mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 10:21:18 +03:00
* What sitting on code does to a branch + no mo owner v2 * Replacing ViewVariables with AutoNetworkedField + Missed One V2 * Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2 * IProduceWidgets Review Changes & some of my own V2 * Lil Cleanup V2 * Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2 * It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later) * Test (Removal of ServerSide VomitSystem.cs) * Ok... * Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors) * Prediction * Fix? * No mo log error? * Revert "No mo log error?" This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f. * Constructor going up * No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash) * For Conflicts * Guh * Yea * Organization & no ErrorHell (maybe) * Dirtying * Dirtying take 2 * Revert "Dirtying take 2" This reverts commit 5735012e21f43808db3ae010fce268eac24d0583. * the dirties dont do much here * For Conflict * Readded * Another Conflict Commit Fix * Conflict Fix Thrice * Empty Space * Keep it simple * Add it back in * Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict * Conflict fix? * Trust the fix * Looked at other prediction PR's, they had better code. * To not mix up the system in client * Removing Conflict * For conflict * For the conflic fix, will be removed later * Scuffed Fix * Removal & Adding the Decouple * Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!! * Cleanup & Optimizing, mostly comps. * More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint. * Forgot that the Print Refreshes, more of Warocks work. * Removing Loc.GetString * All of BloodStream to Shared, hopefully no errors. * Sketchy Dirty Removed * Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup. * No mo Mispredict * GenerateDnaEvent Predicted * Forgot the user * I knew it was real, bloodstutter is REAL and now GONE. * Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again... * Clearer * Thank you leahcat, no more identity leak. * Routine Maintenance * sealing the class * it checks for this now?! * While im here, FileScope Namespaces & removing unused namespaces * Update Attribute Type (SirWarock Import), it works and is much easier to read. * Forever Fixing Conflicts * Readonly Genocide & Partial Maxing * LGTM, BloodstreamSystem moved to SharedBloodstreamSystem! * Sohn * If OG Github back push this commit * One Billionth Commit Fix * Removed client/server stuff * Made implicit * NewLine & comment on why AutoGenCompState is true * Updatin the rest of the Popups to use Entity * I think that's what they meant? It looks cleaner at least. * Mass Attribute for LocalEvents that are safe to change. * Putting it back as abstract * maybe? * Guhh, rolling back empty client/server of BloodStream * Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem * From Protected to Private * Removed comment & made it explicit on what changed to true * Guh, hopefully thats all of it... * Forgot * Review * Test Push * Line 316 in SharedForensicsSystem was causing the errors, better to play it safe * Review Changes * Update Content.Shared/Forensics/Events.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it * The print.disabled didnt properly disable when cleared. So ill just use the old if check * Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
255 lines
9.6 KiB
C#
255 lines
9.6 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 partial class HealingSystem : EntitySystem
|
|
{
|
|
[Dependency] private SharedAudioSystem _audio = default!;
|
|
[Dependency] private ISharedAdminLogManager _adminLogger = default!;
|
|
[Dependency] private DamageableSystem _damageable = default!;
|
|
[Dependency] private BloodstreamSystem _bloodstreamSystem = default!;
|
|
[Dependency] private SharedDoAfterSystem _doAfter = default!;
|
|
[Dependency] private SharedStackSystem _stacks = default!;
|
|
[Dependency] private SharedInteractionSystem _interactionSystem = default!;
|
|
[Dependency] private MobThresholdSystem _mobThresholdSystem = default!;
|
|
[Dependency] private SharedPopupSystem _popupSystem = default!;
|
|
[Dependency] private 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 (!TryComp<InjurableComponent>(target, out var injurable))
|
|
return;
|
|
|
|
if (healing.DamageContainers is not null &&
|
|
injurable.DamageContainer is not null &&
|
|
!healing.DamageContainers.Contains(injurable.DamageContainer.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.PopupEntity(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.PopupEntity(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 = _damageable.GetAllDamage(target.AsNullable()).DamageDict;
|
|
var healingDict = healing.Comp.Damage.DamageDict;
|
|
foreach (var type in healingDict)
|
|
{
|
|
if (damageableDict.TryGetValue(type.Key, out var amount) && amount > 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 (!TryComp<InjurableComponent>(target, out var injurable))
|
|
return false;
|
|
|
|
if (healing.Comp.DamageContainers is not null &&
|
|
injurable.DamageContainer is not null &&
|
|
!healing.Comp.DamageContainers.Contains(injurable.DamageContainer.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.PopupEntity(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)(_damageable.GetTotalDamage(ent) / amount);
|
|
//basically make it scale from 1 to the multiplier.
|
|
|
|
var output = percentDamage * (mod - 1) + 1;
|
|
return Math.Max(output, 1);
|
|
}
|
|
}
|