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using Content.Shared.Administration.Logs;
using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
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using Content.Shared.Stacks;
using Robust.Shared.Audio.Systems;
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namespace Content.Shared.Medical.Healing;
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public sealed class HealingSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedBloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedStackSystem _stacks = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
{
base.Initialize();
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SubscribeLocalEvent<HealingComponent, UseInHandEvent>(OnHealingUse);
SubscribeLocalEvent<HealingComponent, AfterInteractEvent>(OnHealingAfterInteract);
SubscribeLocalEvent<DamageableComponent, HealingDoAfterEvent>(OnDoAfter);
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}
private void OnDoAfter(Entity<DamageableComponent> target, ref HealingDoAfterEvent args)
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{
if (args.Handled || args.Cancelled)
return;
if (!TryComp(args.Used, out HealingComponent? healing))
return;
if (healing.DamageContainers is not null &&
target.Comp.DamageContainerID is not null &&
!healing.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
{
return;
}
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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.PopupClient(popup, target, args.User);
}
}
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The bleed update (#14814) * Removed arbitrary modifier scaling. The bleed amount is now 1-1 in units. * Added some comments to explain the blood and bleed code * added some comments * added some comments * profusely bleeding message scales with max bleed rate * Added some comments * Added some comments (tm) * Halved the speed bleed rate heals. * Changed the wording of a comment to make the function of the values more clear * Changed bleed rate values, made heat heal more bleed rate * doubled crit chance, since damage types were reduced * Made iron restore more blood, 2->4u per 1u * Starting to add the blood pack * add bloodlevel to healingcomponent * Created code support in the healing system for restoring blood * first test of blood pack prototype * More pack testing, and defining the yml stack * yml syntax fix * adds bloodpack tag * Successfully added the item, but the effect and deletion after using the item is not working yet. * the blood regen worksgit add -A! * blood pack is entirely functioning * Removed bleed rate healing from brute pack * Comment correction * I tried * Removed bleed stats from corrupted corgi, they inherit same stats from basemob * Removed bleed stats from xeno, they inherit same stats from a base mob * Removed bleed stats from diona, they inherit same stats from a base mob * Removed bleed stats from slimes, they inherit same stats from a base mob * All mobs now heal bloodloss damage at a rate of 1 instead of 0.25 when healthy * The cautery now closes bleed wounds * Nerf blood pack bleed rate heal * Added 2 blood packs to medicine locker * Added 2 blood packs to wall medicine locker * Minor YML fix to chemistry locker, no changes in game * Added tag to medical belt for blood pack, added 2 blood packs to medical belt * Added 1 gauze to medical belt * 5 blood packs addded to nanomed plus * nanomed inventory change * 2 blood packs added to medical supplies crate from cargo * Moved 1 gauze from med kit to advanced med kit * Moved 1 tricord pill from advanced med kit to basic med kit * added 2 ointment to burn kit * Moved ina syringe from burn treatment to oxygen kit * Removed one gauze from brute kit * Added one bloodpack to brute med kit * Moved tranex acid syringe from advanced first aid to brute kit * Poison medipen moved from advanced first aid kit to toxin kit * Removed health analyzer from advanced first aid kit * removed one brute pack from advanced aid kit * added one ointment to advanced aid kit * Added one blood pack to advanced aid kit * Added 2 blood packs to combat med kit * Starting with adding the license for the tg sprite * Adds the blood pack sprite and meta.json code * I forgor to actually code the sprite in * Advanced med kit missing one blood pack * Replaced tricord pill with emergency medipen in cobat kit * Removed emergency pen from combat kit, there's no space for it * Revert "I tried" This reverts commit 94c2e28df3200993d3f09b72ecabc838ea5ae5c0. * Trying to fix yml test fail * Try again * attempt number 3 * Restock crate price was too low * fixing merge conflict without making a HUGE mess this time * ??? * again * again * Can I add the newline now maybe??? * Revert "Can I add the newline now maybe???" This reverts commit 22d26706a65a24633f7da1dea6315012e2d3ac6f. * Adds the doafter fix code from Keron to the blood level healing * minor typo fix * Feedback from Emisse and sloth; Removed chance based feedback on cauterizing * comment fix
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// Restores missing blood
if (healing.ModifyBloodLevel != 0 && bloodstream != null)
_bloodstreamSystem.TryModifyBloodLevel((target.Owner, bloodstream), healing.ModifyBloodLevel);
The bleed update (#14814) * Removed arbitrary modifier scaling. The bleed amount is now 1-1 in units. * Added some comments to explain the blood and bleed code * added some comments * added some comments * profusely bleeding message scales with max bleed rate * Added some comments * Added some comments (tm) * Halved the speed bleed rate heals. * Changed the wording of a comment to make the function of the values more clear * Changed bleed rate values, made heat heal more bleed rate * doubled crit chance, since damage types were reduced * Made iron restore more blood, 2->4u per 1u * Starting to add the blood pack * add bloodlevel to healingcomponent * Created code support in the healing system for restoring blood * first test of blood pack prototype * More pack testing, and defining the yml stack * yml syntax fix * adds bloodpack tag * Successfully added the item, but the effect and deletion after using the item is not working yet. * the blood regen worksgit add -A! * blood pack is entirely functioning * Removed bleed rate healing from brute pack * Comment correction * I tried * Removed bleed stats from corrupted corgi, they inherit same stats from basemob * Removed bleed stats from xeno, they inherit same stats from a base mob * Removed bleed stats from diona, they inherit same stats from a base mob * Removed bleed stats from slimes, they inherit same stats from a base mob * All mobs now heal bloodloss damage at a rate of 1 instead of 0.25 when healthy * The cautery now closes bleed wounds * Nerf blood pack bleed rate heal * Added 2 blood packs to medicine locker * Added 2 blood packs to wall medicine locker * Minor YML fix to chemistry locker, no changes in game * Added tag to medical belt for blood pack, added 2 blood packs to medical belt * Added 1 gauze to medical belt * 5 blood packs addded to nanomed plus * nanomed inventory change * 2 blood packs added to medical supplies crate from cargo * Moved 1 gauze from med kit to advanced med kit * Moved 1 tricord pill from advanced med kit to basic med kit * added 2 ointment to burn kit * Moved ina syringe from burn treatment to oxygen kit * Removed one gauze from brute kit * Added one bloodpack to brute med kit * Moved tranex acid syringe from advanced first aid to brute kit * Poison medipen moved from advanced first aid kit to toxin kit * Removed health analyzer from advanced first aid kit * removed one brute pack from advanced aid kit * added one ointment to advanced aid kit * Added one blood pack to advanced aid kit * Added 2 blood packs to combat med kit * Starting with adding the license for the tg sprite * Adds the blood pack sprite and meta.json code * I forgor to actually code the sprite in * Advanced med kit missing one blood pack * Replaced tricord pill with emergency medipen in cobat kit * Removed emergency pen from combat kit, there's no space for it * Revert "I tried" This reverts commit 94c2e28df3200993d3f09b72ecabc838ea5ae5c0. * Trying to fix yml test fail * Try again * attempt number 3 * Restock crate price was too low * fixing merge conflict without making a HUGE mess this time * ??? * again * again * Can I add the newline now maybe??? * Revert "Can I add the newline now maybe???" This reverts commit 22d26706a65a24633f7da1dea6315012e2d3ac6f. * Adds the doafter fix code from Keron to the blood level healing * minor typo fix * Feedback from Emisse and sloth; Removed chance based feedback on cauterizing * comment fix
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var healed = _damageable.TryChangeDamage(target.Owner, healing.Damage * _damageable.UniversalTopicalsHealModifier, true, origin: args.Args.User);
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if (healed == null && healing.BloodlossModifier != 0)
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return;
var total = healed?.GetTotal() ?? FixedPoint2.Zero;
// Re-verify that we can heal the damage.
var dontRepeat = false;
if (TryComp<StackComponent>(args.Used.Value, out var stackComp))
{
_stacks.Use(args.Used.Value, 1, stackComp);
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");
}
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else
{
_adminLogger.Add(LogType.Healed,
$"{ToPrettyString(args.User):user} healed themselves for {total:damage} damage");
}
_audio.PlayPredicted(healing.HealingEndSound, target.Owner, args.User);
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// 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.PopupClient(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);
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}
private bool HasDamage(Entity<HealingComponent> healing, Entity<DamageableComponent> target)
{
var damageableDict = target.Comp.Damage.DamageDict;
var healingDict = healing.Comp.Damage.DamageDict;
foreach (var type in healingDict)
{
if (damageableDict[type.Key].Value > 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)
&& bloodSolution.Volume < bloodSolution.MaxVolume)
{
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)
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{
if (args.Handled)
return;
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if (TryHeal(healing, args.User, args.User))
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args.Handled = true;
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}
private void OnHealingAfterInteract(Entity<HealingComponent> healing, ref AfterInteractEvent args)
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{
if (args.Handled || !args.CanReach || args.Target == null)
return;
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if (TryHeal(healing, args.Target.Value, args.User))
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args.Handled = true;
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}
private bool TryHeal(Entity<HealingComponent> healing, Entity<DamageableComponent?> target, EntityUid user)
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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 &&
target.Comp.DamageContainerID is not null &&
!healing.Comp.DamageContainers.Contains(target.Comp.DamageContainerID.Value))
{
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return false;
}
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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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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);
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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);
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return true;
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}
/// <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);
}
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}