Files
space-station-14/Content.Shared/Body/Components/BloodstreamComponent.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 de26fd1c0d.

* Revert "removed blood gain from protein"

This reverts commit 7a1648caf3.

* 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 0a5313a68d.

* simplify reagent removal

* enabled foreign blood transfusion

* Revert "COMMIT"

This reverts commit 19abd679cd.

* 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

186 lines
6.5 KiB
C#

using Content.Shared.Alert;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Body.Components;
/// <summary>
/// Gives an entity a bloodstream.
/// </summary>
[RegisterComponent, NetworkedComponent,]
[AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause]
[Access(typeof(SharedBloodstreamSystem))]
public sealed partial class BloodstreamComponent : Component
{
public const string DefaultBloodSolutionName = "bloodstream";
public const string DefaultBloodTemporarySolutionName = "bloodstreamTemporary";
/// <summary>
/// The next time that blood level will be updated and bloodloss damage dealt.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField]
public TimeSpan NextUpdate;
/// <summary>
/// The interval at which this component updates.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
/// <summary>
/// Multiplier applied to <see cref="UpdateInterval"/> for adjusting based on metabolic rate multiplier.
/// </summary>
[DataField, AutoNetworkedField]
public float UpdateIntervalMultiplier = 1f;
/// <summary>
/// Adjusted update interval based off of the multiplier value.
/// </summary>
[ViewVariables]
public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
/// <summary>
/// How much is this entity currently bleeding?
/// Higher numbers mean more blood lost every tick.
///
/// Goes down slowly over time, and items like bandages
/// or clotting reagents can lower bleeding.
/// </summary>
/// <remarks>
/// This generally corresponds to an amount of damage and can't go above 100.
/// </remarks>
[DataField, AutoNetworkedField]
public float BleedAmount;
/// <summary>
/// How much should bleeding be reduced every update interval?
/// </summary>
[DataField, AutoNetworkedField]
public float BleedReductionAmount = 0.33f;
/// <summary>
/// How high can <see cref="BleedAmount"/> go?
/// </summary>
[DataField, AutoNetworkedField]
public float MaxBleedAmount = 10.0f;
/// <summary>
/// What percentage of current blood is necessary to avoid dealing blood loss damage?
/// </summary>
[DataField, AutoNetworkedField]
public float BloodlossThreshold = 0.9f;
/// <summary>
/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public DamageSpecifier BloodlossDamage = new();
/// <summary>
/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public DamageSpecifier BloodlossHealDamage = new();
// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
/// <summary>
/// How much reagent of blood should be restored each update interval?
/// </summary>
[DataField, AutoNetworkedField]
public FixedPoint2 BloodRefreshAmount = 1.0f;
/// <summary>
/// How much blood needs to be in the temporary solution in order to create a puddle?
/// </summary>
[DataField, AutoNetworkedField]
public FixedPoint2 BleedPuddleThreshold = 1.0f;
/// <summary>
/// A modifier set prototype ID corresponding to how damage should be modified
/// before taking it into account for bloodloss.
/// </summary>
/// <remarks>
/// For example, piercing damage is increased while poison damage is nullified entirely.
/// </remarks>
[DataField, AutoNetworkedField]
public ProtoId<DamageModifierSetPrototype> DamageBleedModifiers = "BloodlossHuman";
/// <summary>
/// The sound to be played when a weapon instantly deals blood loss damage.
/// </summary>
[DataField, AutoNetworkedField]
public SoundSpecifier InstantBloodSound = new SoundCollectionSpecifier("blood");
/// <summary>
/// The sound to be played when some damage actually heals bleeding rather than starting it.
/// </summary>
[DataField]
public SoundSpecifier BloodHealedSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
/// <summary>
/// The minimum amount damage reduction needed to play the healing sound/popup.
/// This prevents tiny amounts of heat damage from spamming the sound, e.g. spacing.
/// </summary>
[DataField]
public float BloodHealedSoundThreshold = -0.1f;
// TODO probably damage bleed thresholds.
/// <summary>
/// Modifier applied to <see cref="BloodReferenceSolution.Volume"/> to determine maximum volume for bloodstream.
/// </summary>
[DataField]
public float MaxVolumeModifier = 2f;
/// <summary>
/// Defines which reagents are considered as 'blood' and how much of it is normal.
/// </summary>
/// <remarks>
/// Slime-people might use slime as their blood or something like that.
/// </remarks>
[DataField, AutoNetworkedField]
public Solution BloodReferenceSolution = new([new("Blood", 300)]);
/// <summary>
/// Name/Key that <see cref="BloodSolution"/> is indexed by.
/// </summary>
[DataField]
public string BloodSolutionName = DefaultBloodSolutionName;
/// <summary>
/// Name/Key that <see cref="TemporarySolution"/> is indexed by.
/// </summary>
[DataField]
public string BloodTemporarySolutionName = DefaultBloodTemporarySolutionName;
/// <summary>
/// Internal solution for blood storage
/// </summary>
[ViewVariables]
public Entity<SolutionComponent>? BloodSolution;
/// <summary>
/// Temporary blood solution.
/// When blood is lost, it goes to this solution, and when this
/// solution hits a certain cap, the blood is actually spilled as a puddle.
/// </summary>
[ViewVariables]
public Entity<SolutionComponent>? TemporarySolution;
/// <summary>
/// Alert to show when bleeding.
/// </summary>
[DataField]
public ProtoId<AlertPrototype> BleedingAlert = "Bleed";
}