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OldThink/Content.Server/Medical/HealingSystem.cs

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using Content.Server.Administration.Logs;
using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Medical.Components;
using Content.Server.Popups;
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using Content.Server.Stack;
using Content.Shared.Audio;
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using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
using Content.Shared.Medical;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
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using Content.Shared.Stacks;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Random;
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namespace Content.Server.Medical;
public sealed class HealingSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StackSystem _stacks = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HealingComponent, UseInHandEvent>(OnHealingUse);
SubscribeLocalEvent<HealingComponent, AfterInteractEvent>(OnHealingAfterInteract);
SubscribeLocalEvent<DamageableComponent, HealingDoAfterEvent>(OnDoAfter);
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}
private void OnDoAfter(Entity<DamageableComponent> entity, ref HealingDoAfterEvent args)
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{
var dontRepeat = false;
if (!TryComp(args.Used, out HealingComponent? healing))
return;
if (args.Handled || args.Cancelled)
return;
if (healing.DamageContainers is not null &&
entity.Comp.DamageContainerID is not null &&
!healing.DamageContainers.Contains(entity.Comp.DamageContainerID))
{
return;
}
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// Heal some bloodloss damage.
if (healing.BloodlossModifier != 0)
{
if (!TryComp<BloodstreamComponent>(entity, out var bloodstream))
return;
var isBleeding = bloodstream.BleedAmount > 0;
_bloodstreamSystem.TryModifyBleedAmount(entity.Owner, healing.BloodlossModifier);
if (isBleeding != bloodstream.BleedAmount > 0)
{
dontRepeat = true;
_popupSystem.PopupEntity(Loc.GetString("medical-item-stop-bleeding"), entity, args.User);
}
}
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The bleed update (#14814) * Removed arbitrary modifier scaling. The bleed amount is now 1-1 in units. * Added some comments to explain the blood and bleed code * added some comments * added some comments * profusely bleeding message scales with max bleed rate * Added some comments * Added some comments (tm) * Halved the speed bleed rate heals. * Changed the wording of a comment to make the function of the values more clear * Changed bleed rate values, made heat heal more bleed rate * doubled crit chance, since damage types were reduced * Made iron restore more blood, 2->4u per 1u * Starting to add the blood pack * add bloodlevel to healingcomponent * Created code support in the healing system for restoring blood * first test of blood pack prototype * More pack testing, and defining the yml stack * yml syntax fix * adds bloodpack tag * Successfully added the item, but the effect and deletion after using the item is not working yet. * the blood regen worksgit add -A! * blood pack is entirely functioning * Removed bleed rate healing from brute pack * Comment correction * I tried * Removed bleed stats from corrupted corgi, they inherit same stats from basemob * Removed bleed stats from xeno, they inherit same stats from a base mob * Removed bleed stats from diona, they inherit same stats from a base mob * Removed bleed stats from slimes, they inherit same stats from a base mob * All mobs now heal bloodloss damage at a rate of 1 instead of 0.25 when healthy * The cautery now closes bleed wounds * Nerf blood pack bleed rate heal * Added 2 blood packs to medicine locker * Added 2 blood packs to wall medicine locker * Minor YML fix to chemistry locker, no changes in game * Added tag to medical belt for blood pack, added 2 blood packs to medical belt * Added 1 gauze to medical belt * 5 blood packs addded to nanomed plus * nanomed inventory change * 2 blood packs added to medical supplies crate from cargo * Moved 1 gauze from med kit to advanced med kit * Moved 1 tricord pill from advanced med kit to basic med kit * added 2 ointment to burn kit * Moved ina syringe from burn treatment to oxygen kit * Removed one gauze from brute kit * Added one bloodpack to brute med kit * Moved tranex acid syringe from advanced first aid to brute kit * Poison medipen moved from advanced first aid kit to toxin kit * Removed health analyzer from advanced first aid kit * removed one brute pack from advanced aid kit * added one ointment to advanced aid kit * Added one blood pack to advanced aid kit * Added 2 blood packs to combat med kit * Starting with adding the license for the tg sprite * Adds the blood pack sprite and meta.json code * I forgor to actually code the sprite in * Advanced med kit missing one blood pack * Replaced tricord pill with emergency medipen in cobat kit * Removed emergency pen from combat kit, there's no space for it * Revert "I tried" This reverts commit 94c2e28df3200993d3f09b72ecabc838ea5ae5c0. * Trying to fix yml test fail * Try again * attempt number 3 * Restock crate price was too low * fixing merge conflict without making a HUGE mess this time * ??? * again * again * Can I add the newline now maybe??? * Revert "Can I add the newline now maybe???" This reverts commit 22d26706a65a24633f7da1dea6315012e2d3ac6f. * Adds the doafter fix code from Keron to the blood level healing * minor typo fix * Feedback from Emisse and sloth; Removed chance based feedback on cauterizing * comment fix
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// Restores missing blood
if (healing.ModifyBloodLevel != 0)
_bloodstreamSystem.TryModifyBloodLevel(entity.Owner, healing.ModifyBloodLevel);
The bleed update (#14814) * Removed arbitrary modifier scaling. The bleed amount is now 1-1 in units. * Added some comments to explain the blood and bleed code * added some comments * added some comments * profusely bleeding message scales with max bleed rate * Added some comments * Added some comments (tm) * Halved the speed bleed rate heals. * Changed the wording of a comment to make the function of the values more clear * Changed bleed rate values, made heat heal more bleed rate * doubled crit chance, since damage types were reduced * Made iron restore more blood, 2->4u per 1u * Starting to add the blood pack * add bloodlevel to healingcomponent * Created code support in the healing system for restoring blood * first test of blood pack prototype * More pack testing, and defining the yml stack * yml syntax fix * adds bloodpack tag * Successfully added the item, but the effect and deletion after using the item is not working yet. * the blood regen worksgit add -A! * blood pack is entirely functioning * Removed bleed rate healing from brute pack * Comment correction * I tried * Removed bleed stats from corrupted corgi, they inherit same stats from basemob * Removed bleed stats from xeno, they inherit same stats from a base mob * Removed bleed stats from diona, they inherit same stats from a base mob * Removed bleed stats from slimes, they inherit same stats from a base mob * All mobs now heal bloodloss damage at a rate of 1 instead of 0.25 when healthy * The cautery now closes bleed wounds * Nerf blood pack bleed rate heal * Added 2 blood packs to medicine locker * Added 2 blood packs to wall medicine locker * Minor YML fix to chemistry locker, no changes in game * Added tag to medical belt for blood pack, added 2 blood packs to medical belt * Added 1 gauze to medical belt * 5 blood packs addded to nanomed plus * nanomed inventory change * 2 blood packs added to medical supplies crate from cargo * Moved 1 gauze from med kit to advanced med kit * Moved 1 tricord pill from advanced med kit to basic med kit * added 2 ointment to burn kit * Moved ina syringe from burn treatment to oxygen kit * Removed one gauze from brute kit * Added one bloodpack to brute med kit * Moved tranex acid syringe from advanced first aid to brute kit * Poison medipen moved from advanced first aid kit to toxin kit * Removed health analyzer from advanced first aid kit * removed one brute pack from advanced aid kit * added one ointment to advanced aid kit * Added one blood pack to advanced aid kit * Added 2 blood packs to combat med kit * Starting with adding the license for the tg sprite * Adds the blood pack sprite and meta.json code * I forgor to actually code the sprite in * Advanced med kit missing one blood pack * Replaced tricord pill with emergency medipen in cobat kit * Removed emergency pen from combat kit, there's no space for it * Revert "I tried" This reverts commit 94c2e28df3200993d3f09b72ecabc838ea5ae5c0. * Trying to fix yml test fail * Try again * attempt number 3 * Restock crate price was too low * fixing merge conflict without making a HUGE mess this time * ??? * again * again * Can I add the newline now maybe??? * Revert "Can I add the newline now maybe???" This reverts commit 22d26706a65a24633f7da1dea6315012e2d3ac6f. * Adds the doafter fix code from Keron to the blood level healing * minor typo fix * Feedback from Emisse and sloth; Removed chance based feedback on cauterizing * comment fix
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var healed = _damageable.TryChangeDamage(entity.Owner, healing.Damage, true, origin: args.Args.User);
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if (healed == null && healing.BloodlossModifier != 0)
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return;
var total = healed?.GetTotal() ?? FixedPoint2.Zero;
// Re-verify that we can heal the damage.
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if (TryComp<StackComponent>(args.Used.Value, out var stackComp))
{
_stacks.Use(args.Used.Value, 1, stackComp);
if (_stacks.GetCount(args.Used.Value, stackComp) <= 0)
dontRepeat = true;
}
else
{
QueueDel(args.Used.Value);
}
if (entity.Owner != args.User)
{
_adminLogger.Add(LogType.Healed,
$"{EntityManager.ToPrettyString(args.User):user} healed {EntityManager.ToPrettyString(entity.Owner):target} for {total:damage} damage");
}
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else
{
_adminLogger.Add(LogType.Healed,
$"{EntityManager.ToPrettyString(args.User):user} healed themselves for {total:damage} damage");
}
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_audio.PlayPvs(healing.HealingEndSound, entity.Owner, AudioHelpers.WithVariation(0.125f, _random).WithVolume(1f));
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// Logic to determine the whether or not to repeat the healing action
args.Repeat = (HasDamage(entity.Comp, healing) && !dontRepeat);
if (!args.Repeat && !dontRepeat)
_popupSystem.PopupEntity(Loc.GetString("medical-item-finished-using", ("item", args.Used)), entity.Owner, args.User);
args.Handled = true;
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}
private bool HasDamage(DamageableComponent component, HealingComponent healing)
{
var damageableDict = component.Damage.DamageDict;
var healingDict = healing.Damage.DamageDict;
foreach (var type in healingDict)
{
if (damageableDict[type.Key].Value > 0)
{
return true;
}
}
return false;
}
private void OnHealingUse(Entity<HealingComponent> entity, ref UseInHandEvent args)
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{
if (args.Handled)
return;
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if (TryHeal(entity, args.User, args.User, entity.Comp))
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args.Handled = true;
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}
private void OnHealingAfterInteract(Entity<HealingComponent> entity, ref AfterInteractEvent args)
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{
if (args.Handled || !args.CanReach || args.Target == null)
return;
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if (TryHeal(entity, args.User, args.Target.Value, entity.Comp))
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args.Handled = true;
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}
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private bool TryHeal(EntityUid uid, EntityUid user, EntityUid target, HealingComponent component)
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{
if (!TryComp<DamageableComponent>(target, out var targetDamage))
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return false;
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if (component.DamageContainers is not null &&
targetDamage.DamageContainerID is not null &&
!component.DamageContainers.Contains(targetDamage.DamageContainerID))
{
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return false;
}
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if (user != target && !_interactionSystem.InRangeUnobstructed(user, target, popup: true))
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return false;
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if (TryComp<StackComponent>(uid, out var stack) && stack.Count < 1)
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return false;
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var anythingToDo =
HasDamage(targetDamage, component) ||
component.ModifyBloodLevel > 0 // Special case if healing item can restore lost blood...
&& TryComp<BloodstreamComponent>(target, out var bloodstream)
&& _solutionContainerSystem.ResolveSolution(target, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)
&& bloodSolution.Volume < bloodSolution.MaxVolume; // ...and there is lost blood to restore.
if (!anythingToDo)
{
_popupSystem.PopupEntity(Loc.GetString("medical-item-cant-use", ("item", uid)), uid, user);
return false;
}
_audio.PlayPvs(component.HealingBeginSound, uid,
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AudioHelpers.WithVariation(0.125f, _random).WithVolume(1f));
var isNotSelf = user != target;
var delay = isNotSelf
? component.Delay
: component.Delay * GetScaledHealingPenalty(user, component);
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var doAfterEventArgs =
new DoAfterArgs(EntityManager, user, delay, new HealingDoAfterEvent(), target, target: target, used: uid)
{
//Raise the event on the target if it's not self, otherwise raise it on self.
BreakOnUserMove = true,
BreakOnTargetMove = true,
// 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,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
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return true;
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}
/// <summary>
/// Scales the self-heal penalty based on the amount of damage taken
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <returns></returns>
public float GetScaledHealingPenalty(EntityUid uid, HealingComponent component)
{
var output = component.Delay;
if (!TryComp<MobThresholdsComponent>(uid, out var mobThreshold) ||
!TryComp<DamageableComponent>(uid, out var damageable))
return output;
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var amount, mobThreshold))
return 1;
var percentDamage = (float) (damageable.TotalDamage / amount);
//basically make it scale from 1 to the multiplier.
var modifier = percentDamage * (component.SelfHealPenaltyMultiplier - 1) + 1;
return Math.Max(modifier, 1);
}
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}