fish-station/Content.Server/Medical/VomitSystem.cs
Vigers Ray 10888fd269 Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	Content.Client/GameTicking/Managers/ClientGameTicker.cs
#	Content.Server/Administration/Systems/BwoinkSystem.cs
#	Content.Server/Cargo/Systems/CargoSystem.Orders.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Power/EntitySystems/PowerNetSystem.cs
#	Content.Server/Shuttles/Systems/ArrivalsSystem.cs
#	Content.Server/Station/Systems/StationSpawningSystem.cs
#	Content.Server/StationEvents/Components/PowerGridCheckRuleComponent.cs
#	Content.Server/StationEvents/Events/PowerGridCheckRule.cs
#	Content.Server/Zombies/ZombieSystem.Transform.cs
#	Content.Shared/CCVar/CCVars.Game.cs
#	Content.Shared/GameTicking/SharedGameTicker.cs
#	Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-wizard.ftl
#	Resources/Locale/en-US/_strings/guidebook/cooking.ftl
#	Resources/Prototypes/Entities/Clothing/OuterClothing/misc.yml
#	Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/pets.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/turrets.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/GameRules/midround.yml
#	Resources/Prototypes/GameRules/roundstart.yml
#	Resources/Prototypes/Guidebook/antagonist.yml
#	Resources/ServerInfo/Guidebook/Jobs.xml
#	Resources/ServerInfo/Guidebook/Service/FoodRecipes.xml
#	Resources/migration.yml
2025-02-26 22:01:48 +03:00

110 lines
5 KiB
C#

using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Forensics;
using Content.Server.Popups;
using Content.Server.Stunnable;
using Content.Shared._Sunrise.Mood;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.IdentityManagement;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.StatusEffect;
using Robust.Server.Audio;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.Medical
{
public sealed class VomitSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly BodySystem _body = default!;
[Dependency] private readonly HungerSystem _hunger = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PuddleSystem _puddle = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly ThirstSystem _thirst = default!;
[Dependency] private readonly ForensicsSystem _forensics = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[ValidatePrototypeId<SoundCollectionPrototype>]
private const string VomitCollection = "Vomit";
private readonly SoundSpecifier _vomitSound = new SoundCollectionSpecifier(VomitCollection,
AudioParams.Default.WithVariation(0.2f).WithVolume(-4f));
/// <summary>
/// Make an entity vomit, if they have a stomach.
/// </summary>
public void Vomit(EntityUid uid, float thirstAdded = -40f, float hungerAdded = -40f)
{
// Main requirement: You have a stomach
var stomachList = _body.GetBodyOrganEntityComps<StomachComponent>(uid);
if (stomachList.Count == 0)
return;
// Vomiting makes you hungrier and thirstier
if (TryComp<HungerComponent>(uid, out var hunger))
_hunger.ModifyHunger(uid, hungerAdded, hunger);
if (TryComp<ThirstComponent>(uid, out var thirst))
_thirst.ModifyThirst(uid, 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
if (TryComp<StatusEffectsComponent>(uid, out var status))
_stun.TrySlowdown(uid, TimeSpan.FromSeconds(solutionSize), true, 0.5f, 0.5f, status);
// TODO: Need decals
var solution = new Solution();
// Empty the stomach out into it
foreach (var stomach in stomachList)
{
if (_solutionContainer.ResolveSolution(stomach.Owner, StomachSystem.DefaultSolutionName, ref stomach.Comp1.Solution, out var sol))
{
solution.AddSolution(sol, _proto);
sol.RemoveAllSolution();
_solutionContainer.UpdateChemicals(stomach.Comp1.Solution.Value);
}
}
// Adds a tiny amount of the chem stream from earlier along with vomit
if (TryComp<BloodstreamComponent>(uid, out var bloodStream))
{
const float chemMultiplier = 0.1f;
var vomitAmount = solutionSize;
// Takes 10% of the chemicals removed from the chem stream
if (_solutionContainer.ResolveSolution(uid, bloodStream.ChemicalSolutionName, ref bloodStream.ChemicalSolution))
{
var vomitChemstreamAmount = _solutionContainer.SplitSolution(bloodStream.ChemicalSolution.Value, vomitAmount);
vomitChemstreamAmount.ScaleSolution(chemMultiplier);
solution.AddSolution(vomitChemstreamAmount, _proto);
vomitAmount -= (float)vomitChemstreamAmount.Volume;
}
// Makes a vomit solution the size of 90% of the chemicals removed from the chemstream
solution.AddReagent(new ReagentId("Vomit", _bloodstream.GetEntityBloodData(uid)), vomitAmount); // TODO: Dehardcode vomit prototype
}
if (_puddle.TrySpillAt(uid, solution, out var puddle, false))
{
_forensics.TransferDna(puddle, uid, false);
}
// 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);
RaiseLocalEvent(uid, new MoodEffectEvent("MobVomit"));
}
}
}