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