Files
OldThink/Content.Server/Body/Components/BloodstreamComponent.cs
ThereDrD 48c86bd846 Новые амбиенты и пару песен (#586)
* Фича

* Доделываю

* Sussy update # 1 (#45)

* remove useless field's serialization

* fix: use invariant culture where is possible

* feat: rotatable radars

* feat: menu ref

* tweak: delete useless

* fix

* new

* feat: new ambient system

* add: new lobby audio files

* feat: helmet overlays & HUDs

* fix

* fix

* tweak: add a way to play without RTX

* ooops

* forget

* Revert "forget"

This reverts commit 244cdbe5562d759250697e7b65da2471dd809456.

* privet ya valtos leniviy yeban

* remove: drink delay

* tweak: don't kick player after ban

* fix: shaders

* tweak: ban message

* sus

* oops

Co-authored-by: Игорь Спичкин <55196698+igorsaux@users.noreply.github.com>

* Revert "Sussy update # 1 (#45)"

This reverts commit 810fa91adc76144527f9bb0e4e3f7ccca4ebe697.

* holy shit so many sounds

* proebalis

---------

Co-authored-by: wCATw <leb.beliiii@gmail.com>
Co-authored-by: rhailrake <49613070+rhailrake@users.noreply.github.com>
Co-authored-by: Игорь Спичкин <55196698+igorsaux@users.noreply.github.com>
2024-08-08 19:57:49 +03:00

193 lines
7.2 KiB
C#

using Content.Server.Body.Systems;
using Content.Server.Chemistry.EntitySystems;
using Content.Server._White.Medical.BodyScanner;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Body.Components
{
[RegisterComponent, Access(typeof(BloodstreamSystem), typeof(ReactionMixerSystem), typeof(BodyScannerConsoleSystem))] // WD EDIT
public sealed partial class BloodstreamComponent : Component
{
public static string DefaultChemicalsSolutionName = "chemicals";
public static string DefaultBloodSolutionName = "bloodstream";
public static string DefaultBloodTemporarySolutionName = "bloodstreamTemporary";
public readonly string BloodAlertPrototypeID = "Bleed";
/// <summary>
/// The next time that blood level will be updated and bloodloss damage dealt.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextUpdate;
/// <summary>
/// The interval at which this component updates.
/// </summary>
[DataField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
/// <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>
[ViewVariables(VVAccess.ReadWrite)]
public float BleedAmount;
/// <summary>
/// How much should bleeding be reduced every update interval?
/// </summary>
[DataField]
public float BleedReductionAmount = 0.33f;
/// <summary>
/// How high can <see cref="BleedAmount"/> go?
/// </summary>
[DataField]
public float MaxBleedAmount = 10.0f;
/// <summary>
/// What percentage of current blood is necessary to avoid dealing blood loss damage?
/// </summary>
[DataField]
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)]
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)]
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]
public FixedPoint2 BloodRefreshAmount = 1.0f;
/// <summary>
/// How much blood needs to be in the temporary solution in order to create a puddle?
/// </summary>
[DataField]
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]
public ProtoId<DamageModifierSetPrototype> DamageBleedModifiers = "BloodlossHuman";
/// <summary>
/// The sound to be played when a weapon instantly deals blood loss damage.
/// </summary>
[DataField]
public SoundSpecifier InstantBloodSound = new SoundCollectionSpecifier("BloodLossRun");
/// <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");
// TODO probably damage bleed thresholds.
/// <summary>
/// Max volume of internal chemical solution storage
/// </summary>
[DataField]
public FixedPoint2 ChemicalMaxVolume = FixedPoint2.New(250);
/// <summary>
/// Max volume of internal blood storage,
/// and starting level of blood.
/// </summary>
[DataField]
public FixedPoint2 BloodMaxVolume = FixedPoint2.New(300);
/// <summary>
/// Which reagent is considered this entities 'blood'?
/// </summary>
/// <remarks>
/// Slime-people might use slime as their blood or something like that.
/// </remarks>
[DataField]
public ProtoId<ReagentPrototype> BloodReagent = "Blood";
/// <summary>Name/Key that <see cref="BloodSolution"/> is indexed by.</summary>
[DataField]
public string BloodSolutionName = DefaultBloodSolutionName;
/// <summary>Name/Key that <see cref="ChemicalSolution"/> is indexed by.</summary>
[DataField]
public string ChemicalSolutionName = DefaultChemicalsSolutionName;
/// <summary>Name/Key that <see cref="TemporarySolution"/> is indexed by.</summary>
[DataField]
public string BloodTemporarySolutionName = DefaultBloodTemporarySolutionName;
/// <summary>
/// Internal solution for blood storage
/// </summary>
[DataField]
public Entity<SolutionComponent>? BloodSolution;
/// <summary>
/// Internal solution for reagent storage
/// </summary>
[DataField]
public Entity<SolutionComponent>? ChemicalSolution;
/// <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>
[DataField]
public Entity<SolutionComponent>? TemporarySolution;
/// <summary>
/// Variable that stores the amount of status time added by having a low blood level.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan StatusTime;
//WD-EDIT
/// <summary>
/// Bool for bleeding alert.
/// </summary>
public bool IsBleeding => BleedAmount > 0;
public readonly AudioParams DefaultParams = AudioParams.Default.WithVolume(-1f);
public SoundSpecifier? BloodLossSound = new SoundCollectionSpecifier("BloodLoss");
//public SoundSpecifier? BloodLossRunSound = new SoundCollectionSpecifier("");
//WD-EDIT
}
}