mirror of
https://github.com/corvax-team/ss14-wl.git
synced 2026-02-14 19:29:57 +01:00
* 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>
226 lines
8.8 KiB
C#
226 lines
8.8 KiB
C#
using Content.Server.Medical.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Damage.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.MedicalScanner;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Popups;
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using Content.Shared.PowerCell;
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using Content.Shared.Temperature.Components;
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using Content.Shared.Traits.Assorted;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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using Content.Server.Body.Systems;
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namespace Content.Server.Medical;
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public sealed class HealthAnalyzerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly PowerCellSystem _cell = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<HealthAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<HealthAnalyzerComponent, HealthAnalyzerDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<HealthAnalyzerComponent, EntGotInsertedIntoContainerMessage>(OnInsertedIntoContainer);
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SubscribeLocalEvent<HealthAnalyzerComponent, ItemToggledEvent>(OnToggled);
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SubscribeLocalEvent<HealthAnalyzerComponent, DroppedEvent>(OnDropped);
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}
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public override void Update(float frameTime)
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{
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var analyzerQuery = EntityQueryEnumerator<HealthAnalyzerComponent, TransformComponent>();
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while (analyzerQuery.MoveNext(out var uid, out var component, out var transform))
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{
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//Update rate limited to 1 second
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if (component.NextUpdate > _timing.CurTime)
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continue;
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if (component.ScannedEntity is not {} patient)
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continue;
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if (Deleted(patient))
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{
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StopAnalyzingEntity((uid, component), patient);
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continue;
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}
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component.NextUpdate = _timing.CurTime + component.UpdateInterval;
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//Get distance between health analyzer and the scanned entity
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//null is infinite range
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var patientCoordinates = Transform(patient).Coordinates;
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if (component.MaxScanRange != null && !_transformSystem.InRange(patientCoordinates, transform.Coordinates, component.MaxScanRange.Value))
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{
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//Range too far, disable updates
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StopAnalyzingEntity((uid, component), patient);
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continue;
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}
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UpdateScannedUser(uid, patient, true);
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}
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}
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/// <summary>
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/// Trigger the doafter for scanning
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/// </summary>
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private void OnAfterInteract(Entity<HealthAnalyzerComponent> uid, ref AfterInteractEvent args)
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{
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if (args.Target == null || !args.CanReach || !HasComp<MobStateComponent>(args.Target) || !_cell.HasDrawCharge(uid.Owner, user: args.User))
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return;
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_audio.PlayPvs(uid.Comp.ScanningBeginSound, uid);
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var doAfterCancelled = !_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, uid.Comp.ScanDelay, new HealthAnalyzerDoAfterEvent(), uid, target: args.Target, used: uid)
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{
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NeedHand = true,
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BreakOnMove = true,
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});
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if (args.Target == args.User || doAfterCancelled || uid.Comp.Silent)
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return;
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var msg = Loc.GetString("health-analyzer-popup-scan-target", ("user", Identity.Entity(args.User, EntityManager)));
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_popupSystem.PopupEntity(msg, args.Target.Value, args.Target.Value, PopupType.Medium);
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}
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private void OnDoAfter(Entity<HealthAnalyzerComponent> uid, ref HealthAnalyzerDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Target == null || !_cell.HasDrawCharge(uid.Owner, user: args.User))
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return;
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if (!uid.Comp.Silent)
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_audio.PlayPvs(uid.Comp.ScanningEndSound, uid);
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OpenUserInterface(args.User, uid);
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BeginAnalyzingEntity(uid, args.Target.Value);
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args.Handled = true;
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}
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/// <summary>
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/// Turn off when placed into a storage item or moved between slots/hands
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/// </summary>
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private void OnInsertedIntoContainer(Entity<HealthAnalyzerComponent> uid, ref EntGotInsertedIntoContainerMessage args)
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{
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if (uid.Comp.ScannedEntity is { } patient)
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_toggle.TryDeactivate(uid.Owner);
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}
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/// <summary>
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/// Disable continuous updates once turned off
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/// </summary>
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private void OnToggled(Entity<HealthAnalyzerComponent> ent, ref ItemToggledEvent args)
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{
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if (!args.Activated && ent.Comp.ScannedEntity is { } patient)
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StopAnalyzingEntity(ent, patient);
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}
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/// <summary>
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/// Turn off the analyser when dropped
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/// </summary>
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private void OnDropped(Entity<HealthAnalyzerComponent> uid, ref DroppedEvent args)
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{
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if (uid.Comp.ScannedEntity is { } patient)
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_toggle.TryDeactivate(uid.Owner);
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}
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private void OpenUserInterface(EntityUid user, EntityUid analyzer)
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{
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if (!_uiSystem.HasUi(analyzer, HealthAnalyzerUiKey.Key))
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return;
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_uiSystem.OpenUi(analyzer, HealthAnalyzerUiKey.Key, user);
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}
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/// <summary>
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/// Mark the entity as having its health analyzed, and link the analyzer to it
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/// </summary>
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/// <param name="healthAnalyzer">The health analyzer that should receive the updates</param>
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/// <param name="target">The entity to start analyzing</param>
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private void BeginAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
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{
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//Link the health analyzer to the scanned entity
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healthAnalyzer.Comp.ScannedEntity = target;
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_toggle.TryActivate(healthAnalyzer.Owner);
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UpdateScannedUser(healthAnalyzer, target, true);
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}
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/// <summary>
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/// Remove the analyzer from the active list, and remove the component if it has no active analyzers
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/// </summary>
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/// <param name="healthAnalyzer">The health analyzer that's receiving the updates</param>
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/// <param name="target">The entity to analyze</param>
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private void StopAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
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{
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//Unlink the analyzer
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healthAnalyzer.Comp.ScannedEntity = null;
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_toggle.TryDeactivate(healthAnalyzer.Owner);
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UpdateScannedUser(healthAnalyzer, target, false);
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}
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/// <summary>
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/// Send an update for the target to the healthAnalyzer
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/// </summary>
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/// <param name="healthAnalyzer">The health analyzer</param>
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/// <param name="target">The entity being scanned</param>
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/// <param name="scanMode">True makes the UI show ACTIVE, False makes the UI show INACTIVE</param>
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public void UpdateScannedUser(EntityUid healthAnalyzer, EntityUid target, bool scanMode)
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{
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if (!_uiSystem.HasUi(healthAnalyzer, HealthAnalyzerUiKey.Key))
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return;
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if (!HasComp<DamageableComponent>(target))
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return;
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var bodyTemperature = float.NaN;
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if (TryComp<TemperatureComponent>(target, out var temp))
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bodyTemperature = temp.CurrentTemperature;
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var bloodAmount = float.NaN;
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var bleeding = false;
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var unrevivable = false;
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if (TryComp<BloodstreamComponent>(target, out var bloodstream) &&
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_solutionContainerSystem.ResolveSolution(target, bloodstream.BloodSolutionName,
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ref bloodstream.BloodSolution, out var bloodSolution))
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{
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bloodAmount = _bloodstreamSystem.GetBloodLevel(target);
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bleeding = bloodstream.BleedAmount > 0;
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}
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if (TryComp<UnrevivableComponent>(target, out var unrevivableComp) && unrevivableComp.Analyzable)
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unrevivable = true;
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_uiSystem.ServerSendUiMessage(healthAnalyzer, HealthAnalyzerUiKey.Key, new HealthAnalyzerScannedUserMessage(
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GetNetEntity(target),
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bodyTemperature,
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bloodAmount,
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scanMode,
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bleeding,
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unrevivable
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));
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}
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}
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