Files
Delta-v/Content.Server/Medical/HealthAnalyzerSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

326 lines
13 KiB
C#

using Content.Server.Medical.Components;
using Content.Server.PowerCell;
using Content.Server.Temperature.Components;
using Content.Shared.Body.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Damage;
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.Traits.Assorted;
using Robust.Server.GameObjects;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
// Shitmed Change
using Content.Shared.Body.Part;
using Content.Shared.Body.Systems;
using Content.Shared._Shitmed.Targeting;
using System.Linq;
// DeltaV - Medical Records
using Content.Server._DV.MedicalRecords;
using Content.Shared._DV.MedicalRecords;
namespace Content.Server.Medical;
public sealed class HealthAnalyzerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly PowerCellSystem _cell = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed Change
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly MedicalRecordsSystem _medicalRecords = 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);
// Shitmed Change Start
Subs.BuiEvents<HealthAnalyzerComponent>(HealthAnalyzerUiKey.Key, subs =>
{
subs.Event<HealthAnalyzerPartMessage>(OnHealthAnalyzerPartSelected);
subs.Event<HealthAnalyzerTriageStatusMessage>(OnHealthAnalyzerTriageStatusSelected);
subs.Event<HealthAnalyzerTriageClaimMessage>(OnHealthAnalyzerTriageClaimSelected);
});
// Shitmed Change End
}
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;
}
// Shitmed Change Start
if (component.CurrentBodyPart != null
&& (Deleted(component.CurrentBodyPart)
|| TryComp(component.CurrentBodyPart, out BodyPartComponent? bodyPartComponent)
&& bodyPartComponent.Body is null))
{
BeginAnalyzingEntity((uid, component), patient, null);
continue;
}
// Shitmed Change End
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
PauseAnalyzingEntity((uid, component), patient, component.CurrentBodyPart); // DeltaV - Analyzer Reactivation
continue;
}
component.IsAnalyzerActive = true; // DeltaV - Analyzer Reactivation
UpdateScannedUser(uid, patient, true, component.CurrentBodyPart); // Shitmed Change
}
}
/// <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, 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, user: args.User))
return;
if (!uid.Comp.Silent)
_audio.PlayPvs(uid.Comp.ScanningEndSound, uid);
OpenUserInterface(args.User, uid);
BeginAnalyzingEntity(uid, args.Target.Value);
uid.Comp.StationRecordKey = _medicalRecords.GetMedicalRecordsKey(args.Target.Value); // DeltaV - Medical Records
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>
/// <param name="part">Shitmed Change: The body part to analyze, if any</param>
public void BeginAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target, EntityUid? part = null) // Mono - make public
{
//Link the health analyzer to the scanned entity
healthAnalyzer.Comp.ScannedEntity = target;
healthAnalyzer.Comp.CurrentBodyPart = part; // Shitmed Change
_toggle.TryActivate(healthAnalyzer.Owner);
UpdateScannedUser(healthAnalyzer, target, true, part); // Shitmed Change
}
/// <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>
public void StopAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target) // Mono - make public
{
//Unlink the analyzer
healthAnalyzer.Comp.ScannedEntity = null;
healthAnalyzer.Comp.CurrentBodyPart = null; // Shitmed Change
_toggle.TryDeactivate(healthAnalyzer.Owner);
UpdateScannedUser(healthAnalyzer, target, false);
}
/// <summary>
/// DeltaV - 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, EntityUid? part = null)
{
if (!healthAnalyzer.Comp.IsAnalyzerActive)
return;
UpdateScannedUser(healthAnalyzer, target, false, part);
healthAnalyzer.Comp.IsAnalyzerActive = false;
}
// Shitmed Change Start
/// <summary>
/// Shitmed Change: Handle the selection of a body part on the health analyzer
/// </summary>
/// <param name="healthAnalyzer">The health analyzer that's receiving the updates</param>
/// <param name="args">The message containing the selected part</param>
private void OnHealthAnalyzerPartSelected(Entity<HealthAnalyzerComponent> healthAnalyzer, ref HealthAnalyzerPartMessage args)
{
if (!TryGetEntity(args.Owner, out var owner))
return;
if (args.BodyPart == null)
{
BeginAnalyzingEntity(healthAnalyzer, owner.Value, null);
}
else
{
var (targetType, targetSymmetry) = _bodySystem.ConvertTargetBodyPart(args.BodyPart.Value);
if (_bodySystem.GetBodyChildrenOfType(owner.Value, targetType, symmetry: targetSymmetry) is { } part)
BeginAnalyzingEntity(healthAnalyzer, owner.Value, part.FirstOrDefault().Id);
}
}
// Shitmed Change End
// Begin DeltaV - Medical Records
private void OnHealthAnalyzerTriageStatusSelected(Entity<HealthAnalyzerComponent> healthAnalyzer, ref HealthAnalyzerTriageStatusMessage args)
{
if (healthAnalyzer.Comp.StationRecordKey is not {} key)
return;
_medicalRecords.SetPatientStatus(key, args.TriageStatus);
}
private void OnHealthAnalyzerTriageClaimSelected(Entity<HealthAnalyzerComponent> healthAnalyzer, ref HealthAnalyzerTriageClaimMessage args)
{
if (healthAnalyzer.Comp.StationRecordKey is not {} key)
return;
_medicalRecords.ClaimPatient(key, args.Actor);
}
// End DeltaV - Medical Records
/// <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>
/// <param name="part">Shitmed Change: The body part being scanned, if any</param>
public void UpdateScannedUser(EntityUid healthAnalyzer, EntityUid target, bool scanMode, EntityUid? part = null)
{
if (!_uiSystem.HasUi(healthAnalyzer, HealthAnalyzerUiKey.Key))
return;
if (!HasComp<DamageableComponent>(target))
return;
var bodyTemperature = float.NaN;
if (TryComp<TemperatureComponent>(target, out var temp))
bodyTemperature = temp.CurrentTemperature;
var bloodAmount = float.NaN;
var bleeding = false;
var unrevivable = false;
if (TryComp<BloodstreamComponent>(target, out var bloodstream) &&
_solutionContainerSystem.ResolveSolution(target, bloodstream.BloodSolutionName,
ref bloodstream.BloodSolution, out var bloodSolution))
{
bloodAmount = bloodSolution.FillFraction;
bleeding = bloodstream.BleedAmount > 0;
}
if (TryComp<UnrevivableComponent>(target, out var unrevivableComp) && unrevivableComp.Analyzable)
unrevivable = true;
// Shitmed Change Start
Dictionary<TargetBodyPart, TargetIntegrity>? body = null;
if (HasComp<TargetingComponent>(target))
body = _bodySystem.GetBodyPartStatus(target);
// Shitmed Change End
_uiSystem.ServerSendUiMessage(healthAnalyzer, HealthAnalyzerUiKey.Key, new HealthAnalyzerScannedUserMessage(
GetNetEntity(target),
bodyTemperature,
bloodAmount,
scanMode,
bleeding,
unrevivable,
// Shitmed Change
body,
_medicalRecords.GetMedicalRecords(target), // DeltaV - Medical Records
part != null ? GetNetEntity(part) : null
));
}
}