CatStation/Content.Shared/Medical/VomitSystem.cs
Centronias 8ad82dc665
Refactor hunger and thirst systems (#34166)
* ready

* oop forgot the HUD stuff

* woooo examinable generalized tooooo

* oop I forgot to rename the files

* bungled the merge, I guess

* this is called hubris

* Verin's comments

* PR comments

how did I use `ProtoId<> Hunger` in more than a few spots but then just say "thirst can stay a literal :^)"?

also changed a few spots to my beloved
```
functionInvocation(
  one
  param
  per
  line
)
```
```

* Satiation effect condition now with ADDED FUNCTIONALITY?? :o

* tfw you trust the markov chain recommendation because long generic type names are tough q-q

* TFW YOU TRUST THE MARKOV CHAIN BUT IT DOESN'T UNDERSTAND THE DIFFERING SEMANTICS OF MAX AND MIN AHHHHH

* tfw you think to yourself "i need to fix the effects", but then forget to and the code doesn't even compile.

* centralize satiation constants

* other small comments

* The enum is dead.
But at what cost?

* oop

* like 12 more ooperses

* green checks are mine by right; I have performed the rites; I have done my part; you will not deny me this succor

* oops I changed the semantics from `<=` to just `<` and didn't update the tests :)

* serialization has bested me :agony:

also PR comments

* never trust the auto merge :agony:

* literally just this

* force engine back to master because idk why it's different

* fix randomness and update master

* submodule fuckery

* fall before my might

* okay I ran the linter, ARE YOU HAPPY??

* cursed ovis, trouble me no more

* protoman stuff

* inb4 linter bonks me

* break non-critical stuff from the main satiation proto

* ![live crundle reaction](https://preview.redd.it/xh68xqcz518g1.png?width=677&format=png&auto=webp&s=79ba10fe49ec3f8306217732321a7c5429bdfb14)

inb4 this breaks something somewhere lmao

* my two greatest PRs COLLIDE

I wonder why robust says it's changed :hmmclueless

* sanity is at an all-time low

* serialization, I guess

* I don't believe you

* field deltas on class \w*satiation\w*components

* PR comments

* 我做泥團子 😔

* doc + kill one property that's trivially accessible after the threshold caching changes

* fixes

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-08-08 22:44:24 +00:00

140 lines
5.5 KiB
C#

using Content.Shared.Body;
using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Fluids;
using Content.Shared.Forensics.Systems;
using Content.Shared.IdentityManagement;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.Shared.Medical;
public sealed partial class VomitSystem : EntitySystem
{
[Dependency] private INetManager _netManager = default!;
[Dependency] private MobStateSystem _mobState = default!;
[Dependency] private MovementModStatusSystem _movementMod = default!;
[Dependency] private SharedAudioSystem _audio = default!;
[Dependency] private SharedBloodstreamSystem _bloodstream = default!;
[Dependency] private SharedForensicsSystem _forensics = default!;
[Dependency] private SharedPopupSystem _popup = default!;
[Dependency] private SharedPuddleSystem _puddle = default!;
[Dependency] private SatiationSystem _satiation = default!;
[Dependency] private SharedSolutionContainerSystem _solutionContainer = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StomachComponent, BodyRelayedEvent<TryVomitEvent>>(TryVomitSolution);
}
private const float ChemMultiplier = 0.1f;
private static readonly ProtoId<SoundCollectionPrototype> VomitCollection = "Vomit";
private static readonly ProtoId<ReagentPrototype> VomitPrototype = "Vomit"; // TODO: Dehardcode vomit prototype
private readonly SoundSpecifier _vomitSound = new SoundCollectionSpecifier(VomitCollection,
AudioParams.Default.WithVariation(0.2f).WithVolume(-4f));
private void TryVomitSolution(Entity<StomachComponent> ent, ref BodyRelayedEvent<TryVomitEvent> args)
{
if (!_solutionContainer.ResolveSolution(ent.Owner,
StomachSystem.DefaultSolutionName,
ref ent.Comp.Solution,
out var sol))
return;
// Empty stomach solution into the new vomit solution
args.Args.Sol.AddSolution(sol, ProtoMan);
sol.RemoveAllSolution();
// Remind the stomach that it's empty.
_solutionContainer.UpdateChemicals(ent.Comp.Solution.Value);
args.Args = args.Args with { Handled = true };
}
/// <summary>
/// Make an entity vomit, if they have a stomach.
/// </summary>
public void Vomit(EntityUid uid, float thirstAdded = -40f, float hungerAdded = -40f, bool force = false)
{
// Vomit only if entity is alive
// Ignore condition if force was set to true
if (!force && _mobState.IsDead(uid))
return;
// TODO: Need decals
var solution = new Solution();
var ev = new TryVomitEvent(solution, force);
RaiseLocalEvent(uid, ref ev);
if (!ev.Handled)
return;
// Vomiting makes you hungrier and thirstier
if (TryComp<SatiationComponent>(uid, out var satiation))
{
Entity<SatiationComponent> entity = (uid, satiation);
_satiation.ModifyValue(entity, SatiationSystem.Hunger, hungerAdded);
_satiation.ModifyValue(entity, SatiationSystem.Thirst, thirstAdded);
}
// It fully empties the stomach, this amount from the chem stream is relatively small
var solutionSize = (MathF.Abs(thirstAdded) + MathF.Abs(hungerAdded)) / 6;
// Apply a bit of slowdown
_movementMod.TryUpdateMovementSpeedModDuration(uid, MovementModStatusSystem.VomitingSlowdown, TimeSpan.FromSeconds(solutionSize), 0.5f);
// Adds a tiny amount of the chem stream from earlier along with vomit
if (TryComp<BloodstreamComponent>(uid, out var bloodStream))
{
var vomitAmount = solutionSize;
// Flushes small portion of the chemicals removed from the bloodstream stream
if (_solutionContainer.ResolveSolution(uid, bloodStream.BloodSolutionName, ref bloodStream.BloodSolution))
{
var vomitChemstreamAmount = _bloodstream.FlushChemicals((uid, bloodStream), vomitAmount);
if (vomitChemstreamAmount != null)
{
vomitChemstreamAmount.ScaleSolution(ChemMultiplier);
solution.AddSolution(vomitChemstreamAmount, ProtoMan);
vomitAmount -= (float)vomitChemstreamAmount.Volume;
}
}
// Makes a vomit solution the size of 90% of the chemicals removed from the chemstream
solution.AddReagent(new ReagentId(VomitPrototype, _bloodstream.GetEntityBloodData((uid, bloodStream))), vomitAmount);
}
if (_puddle.TrySpillAt(uid, solution, out var puddle, false))
{
_forensics.TransferDna(puddle, uid, false);
}
if (!_netManager.IsServer)
return;
// Force sound to play as spill doesn't work if solution is empty.
_audio.PlayPvs(_vomitSound, uid);
_popup.PopupEntity(Loc.GetString("disease-vomit", ("person", Identity.Entity(uid, EntityManager))), uid);
}
}
[ByRefEvent]
public record struct TryVomitEvent(Solution Sol, bool Forced = false, bool Handled = false);