# Conflicts: # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Client/VoiceMask/VoiceMaskBoundUserInterface.cs # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Bed/Sleep/SleepingSystem.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Components/RespiratorComponent.cs # Content.Server/Body/Systems/InternalsSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/IChatManager.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/DeviceNetwork/Systems/DeviceNetworkSystem.cs # Content.Server/Electrocution/ElectrocutionSystem.cs # Content.Server/Holosign/HolosignProjectorComponent.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.Equip.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/VoiceMask/VoiceMaskerComponent.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/Sleep/SleepEmitSoundComponent.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/VoiceMask/SharedVoiceMaskSystem.cs # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Maps/bagel.yml # Resources/Maps/box.yml # Resources/Maps/centcomm.yml # Resources/Maps/cluster.yml # Resources/Maps/europa.yml # Resources/Maps/marathon.yml # Resources/Maps/meta.yml # Resources/Maps/omega.yml # Resources/Maps/origin.yml # Resources/Maps/packed.yml # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Neck/mantles.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Objects/Consumable/Smokeables/Cigarettes/packs.yml # Resources/Prototypes/Entities/Objects/Misc/land_mine.yml # Resources/Prototypes/Entities/Objects/Tools/cable_coils.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Shutter/shutters.yml # Resources/Prototypes/Entities/Structures/Holographic/projections.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Maps/marathon.yml # Resources/Prototypes/Maps/packed.yml # Resources/Prototypes/Recipes/Lathes/security.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/open-equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/nunrobe.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatclown.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/Shoes/Boots/combatboots.rsi/meta.json # Resources/Textures/Clothing/Shoes/Specific/bling.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/atmosf.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/centcomformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/hosformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/operative_s.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/atmos.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/centcomformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/hosformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/journalist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/operative.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/psychologist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/reporter.rsi/meta.json # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence0.png # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence16.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Standard/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/highsec/highsec.rsi/meta.json
186 lines
6.9 KiB
C#
186 lines
6.9 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(ChemistrySystem), 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";
|
|
|
|
/// <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("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");
|
|
|
|
// 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;
|
|
|
|
//WD-EDIT
|
|
}
|
|
}
|