Files
wwdpublic/Content.Server/Vampire/BloodSuckerSystem.cs
Winkarst dda491ece4 Remove calls to FormattedMessage obsolete methods (#31706)
* Remove FormattedMessage obsolete methods

* Oops
2025-07-19 15:20:15 +10:00

205 lines
9.7 KiB
C#

using Content.Shared.Verbs;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Administration.Logs;
using Content.Shared.Vampiric;
using Content.Shared.Cocoon;
using Content.Server.Atmos.Components;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Shared.Chemistry.EntitySystems;
using Content.Server.Popups;
using Content.Server.DoAfter;
using Content.Shared.HealthExaminable;
using Content.Shared.Nutrition.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Utility;
namespace Content.Server.Vampiric
{
public sealed class BloodSuckerSystem : EntitySystem
{
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionSystem = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly StomachSystem _stomachSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BloodSuckerComponent, GetVerbsEvent<InnateVerb>>(AddSuccVerb);
SubscribeLocalEvent<BloodSuckedComponent, HealthBeingExaminedEvent>(OnHealthExamined);
SubscribeLocalEvent<BloodSuckedComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<BloodSuckerComponent, BloodSuckDoAfterEvent>(OnDoAfter);
}
private void AddSuccVerb(EntityUid uid, BloodSuckerComponent component, GetVerbsEvent<InnateVerb> args)
{
var victim = args.Target;
var ignoreClothes = false;
if (TryComp<CocoonComponent>(args.Target, out var cocoon))
{
victim = cocoon.Victim ?? args.Target;
ignoreClothes = cocoon.Victim != null;
} else if (component.WebRequired)
return;
if (!TryComp<BloodstreamComponent>(victim, out var bloodstream) || args.User == victim || !args.CanAccess)
return;
InnateVerb verb = new()
{
Act = () =>
{
StartSuccDoAfter(uid, victim, component, bloodstream, !ignoreClothes); // start doafter
},
Text = Loc.GetString("action-name-suck-blood"),
Icon = new SpriteSpecifier.Texture(new("/Textures/Nyanotrasen/Icons/verbiconfangs.png")),
Priority = 2
};
args.Verbs.Add(verb);
}
private void OnHealthExamined(EntityUid uid, BloodSuckedComponent component, HealthBeingExaminedEvent args)
{
args.Message.PushNewline();
args.Message.AddMarkupOrThrow(Loc.GetString("bloodsucked-health-examine", ("target", uid)));
}
private void OnDamageChanged(EntityUid uid, BloodSuckedComponent component, DamageChangedEvent args)
{
if (args.DamageIncreased)
return;
if (_prototypeManager.TryIndex<DamageGroupPrototype>("Brute", out var brute) && args.Damageable.Damage.TryGetDamageInGroup(brute, out var bruteTotal)
&& _prototypeManager.TryIndex<DamageGroupPrototype>("Airloss", out var airloss) && args.Damageable.Damage.TryGetDamageInGroup(airloss, out var airlossTotal))
if (bruteTotal == 0 && airlossTotal == 0)
RemComp<BloodSuckedComponent>(uid);
}
private void OnDoAfter(EntityUid uid, BloodSuckerComponent component, BloodSuckDoAfterEvent args)
{
if (args.Cancelled || args.Handled || args.Args.Target == null)
return;
args.Handled = TrySucc(uid, args.Args.Target.Value);
}
public void StartSuccDoAfter(EntityUid bloodsucker, EntityUid victim, BloodSuckerComponent? bloodSuckerComponent = null, BloodstreamComponent? stream = null, bool doChecks = true)
{
if (!Resolve(bloodsucker, ref bloodSuckerComponent) || !Resolve(victim, ref stream))
return;
if (doChecks)
{
if (!_interactionSystem.InRangeUnobstructed(bloodsucker, victim))
return;
if (_inventorySystem.TryGetSlotEntity(victim, "head", out var headUid) && HasComp<PressureProtectionComponent>(headUid))
{
_popups.PopupEntity(Loc.GetString("bloodsucker-fail-helmet", ("helmet", headUid)), victim, bloodsucker, Shared.Popups.PopupType.Medium);
return;
}
if (_inventorySystem.TryGetSlotEntity(bloodsucker, "mask", out var maskUid) &&
EntityManager.TryGetComponent<IngestionBlockerComponent>(maskUid, out var blocker) &&
blocker.Enabled)
{
_popups.PopupEntity(Loc.GetString("bloodsucker-fail-mask", ("mask", maskUid)), victim, bloodsucker, Shared.Popups.PopupType.Medium);
return;
}
}
if (stream.BloodReagent != "Blood")
_popups.PopupEntity(Loc.GetString("bloodsucker-not-blood", ("target", victim)), victim, bloodsucker, Shared.Popups.PopupType.Medium);
else if (_solutionSystem.PercentFull(victim) != 0)
_popups.PopupEntity(Loc.GetString("bloodsucker-fail-no-blood", ("target", victim)), victim, bloodsucker, Shared.Popups.PopupType.Medium);
else
_popups.PopupEntity(Loc.GetString("bloodsucker-doafter-start", ("target", victim)), victim, bloodsucker, Shared.Popups.PopupType.Medium);
_popups.PopupEntity(Loc.GetString("bloodsucker-doafter-start-victim", ("sucker", bloodsucker)), victim, victim, Shared.Popups.PopupType.LargeCaution);
var args = new DoAfterArgs(EntityManager, bloodsucker, bloodSuckerComponent.Delay, new BloodSuckDoAfterEvent(), bloodsucker, target: victim)
{
BreakOnMove = false,
DistanceThreshold = 2f,
NeedHand = false
};
_doAfter.TryStartDoAfter(args);
}
public bool TrySucc(EntityUid bloodsucker, EntityUid victim, BloodSuckerComponent? bloodsuckerComp = null)
{
// Is bloodsucker a bloodsucker?
if (!Resolve(bloodsucker, ref bloodsuckerComp))
return false;
// Does victim have a bloodstream?
if (!TryComp<BloodstreamComponent>(victim, out var bloodstream))
return false;
// No blood left, yikes.
if (_bloodstreamSystem.GetBloodLevelPercentage(victim, bloodstream) == 0.0f)
return false;
// Does bloodsucker have a stomach?
var stomachList = _bodySystem.GetBodyOrganEntityComps<StomachComponent>(bloodsucker);
if (stomachList.Count == 0)
return false;
if (!_solutionSystem.TryGetSolution(stomachList[0].Owner, StomachSystem.DefaultSolutionName, out var stomachSolution))
return false;
// Are we too full?
if (_solutionSystem.PercentFull(bloodsucker) >= 1)
{
_popups.PopupEntity(Loc.GetString("drink-component-try-use-drink-had-enough"), bloodsucker, bloodsucker, Shared.Popups.PopupType.MediumCaution);
return false;
}
_adminLogger.Add(Shared.Database.LogType.MeleeHit, Shared.Database.LogImpact.Medium, $"{ToPrettyString(bloodsucker):player} sucked blood from {ToPrettyString(victim):target}");
// All good, succ time.
_audio.PlayPvs("/Audio/Items/drink.ogg", bloodsucker);
_popups.PopupEntity(Loc.GetString("bloodsucker-blood-sucked-victim", ("sucker", bloodsucker)), victim, victim, Shared.Popups.PopupType.LargeCaution);
_popups.PopupEntity(Loc.GetString("bloodsucker-blood-sucked", ("target", victim)), bloodsucker, bloodsucker, Shared.Popups.PopupType.Medium);
EnsureComp<BloodSuckedComponent>(victim);
// Make everything actually ingest.
if (bloodstream.BloodSolution == null)
return false;
var temp = _solutionSystem.SplitSolution(bloodstream.BloodSolution.Value, bloodsuckerComp.UnitsToSucc);
_stomachSystem.TryTransferSolution(stomachList[0].Owner, temp, stomachList[0].Comp1);
// Add a little pierce
DamageSpecifier damage = new();
damage.DamageDict.Add("Piercing", 1); // Slowly accumulate enough to gib after like half an hour
_damageableSystem.TryChangeDamage(victim, damage, true, true);
//I'm not porting the nocturine gland, this code is deprecated, and will be reworked at a later date.
//if (bloodsuckerComp.InjectWhenSucc && _solutionSystem.TryGetInjectableSolution(victim, out var injectable))
//{
// _solutionSystem.TryAddReagent(victim, injectable, bloodsuckerComp.InjectReagent, bloodsuckerComp.UnitsToInject, out var acceptedQuantity);
//}
return true;
}
}
}