* 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>
193 lines
7.2 KiB
C#
193 lines
7.2 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server._White.Medical.BodyScanner;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent, Access(typeof(BloodstreamSystem), typeof(ReactionMixerSystem), typeof(BodyScannerConsoleSystem))] // WD EDIT
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public sealed partial class BloodstreamComponent : Component
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{
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public static string DefaultChemicalsSolutionName = "chemicals";
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public static string DefaultBloodSolutionName = "bloodstream";
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public static string DefaultBloodTemporarySolutionName = "bloodstreamTemporary";
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public readonly string BloodAlertPrototypeID = "Bleed";
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/// <summary>
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/// The next time that blood level will be updated and bloodloss damage dealt.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate;
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/// <summary>
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/// The interval at which this component updates.
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/// </summary>
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
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/// <summary>
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/// How much is this entity currently bleeding?
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/// Higher numbers mean more blood lost every tick.
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///
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/// Goes down slowly over time, and items like bandages
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/// or clotting reagents can lower bleeding.
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/// </summary>
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/// <remarks>
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/// This generally corresponds to an amount of damage and can't go above 100.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BleedAmount;
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/// <summary>
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/// How much should bleeding be reduced every update interval?
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/// </summary>
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[DataField]
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public float BleedReductionAmount = 0.33f;
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/// <summary>
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/// How high can <see cref="BleedAmount"/> go?
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/// </summary>
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[DataField]
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public float MaxBleedAmount = 10.0f;
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/// <summary>
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/// What percentage of current blood is necessary to avoid dealing blood loss damage?
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/// </summary>
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[DataField]
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public float BloodlossThreshold = 0.9f;
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/// <summary>
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/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
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/// The default values are defined per mob/species in YML.
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/// </summary>
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[DataField(required: true)]
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public DamageSpecifier BloodlossDamage = new();
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/// <summary>
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/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
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/// The default values are defined per mob/species in YML.
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/// </summary>
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[DataField(required: true)]
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public DamageSpecifier BloodlossHealDamage = new();
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// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
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/// <summary>
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/// How much reagent of blood should be restored each update interval?
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/// </summary>
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[DataField]
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public FixedPoint2 BloodRefreshAmount = 1.0f;
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/// <summary>
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/// How much blood needs to be in the temporary solution in order to create a puddle?
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/// </summary>
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[DataField]
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public FixedPoint2 BleedPuddleThreshold = 1.0f;
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/// <summary>
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/// A modifier set prototype ID corresponding to how damage should be modified
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/// before taking it into account for bloodloss.
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/// </summary>
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/// <remarks>
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/// For example, piercing damage is increased while poison damage is nullified entirely.
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/// </remarks>
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[DataField]
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public ProtoId<DamageModifierSetPrototype> DamageBleedModifiers = "BloodlossHuman";
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/// <summary>
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/// The sound to be played when a weapon instantly deals blood loss damage.
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/// </summary>
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[DataField]
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public SoundSpecifier InstantBloodSound = new SoundCollectionSpecifier("BloodLossRun");
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/// <summary>
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/// The sound to be played when some damage actually heals bleeding rather than starting it.
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/// </summary>
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[DataField]
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public SoundSpecifier BloodHealedSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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// TODO probably damage bleed thresholds.
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/// <summary>
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/// Max volume of internal chemical solution storage
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/// </summary>
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[DataField]
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public FixedPoint2 ChemicalMaxVolume = FixedPoint2.New(250);
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/// <summary>
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/// Max volume of internal blood storage,
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/// and starting level of blood.
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/// </summary>
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[DataField]
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public FixedPoint2 BloodMaxVolume = FixedPoint2.New(300);
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/// <summary>
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/// Which reagent is considered this entities 'blood'?
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/// </summary>
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/// <remarks>
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/// Slime-people might use slime as their blood or something like that.
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/// </remarks>
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[DataField]
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public ProtoId<ReagentPrototype> BloodReagent = "Blood";
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/// <summary>Name/Key that <see cref="BloodSolution"/> is indexed by.</summary>
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[DataField]
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public string BloodSolutionName = DefaultBloodSolutionName;
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/// <summary>Name/Key that <see cref="ChemicalSolution"/> is indexed by.</summary>
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[DataField]
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public string ChemicalSolutionName = DefaultChemicalsSolutionName;
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/// <summary>Name/Key that <see cref="TemporarySolution"/> is indexed by.</summary>
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[DataField]
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public string BloodTemporarySolutionName = DefaultBloodTemporarySolutionName;
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/// <summary>
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/// Internal solution for blood storage
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/// </summary>
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[DataField]
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public Entity<SolutionComponent>? BloodSolution;
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/// <summary>
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/// Internal solution for reagent storage
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/// </summary>
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[DataField]
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public Entity<SolutionComponent>? ChemicalSolution;
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/// <summary>
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/// Temporary blood solution.
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/// When blood is lost, it goes to this solution, and when this
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/// solution hits a certain cap, the blood is actually spilled as a puddle.
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/// </summary>
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[DataField]
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public Entity<SolutionComponent>? TemporarySolution;
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/// <summary>
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/// Variable that stores the amount of status time added by having a low blood level.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan StatusTime;
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//WD-EDIT
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/// <summary>
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/// Bool for bleeding alert.
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/// </summary>
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public bool IsBleeding => BleedAmount > 0;
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public readonly AudioParams DefaultParams = AudioParams.Default.WithVolume(-1f);
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public SoundSpecifier? BloodLossSound = new SoundCollectionSpecifier("BloodLoss");
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//public SoundSpecifier? BloodLossRunSound = new SoundCollectionSpecifier("");
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//WD-EDIT
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}
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}
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