Files
wwdpublic/Content.Server/Body/Systems/BloodstreamSystem.cs
Skubman 7470bb3c92 Make Blood Deficiency Bloodloss Consistent (#895)
# Description

With https://github.com/Simple-Station/Einstein-Engines/pull/858 (Make
Height Sliders Affect Your Bloodstream Volume) being merged, it
introduced variable blood volumes for differing sizes, whereas before
everyone had the same blood volume (300u).

Because Blood Deficiency subtracted a flat amount from the bloodstream,
it resulted in an unintended consequence where small characters died
very quickly due to blood loss, while large characters could live for
hours. This makes the blood loss amount of Blood Deficiency a
**percentage** of the entity's max blood volume, which means that the
time to become low blood is now the same regardless of blood volume.

# Changelog

🆑 Skubman
- fix: Blood Deficiency now makes you lose a consistent percentage of
blood regardless of your blood volume, which is dictated by size. This
makes the time to low blood and death consistent for every character of
all sizes with this trait.
2024-10-19 12:48:27 +07:00

515 lines
22 KiB
C#

using Content.Server._White.Other.BloodLust;
using Content.Server.Body.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Chemistry.ReactionEffects;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Forensics;
using Content.Server.HealthExaminable;
using Content.Server.Popups;
using Content.Shared.Alert;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Drunk;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.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
{
[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 SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly ForensicsSystem _forensicsSystem = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!; // WD
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);
}
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;
// Removes blood for Blood Deficiency constantly.
if (bloodstream.HasBloodDeficiency)
{
if (!_mobStateSystem.IsDead(uid))
RemoveBlood(uid, bloodstream.BloodMaxVolume * bloodstream.BloodDeficiencyLossPercentage, bloodstream);
}
// Adds blood to their blood level if it is below the maximum.
else 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;
}
}
}
private void OnComponentInit(Entity<BloodstreamComponent> entity, ref ComponentInit args)
{
var chemicalSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.ChemicalSolutionName);
var bloodSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodSolutionName);
var tempSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodTemporarySolutionName);
chemicalSolution.MaxVolume = entity.Comp.ChemicalMaxVolume;
bloodSolution.MaxVolume = entity.Comp.BloodMaxVolume;
tempSolution.MaxVolume = entity.Comp.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well
// Fill blood solution with BLOOD
bloodSolution.AddReagent(entity.Comp.BloodReagent, entity.Comp.BloodMaxVolume - bloodSolution.Volume);
}
private void OnDamageChanged(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<DamageModifierSetPrototype>(ent.Comp.DamageBleedModifiers, out var modifiers))
return;
var bloodloss = DamageSpecifier.ApplyModifierSet(args.DamageDelta, modifiers);
if (bloodloss.Empty)
return;
// Does the calculation of how much bleed rate should be added/removed, then applies it
var oldBleedAmount = 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 < 0 && oldBleedAmount > 0)
{
// Magically, this damage has healed some bleeding, likely
// because it's burn damage that cauterized their wounds.
// We'll play a special sound and popup for feedback.
_audio.PlayPvs(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 profusely bleeding at half the max bleed rate.
if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount / 2)
{
args.Message.PushNewline();
if (!args.IsSelfAware)
args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", ent.Owner)));
else
args.Message.AddMarkup(Loc.GetString("bloodstream-component-selfaware-profusely-bleeding"));
}
// Shows bleeding message when bleeding, but less than profusely.
else if (ent.Comp.BleedAmount > 0)
{
args.Message.PushNewline();
if (!args.IsSelfAware)
args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", ent.Owner)));
else
args.Message.AddMarkup(Loc.GetString("bloodstream-component-selfaware-bleeding"));
}
// 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();
if (!args.IsSelfAware)
args.Message.AddMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", ent.Owner)));
else
args.Message.AddMarkup(Loc.GetString("bloodstream-component-selfaware-looks-pale"));
}
}
private void OnBeingGibbed(Entity<BloodstreamComponent> ent, ref BeingGibbedEvent args)
{
SpillAllSolutions(ent, ent);
}
private void OnApplyMetabolicMultiplier(
Entity<BloodstreamComponent> ent,
ref ApplyMetabolicMultiplierEvent args)
{
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;
}
public void SetBloodMaxVolume(EntityUid uid, FixedPoint2 volume, BloodstreamComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
comp.BloodMaxVolume = volume;
}
/// <summary>
/// Attempts to modify the blood level of this entity directly.
/// </summary>
public bool TryModifyBloodLevel(EntityUid uid, FixedPoint2 amount, BloodstreamComponent? component = null, bool createPuddle = true) // WD EDIT
{
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, out _);
// Removal is more involved,
// since we also wanna handle moving it to the temporary solution
// and then spilling it if necessary.
var newSol = _solutionContainerSystem.SplitSolution(component.BloodSolution.Value, -amount);
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution))
return true;
tempSolution.AddSolution(newSol, _prototypeManager);
if (tempSolution.Volume > component.BleedPuddleThreshold && createPuddle) // WD EDIT
{
// Pass some of the chemstream into the spilled blood.
if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
{
var temp = _solutionContainerSystem.SplitSolution(component.ChemicalSolution.Value, tempSolution.Volume / 10);
tempSolution.AddSolution(temp, _prototypeManager);
}
if (_puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, sound: false))
{
_forensicsSystem.TransferDna(puddleUid, uid, canDnaBeCleaned: 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);
// WD EDIT START
if (HasComp<BloodLustComponent>(uid))
{
if (component.BleedAmount == 0f)
RemComp<BloodLustComponent>(uid);
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
}
// WD EDIT END
if (component.BleedAmount == 0)
_alertsSystem.ClearAlert(uid, AlertType.Bleed);
else
{
var severity = (short) Math.Clamp(Math.Round(component.BleedAmount, MidpointRounding.ToZero), 0, 10);
_alertsSystem.ShowAlert(uid, AlertType.Bleed, severity);
}
return true;
}
/// <summary>
/// BLOOD FOR THE BLOOD GOD
/// </summary>
public void SpillAllSolutions(EntityUid uid, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var tempSol = new Solution();
if (_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
{
tempSol.MaxVolume += bloodSolution.MaxVolume;
tempSol.AddSolution(bloodSolution, _prototypeManager);
_solutionContainerSystem.RemoveAllSolution(component.BloodSolution.Value);
}
if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
{
tempSol.MaxVolume += chemSolution.MaxVolume;
tempSol.AddSolution(chemSolution, _prototypeManager);
_solutionContainerSystem.RemoveAllSolution(component.ChemicalSolution.Value);
}
if (_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution))
{
tempSol.MaxVolume += tempSolution.MaxVolume;
tempSol.AddSolution(tempSolution, _prototypeManager);
_solutionContainerSystem.RemoveAllSolution(component.TemporarySolution.Value);
}
if (_puddleSystem.TrySpillAt(uid, tempSol, out var puddleUid))
{
_forensicsSystem.TransferDna(puddleUid, uid, canDnaBeCleaned: false);
}
}
/// <summary>
/// Change what someone's blood is made of, on the fly.
/// </summary>
public void ChangeBloodReagent(EntityUid uid, string reagent, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component, 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);
component.BloodReagent = reagent;
if (currentVolume > 0)
_solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, currentVolume, out _);
}
/// <summary>
/// Remove blood from an entity, without spilling it.
/// </summary>
private void RemoveBlood(EntityUid uid, FixedPoint2 amount, BloodstreamComponent? component = null)
{
if (!Resolve(uid, ref component, logMissing: false)
|| !_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
return;
bloodSolution.RemoveReagent(component.BloodReagent, amount);
}
}