Files
ss14-wega/Content.Shared/Medical/Healing/HealingSystem.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

250 lines
9.4 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Stacks;
using Robust.Shared.Audio.Systems;
namespace Content.Shared.Medical.Healing;
public sealed class HealingSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedBloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedStackSystem _stacks = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HealingComponent, UseInHandEvent>(OnHealingUse);
SubscribeLocalEvent<HealingComponent, AfterInteractEvent>(OnHealingAfterInteract);
SubscribeLocalEvent<DamageableComponent, HealingDoAfterEvent>(OnDoAfter);
}
private void OnDoAfter(Entity<DamageableComponent> target, ref HealingDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
if (!TryComp(args.Used, out HealingComponent? healing))
return;
if (healing.DamageContainers is not null &&
target.Comp.DamageContainerID is not null &&
!healing.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
{
return;
}
TryComp<BloodstreamComponent>(target, out var bloodstream);
// Heal some bloodloss damage.
if (healing.BloodlossModifier != 0 && bloodstream != null)
{
var isBleeding = bloodstream.BleedAmount > 0;
_bloodstreamSystem.TryModifyBleedAmount((target.Owner, bloodstream), healing.BloodlossModifier);
if (isBleeding != bloodstream.BleedAmount > 0)
{
var popup = (args.User == target.Owner)
? Loc.GetString("medical-item-stop-bleeding-self")
: Loc.GetString("medical-item-stop-bleeding", ("target", Identity.Entity(target.Owner, EntityManager)));
_popupSystem.PopupClient(popup, target, args.User);
}
}
// Restores missing blood
if (healing.ModifyBloodLevel != 0 && bloodstream != null)
_bloodstreamSystem.TryModifyBloodLevel((target.Owner, bloodstream), healing.ModifyBloodLevel);
if (!_damageable.TryChangeDamage(target.Owner, healing.Damage * _damageable.UniversalTopicalsHealModifier, out var healed, true, origin: args.Args.User) && healing.BloodlossModifier != 0)
return;
var total = healed.GetTotal();
// Re-verify that we can heal the damage.
var dontRepeat = false;
if (TryComp<StackComponent>(args.Used.Value, out var stackComp))
{
_stacks.ReduceCount((args.Used.Value, stackComp), 1);
if (_stacks.GetCount((args.Used.Value, stackComp)) <= 0)
dontRepeat = true;
}
else
{
PredictedQueueDel(args.Used.Value);
}
if (target.Owner != args.User)
{
_adminLogger.Add(LogType.Healed,
$"{ToPrettyString(args.User):user} healed {ToPrettyString(target.Owner):target} for {total:damage} damage");
}
else
{
_adminLogger.Add(LogType.Healed,
$"{ToPrettyString(args.User):user} healed themselves for {total:damage} damage");
}
_audio.PlayPredicted(healing.HealingEndSound, target.Owner, args.User);
// Logic to determine the whether or not to repeat the healing action
args.Repeat = HasDamage((args.Used.Value, healing), target) && !dontRepeat;
args.Handled = true;
if (!args.Repeat)
{
_popupSystem.PopupClient(Loc.GetString("medical-item-finished-using", ("item", args.Used)), target.Owner, args.User);
return;
}
// Update our self heal delay so it shortens as we heal more damage.
if (args.User == target.Owner)
args.Args.Delay = healing.Delay * GetScaledHealingPenalty(target.Owner, healing.SelfHealPenaltyMultiplier);
}
private bool HasDamage(Entity<HealingComponent> healing, Entity<DamageableComponent> target)
{
var damageableDict = target.Comp.Damage.DamageDict;
var healingDict = healing.Comp.Damage.DamageDict;
foreach (var type in healingDict)
{
if (damageableDict[type.Key].Value > 0)
{
return true;
}
}
if (TryComp<BloodstreamComponent>(target, out var bloodstream))
{
// Is ent missing blood that we can restore?
if (healing.Comp.ModifyBloodLevel > 0
&& _solutionContainerSystem.ResolveSolution(target.Owner, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)
&& _bloodstreamSystem.GetBloodLevel((target, bloodstream)) < 1)
{
return true;
}
// Is ent bleeding and can we stop it?
if (healing.Comp.BloodlossModifier < 0 && bloodstream.BleedAmount > 0)
{
return true;
}
}
return false;
}
private void OnHealingUse(Entity<HealingComponent> healing, ref UseInHandEvent args)
{
if (args.Handled)
return;
if (TryHeal(healing, args.User, args.User))
args.Handled = true;
}
private void OnHealingAfterInteract(Entity<HealingComponent> healing, ref AfterInteractEvent args)
{
if (args.Handled || !args.CanReach || args.Target == null)
return;
if (TryHeal(healing, args.Target.Value, args.User))
args.Handled = true;
}
private bool TryHeal(Entity<HealingComponent> healing, Entity<DamageableComponent?> target, EntityUid user)
{
if (!Resolve(target, ref target.Comp, false))
return false;
if (healing.Comp.DamageContainers is not null &&
target.Comp.DamageContainerID is not null &&
!healing.Comp.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
{
return false;
}
if (user != target.Owner && !_interactionSystem.InRangeUnobstructed(user, target.Owner, popup: true))
return false;
if (TryComp<StackComponent>(healing, out var stack) && stack.Count < 1)
return false;
if (!HasDamage(healing, target!))
{
_popupSystem.PopupClient(Loc.GetString("medical-item-cant-use", ("item", healing.Owner)), healing, user);
return false;
}
_audio.PlayPredicted(healing.Comp.HealingBeginSound, healing, user);
var isNotSelf = user != target.Owner;
if (isNotSelf)
{
var msg = Loc.GetString("medical-item-popup-target", ("user", Identity.Entity(user, EntityManager)), ("item", healing.Owner));
_popupSystem.PopupEntity(msg, target, target, PopupType.Medium);
}
var delay = isNotSelf
? healing.Comp.Delay
: healing.Comp.Delay * GetScaledHealingPenalty(target, healing.Comp.SelfHealPenaltyMultiplier);
var doAfterEventArgs =
new DoAfterArgs(EntityManager, user, delay, new HealingDoAfterEvent(), target, target: target, used: healing)
{
// Didn't break on damage as they may be trying to prevent it and
// not being able to heal your own ticking damage would be frustrating.
NeedHand = true,
BreakOnMove = true,
BreakOnWeightlessMove = false,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
return true;
}
/// <summary>
/// Scales the self-heal penalty based on the amount of damage taken
/// </summary>
/// <param name="ent">Entity we're healing</param>
/// <param name="mod">Maximum modifier we can have.</param>
/// <returns>Modifier we multiply our healing time by</returns>
public float GetScaledHealingPenalty(Entity<DamageableComponent?, MobThresholdsComponent?> ent, float mod)
{
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
return mod;
if (!_mobThresholdSystem.TryGetThresholdForState(ent, MobState.Critical, out var amount, ent.Comp2))
return 1;
var percentDamage = (float)(ent.Comp1.TotalDamage / amount);
//basically make it scale from 1 to the multiplier.
var output = percentDamage * (mod - 1) + 1;
return Math.Max(output, 1);
}
}