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https://github.com/WWhiteDreamProject/wwdpublic.git
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HealingSystem: check blood restoration, staunching (#33526)
* HealingSystem: check blood restoration, staunching * Milon's suggestions * beck-thompson's requests (cherry picked from commit 5092681729cadd56c6194ab42c1f7c3e96e96e6e)
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@@ -4,8 +4,10 @@ using Content.Server.Body.Systems;
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using Content.Server.Medical.Components;
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using Content.Server.Popups;
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using Content.Server.Stack;
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using Content.Shared._Shitmed.Targeting;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Audio;
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using Content.Shared.Body.Systems;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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@@ -22,10 +24,6 @@ using Content.Shared.Stacks;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Random;
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// Shitmed Change
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using Content.Shared.Body.Systems;
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using Content.Shared._Shitmed.Targeting;
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namespace Content.Server.Medical;
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public sealed class HealingSystem : EntitySystem
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@@ -33,7 +31,6 @@ public sealed class HealingSystem : EntitySystem
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedTargetingSystem _targetingSystem = default!; // Shitmed Change
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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@@ -42,6 +39,7 @@ public sealed class HealingSystem : EntitySystem
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SharedTargetingSystem _targetingSystem = default!; // Shitmed Change
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[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed Change
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public override void Initialize()
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@@ -123,16 +121,16 @@ public sealed class HealingSystem : EntitySystem
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_audio.PlayPvs(healing.HealingEndSound, entity.Owner, AudioHelpers.WithVariation(0.125f, _random).WithVolume(-5f));
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// Logic to determine whether or not to repeat the healing action
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args.Repeat = HasDamage(entity.Comp, healing) && !dontRepeat || IsPartDamaged(args.User, entity); // Shitmed Change
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// Logic to determine the whether or not to repeat the healing action
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args.Repeat = HasDamage(entity, healing) && !dontRepeat || IsPartDamaged(args.User, entity); // Shitmed Change
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if (!args.Repeat && !dontRepeat)
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_popupSystem.PopupEntity(Loc.GetString("medical-item-finished-using", ("item", args.Used)), entity.Owner, args.User);
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args.Handled = true;
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}
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private bool HasDamage(DamageableComponent component, HealingComponent healing)
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private bool HasDamage(Entity<DamageableComponent> ent, HealingComponent healing)
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{
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var damageableDict = component.Damage.DamageDict;
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var damageableDict = ent.Comp.Damage.DamageDict;
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var healingDict = healing.Damage.DamageDict;
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foreach (var type in healingDict)
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{
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@@ -142,6 +140,23 @@ public sealed class HealingSystem : EntitySystem
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}
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}
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if (TryComp<BloodstreamComponent>(ent, out var bloodstream))
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{
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// Is ent missing blood that we can restore?
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if (healing.ModifyBloodLevel > 0
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&& _solutionContainerSystem.ResolveSolution(ent.Owner, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)
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&& bloodSolution.Volume < bloodSolution.MaxVolume)
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{
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return true;
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}
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// Is ent bleeding and can we stop it?
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if (healing.BloodlossModifier < 0 && bloodstream.BleedAmount > 0)
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{
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return true;
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}
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}
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return false;
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}
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@@ -198,15 +213,7 @@ public sealed class HealingSystem : EntitySystem
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if (TryComp<StackComponent>(uid, out var stack) && stack.Count < 1)
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return false;
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var anythingToDo =
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HasDamage(targetDamage, component) ||
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IsPartDamaged(user, target) || // Shitmed Change
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component.ModifyBloodLevel > 0 // Special case if healing item can restore lost blood...
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&& TryComp<BloodstreamComponent>(target, out var bloodstream)
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&& _solutionContainerSystem.ResolveSolution(target, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)
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&& bloodSolution.Volume < bloodSolution.MaxVolume; // ...and there is lost blood to restore.
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if (!anythingToDo)
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if (!(HasDamage((target, targetDamage), component) || IsPartDamaged(user, target))) // Shitmed Change
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{
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_popupSystem.PopupEntity(Loc.GetString("medical-item-cant-use", ("item", uid)), uid, user);
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return false;
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@@ -230,11 +237,10 @@ public sealed class HealingSystem : EntitySystem
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var doAfterEventArgs =
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new DoAfterArgs(EntityManager, user, delay, new HealingDoAfterEvent(), target, target: target, used: uid)
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{
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//Raise the event on the target if it's not self, otherwise raise it on self.
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BreakOnMove = true,
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// Didn't break on damage as they may be trying to prevent it and
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// not being able to heal your own ticking damage would be frustrating.
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NeedHand = true,
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BreakOnMove = true,
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BreakOnWeightlessMove = false,
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};
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