Files
ss14-wl/Content.Shared/EntityEffects/Effects/Body/CleanBloodstreamEntityEffectSystem.cs
Nikovnik 0e76d4e5ed Metabolizing bloodstream (#35071)
* merged chemical into bloodstream

* changed injectable to bloodstream

* separated bleeding and direct blood removal

* removed blood gain from protein

* reduced blood gain from saline

* rejuvenating fills to reference volume

* fixed blood regulation

* red mead requires stirring to make

* reverted accidental line deletion

* cleared the skeletons from the closet

* additional routing

* field rename for xeno

* removed mention of chemstream and field rename for asteroid mobs

* minor optimizations

* Revert "reduced blood gain from saline"

This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.

* Revert "removed blood gain from protein"

This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.

* removed unused component fetch

* dead check mini refactor

* eventized blood exclusion

* quick fix

* Pain

* Commit of doom

* COMMIT

* renamed bloodMaxFactor to MaxVolumeFactor

* addressed floating point error

* returned vomiting chemicals

* blood reagent always skips the flush

* no need to mention blood reagent

* fixed passing blood flush

* adadsafasfasfassfasf

* whoops

* merge fixed injectors

* Revert "adadsafasfasfassfasf"

This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.

* simplify reagent removal

* enabled foreign blood transfusion

* Revert "COMMIT"

This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.

* simplified reagent removal when modifying blood level

* removed misleading coment since the changes

* documented MetabolismExclusionEvent

* fixed negative negative modification of blood level

* fixed hypervolemia not normalizing

* constrainted blood modification

* returned bloodpack stop on fully healed

* forgot to stage this

* band aid for diona blood

* swapping GetReagent with GetPrototype

* optimize blood filtering

* multiplicative multi reagent blood level calculation

* removed unused stuff

* optimized blood calculation a tiny bit

* added per reagent blood regulation

* optimized (referenceVolume + bloodReagents) into referenceSolution

* polished coded to proper function

* forgot to stage rootable system change

* clean up, unnecessary GetBloodLevel call

* rename method name to TryAddToBloodstream instead of Chemicals

* placed overfill safety

* cleanup and final touches

* final touch

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-12-17 19:21:16 +00:00

44 lines
1.6 KiB
C#

using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Body;
/// <summary>
/// Removes a given amount of chemicals from the bloodstream modified by scale.
/// Optionally ignores a given chemical.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class CleanBloodstreamEntityEffectSystem : EntityEffectSystem<BloodstreamComponent, CleanBloodstream>
{
[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
protected override void Effect(Entity<BloodstreamComponent> entity, ref EntityEffectEvent<CleanBloodstream> args)
{
var scale = args.Scale * args.Effect.CleanseRate;
_bloodstream.FlushChemicals((entity, entity), scale, args.Effect.Excluded);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class CleanBloodstream : EntityEffectBase<CleanBloodstream>
{
/// <summary>
/// Amount of reagent we're cleaning out of our bloodstream.
/// </summary>
[DataField]
public FixedPoint2 CleanseRate = 3.0f;
/// <summary>
/// An optional chemical to ignore when doing removal.
/// </summary>
[DataField]
public ProtoId<ReagentPrototype>? Excluded;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-clean-bloodstream", ("chance", Probability));
}