# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.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/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
319 lines
13 KiB
C#
319 lines
13 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using System.Linq;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Stacks;
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using Robust.Shared.Audio.Systems;
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namespace Content.Shared.Medical.Healing;
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public sealed class HealingSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedBloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedStackSystem _stacks = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;//Sunrise-Edit
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HealingComponent, UseInHandEvent>(OnHealingUse);
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SubscribeLocalEvent<HealingComponent, AfterInteractEvent>(OnHealingAfterInteract);
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SubscribeLocalEvent<DamageableComponent, HealingDoAfterEvent>(OnDoAfter);
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}
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private void OnDoAfter(Entity<DamageableComponent> target, ref HealingDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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if (!TryComp(args.Used, out HealingComponent? healing))
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return;
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if (healing.DamageContainers is not null &&
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target.Comp.DamageContainerID is not null &&
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!healing.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
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{
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return;
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}
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TryComp<BloodstreamComponent>(target, out var bloodstream);
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// Heal some bloodloss damage.
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if (healing.BloodlossModifier != 0 && bloodstream != null)
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{
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var isBleeding = bloodstream.BleedAmount > 0;
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_bloodstreamSystem.TryModifyBleedAmount((target.Owner, bloodstream), healing.BloodlossModifier);
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if (isBleeding != bloodstream.BleedAmount > 0)
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{
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var popup = (args.User == target.Owner)
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? Loc.GetString("medical-item-stop-bleeding-self")
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: Loc.GetString("medical-item-stop-bleeding", ("target", Identity.Entity(target.Owner, EntityManager)));
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_popupSystem.PopupClient(popup, target, args.User);
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}
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}
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// Restores missing blood
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if (healing.ModifyBloodLevel != 0 && bloodstream != null)
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_bloodstreamSystem.TryModifyBloodLevel((target.Owner, bloodstream), healing.ModifyBloodLevel);
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if (!_damageable.TryChangeDamage(target.Owner, healing.Damage * _damageable.UniversalTopicalsHealModifier, out var healed, true, origin: args.Args.User) && healing.BloodlossModifier != 0)
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return;
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var total = healed.GetTotal();
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// Re-verify that we can heal the damage.
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var dontRepeat = false;
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if (TryComp<StackComponent>(args.Used.Value, out var stackComp))
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{
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_stacks.ReduceCount((args.Used.Value, stackComp), 1);
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if (_stacks.GetCount((args.Used.Value, stackComp)) <= 0)
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dontRepeat = true;
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}
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// Starlight start
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else if (healing.SolutionDrain && TryComp<SolutionContainerManagerComponent>(args.Used, out var solutionManager))
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{
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Entity<SolutionComponent>? solutionEntity = null;
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if (_solutionContainerSystem.ResolveSolution(args.Used.Value, "injector", ref solutionEntity, out var solution))
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{
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var reagentsToRemove = new List<(ReagentQuantity Reagent, FixedPoint2 Amount)>();
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foreach(var reagent in solution.Contents)
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{
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var drainReagent = healing.ReagentsToDrain.FirstOrDefault(drain => drain.Reagent == reagent.Reagent && reagent.Quantity >= drain.Quantity);
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if (solutionEntity != null && drainReagent != null)
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reagentsToRemove.Add((reagent, drainReagent.Quantity));
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}
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foreach (var (reagent, amount) in reagentsToRemove)
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{
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if (solutionEntity != null)
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_solutionContainerSystem.RemoveReagent(solutionEntity.Value, reagent.Reagent, amount);
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}
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if (!solution.Contents.Any(sol => healing.ReagentsToDrain.Any(req => req.Reagent == sol.Reagent && sol.Quantity >= req.Quantity)))
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dontRepeat = true;
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}
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}
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// Starlight end
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else
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{
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PredictedQueueDel(args.Used.Value);
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}
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if (target.Owner != args.User)
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{
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_adminLogger.Add(LogType.Healed,
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$"{ToPrettyString(args.User):user} healed {ToPrettyString(target.Owner):target} for {total:damage} damage");
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}
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else
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{
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_adminLogger.Add(LogType.Healed,
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$"{ToPrettyString(args.User):user} healed themselves for {total:damage} damage");
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}
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_audio.PlayPredicted(healing.HealingEndSound, target.Owner, args.User);
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// Logic to determine the whether or not to repeat the healing action
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args.Repeat = HasDamage((args.Used.Value, healing), target) && !dontRepeat;
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args.Handled = true;
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if (!args.Repeat)
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{
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_popupSystem.PopupClient(Loc.GetString("medical-item-finished-using", ("item", args.Used)), target.Owner, args.User);
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return;
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}
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// Update our self heal delay so it shortens as we heal more damage.
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if (args.User == target.Owner)
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args.Args.Delay = healing.Delay * GetScaledHealingPenalty(target.Owner, healing.SelfHealPenaltyMultiplier);
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}
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private bool HasDamage(Entity<HealingComponent> healing, Entity<DamageableComponent> target)
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{
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var damageableDict = target.Comp.Damage.DamageDict;
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var healingDict = healing.Comp.Damage.DamageDict;
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foreach (var type in healingDict)
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{
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if (damageableDict.TryGetValue(type.Key, out var damageValue) && damageValue.Value > 0 && (type.Key != "Mangleness" || type.Value < 0)) //Sunrise-edit: fix server crashes
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{
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return true;
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}
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}
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if (TryComp<BloodstreamComponent>(target, out var bloodstream))
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{
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// Is ent missing blood that we can restore?
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if (healing.Comp.ModifyBloodLevel > 0
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&& _solutionContainerSystem.ResolveSolution(target.Owner, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution)
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&& _bloodstreamSystem.GetBloodLevel((target, bloodstream)) < 1)
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{
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return true;
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}
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// Is ent bleeding and can we stop it?
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if (healing.Comp.BloodlossModifier < 0 && bloodstream.BleedAmount > 0)
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{
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return true;
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}
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}
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return false;
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}
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private void OnHealingUse(Entity<HealingComponent> healing, ref UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (TryHeal(healing, args.User, args.User))
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args.Handled = true;
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}
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private void OnHealingAfterInteract(Entity<HealingComponent> healing, ref AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach || args.Target == null)
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return;
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if (TryHeal(healing, args.Target.Value, args.User))
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args.Handled = true;
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}
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private bool TryHeal(Entity<HealingComponent> healing, Entity<DamageableComponent?> target, EntityUid user)
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{
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if (!Resolve(target, ref target.Comp, false))
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return false;
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if (healing.Comp.DamageContainers is not null &&
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target.Comp.DamageContainerID is not null &&
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!healing.Comp.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
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{
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return false;
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}
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if (user != target.Owner && !_interactionSystem.InRangeUnobstructed(user, target.Owner, popup: true))
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return false;
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if (TryComp<StackComponent>(healing, out var stack) && stack.Count < 1)
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return false;
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//Sunrise-Start
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if (TryComp<MobStateComponent>(target.Owner, out var state))
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{
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if (!healing.Comp.WorksOnTheDead && _mobStateSystem.IsDead(target.Owner, state))
|
|
return false;
|
|
}
|
|
//Sunrise-End
|
|
|
|
// Starlight start
|
|
if (healing.Comp.SolutionDrain && TryComp<SolutionContainerManagerComponent>(healing.Owner, out var solutionManager))
|
|
{
|
|
Entity<SolutionComponent>? solutionEntity = null;
|
|
if (_solutionContainerSystem.ResolveSolution(healing.Owner, "injector", ref solutionEntity, out var solution))
|
|
{
|
|
if (!solution.Contents.Any(sol => healing.Comp.ReagentsToDrain.Any(req => req.Reagent == sol.Reagent && sol.Quantity >= req.Quantity)))
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("medical-item-solution-missing", ("item", healing.Owner)), healing.Owner, user);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
// Starlight end
|
|
if (!HasDamage(healing, target!))
|
|
{
|
|
_popupSystem.PopupClient(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)(ent.Comp1.TotalDamage / amount);
|
|
//basically make it scale from 1 to the multiplier.
|
|
|
|
var output = percentDamage * (mod - 1) + 1;
|
|
return Math.Max(output, 1);
|
|
}
|
|
|
|
//Sunrise-Start
|
|
public float GetScaledHealingPenaltyFixed(Entity<HealingComponent> healing, EntityUid user) //Sunrise-Edit
|
|
{
|
|
if (!TryComp<MobThresholdsComponent>(user, out var mobThreshold) ||
|
|
!TryComp<DamageableComponent>(user, out var damageable))
|
|
return 1;
|
|
if (!_mobThresholdSystem.TryGetThresholdForState(user, MobState.Critical, out var amount, mobThreshold))
|
|
return 1;
|
|
|
|
var percentDamage = (float)(damageable.TotalDamage / amount);
|
|
//basically make it scale from 1 to the multiplier.
|
|
var modifier = percentDamage * (healing.Comp.SelfHealPenaltyMultiplier - 1) + 1;
|
|
return Math.Max(modifier, 1.5f);
|
|
}
|
|
//Sunrise-End
|
|
}
|