CatStation/Content.Server/Medical/HealthAnalyzerSystem.cs
Prole 502af6955d
Predict Forensics V2.0 (Ready for Review) (#40693)
* 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>
2026-08-08 22:48:36 +00:00

261 lines
9.9 KiB
C#

using Content.Server.Medical.Components;
using Content.Shared.Body.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Damage.Components;
using Content.Shared.DoAfter;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.MedicalScanner;
using Content.Shared.Mobs.Components;
using Content.Shared.Popups;
using Content.Shared.PowerCell;
using Content.Shared.Temperature.Components;
using Content.Shared.Traits.Assorted;
using Robust.Server.GameObjects;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
using Content.Server.Body.Systems;
using Content.Shared.Body.Systems;
namespace Content.Server.Medical;
public sealed partial class HealthAnalyzerSystem : EntitySystem
{
[Dependency] private IGameTiming _timing = default!;
[Dependency] private PowerCellSystem _cell = default!;
[Dependency] private SharedAudioSystem _audio = default!;
[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private ItemToggleSystem _toggle = default!;
[Dependency] private SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private UserInterfaceSystem _uiSystem = default!;
[Dependency] private TransformSystem _transformSystem = default!;
[Dependency] private SharedPopupSystem _popupSystem = default!;
[Dependency] private BloodstreamSystem _bloodstreamSystem = default!;
public override void Initialize()
{
SubscribeLocalEvent<HealthAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<HealthAnalyzerComponent, HealthAnalyzerDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<HealthAnalyzerComponent, EntGotInsertedIntoContainerMessage>(OnInsertedIntoContainer);
SubscribeLocalEvent<HealthAnalyzerComponent, ItemToggledEvent>(OnToggled);
SubscribeLocalEvent<HealthAnalyzerComponent, DroppedEvent>(OnDropped);
}
public override void Update(float frameTime)
{
var analyzerQuery = EntityQueryEnumerator<HealthAnalyzerComponent, TransformComponent>();
while (analyzerQuery.MoveNext(out var uid, out var component, out var transform))
{
//Update rate limited to 1 second
if (component.NextUpdate > _timing.CurTime)
continue;
if (component.ScannedEntity is not {} patient)
continue;
if (Deleted(patient))
{
StopAnalyzingEntity((uid, component), patient);
continue;
}
component.NextUpdate = _timing.CurTime + component.UpdateInterval;
//Get distance between health analyzer and the scanned entity
//null is infinite range
var patientCoordinates = Transform(patient).Coordinates;
if (component.MaxScanRange != null && !_transformSystem.InRange(patientCoordinates, transform.Coordinates, component.MaxScanRange.Value))
{
//Range too far, disable updates until they are back in range
PauseAnalyzingEntity((uid, component), patient);
continue;
}
component.IsAnalyzerActive = true;
UpdateScannedUser(uid, patient, true);
}
}
/// <summary>
/// Trigger the doafter for scanning
/// </summary>
private void OnAfterInteract(Entity<HealthAnalyzerComponent> uid, ref AfterInteractEvent args)
{
if (args.Target == null || !args.CanReach || !HasComp<MobStateComponent>(args.Target) || !_cell.HasDrawCharge(uid.Owner, user: args.User))
return;
_audio.PlayPvs(uid.Comp.ScanningBeginSound, uid);
var doAfterCancelled = !_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, uid.Comp.ScanDelay, new HealthAnalyzerDoAfterEvent(), uid, target: args.Target, used: uid)
{
NeedHand = true,
BreakOnMove = true,
});
if (args.Target == args.User || doAfterCancelled || uid.Comp.Silent)
return;
var msg = Loc.GetString("health-analyzer-popup-scan-target", ("user", Identity.Entity(args.User, EntityManager)));
_popupSystem.PopupEntity(msg, args.Target.Value, args.Target.Value, PopupType.Medium);
}
private void OnDoAfter(Entity<HealthAnalyzerComponent> uid, ref HealthAnalyzerDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Target == null || !_cell.HasDrawCharge(uid.Owner, user: args.User))
return;
if (!uid.Comp.Silent)
_audio.PlayPvs(uid.Comp.ScanningEndSound, uid);
OpenUserInterface(args.User, uid);
BeginAnalyzingEntity(uid, args.Target.Value);
args.Handled = true;
}
/// <summary>
/// Turn off when placed into a storage item or moved between slots/hands
/// </summary>
private void OnInsertedIntoContainer(Entity<HealthAnalyzerComponent> uid, ref EntGotInsertedIntoContainerMessage args)
{
if (uid.Comp.ScannedEntity is { } patient)
_toggle.TryDeactivate(uid.Owner);
}
/// <summary>
/// Disable continuous updates once turned off
/// </summary>
private void OnToggled(Entity<HealthAnalyzerComponent> ent, ref ItemToggledEvent args)
{
if (!args.Activated && ent.Comp.ScannedEntity is { } patient)
StopAnalyzingEntity(ent, patient);
}
/// <summary>
/// Turn off the analyser when dropped
/// </summary>
private void OnDropped(Entity<HealthAnalyzerComponent> uid, ref DroppedEvent args)
{
if (uid.Comp.ScannedEntity is { } patient)
_toggle.TryDeactivate(uid.Owner);
}
private void OpenUserInterface(EntityUid user, EntityUid analyzer)
{
if (!_uiSystem.HasUi(analyzer, HealthAnalyzerUiKey.Key))
return;
_uiSystem.OpenUi(analyzer, HealthAnalyzerUiKey.Key, user);
}
/// <summary>
/// Mark the entity as having its health analyzed, and link the analyzer to it
/// </summary>
/// <param name="healthAnalyzer">The health analyzer that should receive the updates</param>
/// <param name="target">The entity to start analyzing</param>
private void BeginAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
{
//Link the health analyzer to the scanned entity
healthAnalyzer.Comp.ScannedEntity = target;
_toggle.TryActivate(healthAnalyzer.Owner);
UpdateScannedUser(healthAnalyzer, target, true);
}
/// <summary>
/// Remove the analyzer from the active list, and remove the component if it has no active analyzers
/// </summary>
/// <param name="healthAnalyzer">The health analyzer that's receiving the updates</param>
/// <param name="target">The entity to analyze</param>
private void StopAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
{
//Unlink the analyzer
healthAnalyzer.Comp.ScannedEntity = null;
_toggle.TryDeactivate(healthAnalyzer.Owner);
UpdateScannedUser(healthAnalyzer, target, false);
}
/// <summary>
/// If the scanner is active, sends one last update and sets it to inactive.
/// </summary>
/// <param name="healthAnalyzer">The health analyzer that's receiving the updates</param>
/// <param name="target">The entity to analyze</param>
private void PauseAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
{
if (!healthAnalyzer.Comp.IsAnalyzerActive)
return;
UpdateScannedUser(healthAnalyzer, target, false);
healthAnalyzer.Comp.IsAnalyzerActive = false;
}
/// <summary>
/// Send an update for the target to the healthAnalyzer
/// </summary>
/// <param name="healthAnalyzer">The health analyzer</param>
/// <param name="target">The entity being scanned</param>
/// <param name="scanMode">True makes the UI show ACTIVE, False makes the UI show INACTIVE</param>
public void UpdateScannedUser(EntityUid healthAnalyzer, EntityUid target, bool scanMode)
{
if (!_uiSystem.HasUi(healthAnalyzer, HealthAnalyzerUiKey.Key)
|| !HasComp<DamageableComponent>(target))
return;
var uiState = GetHealthAnalyzerUiState(target);
uiState.ScanMode = scanMode;
_uiSystem.ServerSendUiMessage(
healthAnalyzer,
HealthAnalyzerUiKey.Key,
new HealthAnalyzerScannedUserMessage(uiState)
);
}
/// <summary>
/// Creates a HealthAnalyzerState based on the current state of an entity.
/// </summary>
/// <param name="target">The entity being scanned</param>
/// <returns></returns>
public HealthAnalyzerUiState GetHealthAnalyzerUiState(EntityUid? target)
{
if (!target.HasValue || !HasComp<DamageableComponent>(target))
return new HealthAnalyzerUiState();
var entity = target.Value;
var bodyTemperature = float.NaN;
if (TryComp<TemperatureComponent>(entity, out var temp))
bodyTemperature = temp.Temperature;
var bloodAmount = float.NaN;
var bleeding = false;
var unrevivable = false;
if (TryComp<BloodstreamComponent>(entity, out var bloodstream) &&
_solutionContainerSystem.ResolveSolution(entity, bloodstream.BloodSolutionName,
ref bloodstream.BloodSolution, out var bloodSolution))
{
bloodAmount = _bloodstreamSystem.GetBloodLevel(entity);
bleeding = bloodstream.BleedAmount > 0;
}
if (TryComp<UnrevivableComponent>(entity, out var unrevivableComp) && unrevivableComp.Analyzable)
unrevivable = true;
return new HealthAnalyzerUiState(
GetNetEntity(entity),
bodyTemperature,
bloodAmount,
null,
bleeding,
unrevivable
);
}
}