Comp.Delay * GetScaledHealingPenalty(healing);
 
         var doAfterEventArgs =
-            new DoAfterArgs(EntityManager, user, delay, new HealingDoAfterEvent(), target, target: target, used: uid)
+            new DoAfterArgs(EntityManager, user, delay, new HealingDoAfterEvent(), target, target: target, used: healing)
             {
                 // Didn't break on damage as they may be trying to prevent it and
                 // not being able to heal your own ticking damage would be frustrating.
@@ -231,18 +225,18 @@ public sealed class HealingSystem : EntitySystem
     /// <param name="uid"></param>
     /// <param name="component"></param>
     /// <returns></returns>
-    public float GetScaledHealingPenalty(EntityUid uid, HealingComponent component)
+    public float GetScaledHealingPenalty(Entity<HealingComponent> healing)
     {
-        var output = component.Delay;
-        if (!TryComp<MobThresholdsComponent>(uid, out var mobThreshold) ||
-            !TryComp<DamageableComponent>(uid, out var damageable))
+        var output = healing.Comp.Delay;
+        if (!TryComp<MobThresholdsComponent>(healing, out var mobThreshold) ||
+            !TryComp<DamageableComponent>(healing, out var damageable))
             return output;
-        if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var amount, mobThreshold))
+        if (!_mobThresholdSystem.TryGetThresholdForState(healing, MobState.Critical, out var amount, mobThreshold))
             return 1;
 
-        var percentDamage = (float) (damageable.TotalDamage / amount);
+        var percentDamage = (float)(damageable.TotalDamage / amount);
         //basically make it scale from 1 to the multiplier.
-        var modifier = percentDamage * (component.SelfHealPenaltyMultiplier - 1) + 1;
+        var modifier = percentDamage * (healing.Comp.SelfHealPenaltyMultiplier - 1) + 1;
         return Math.Max(modifier, 1);
     }
 }
index 20ad23dcb214757ba1b55b3668f3d52948008bc2..d206150a0e575965ee8977e68091527980c267a5 100644 (file)
@@ -1,5 +1,5 @@
-medical-item-finished-using = You have finished healing with the {$item}
-medical-item-cant-use = There is no damage you can heal with the {$item}
-medical-item-stop-bleeding = {CAPITALIZE($target)} has stopped bleeding
-medical-item-stop-bleeding-self = You have stopped bleeding
+medical-item-finished-using = You have finished healing with the {$item}.
+medical-item-cant-use = There is no damage you can heal with the {$item}.
+medical-item-stop-bleeding = {CAPITALIZE($target)} has stopped bleeding.
+medical-item-stop-bleeding-self = You have stopped bleeding.
 medical-item-popup-target = {CAPITALIZE(THE($user))} is trying to heal you with the {$item}!
index 98565931fd5e8b5a7201da2703c5bf9daf3c93ab..4a0581764627320bbc61569ae7794a483bccd662 100644 (file)
     damage:
       types:
         Bloodloss: -0.5 #lowers bloodloss damage
-    ModifyBloodLevel: 15 #restores about 5% blood per use on standard humanoids.
+    modifyBloodLevel: 15 #restores about 5% blood per use on standard humanoids.
     healingBeginSound:
       path: "/Audio/Items/Medical/brutepack_begin.ogg"
       params: