* commit * Update AdminVerbSystem.Smites.cs * brrrrr * reeeee * skeet * Update VomitSystem.cs * didn't know i could do this. * Update SharedForensicsSystem.cs * Update SharedForensicsSystem.cs * Update SharedForensicsSystem.cs * Update ForensicsSystem.cs * requested changes. * Update VomitSystem.cs * lets try this.
141 lines
5.6 KiB
C#
141 lines
5.6 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Components;
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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.Fluids;
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using Content.Shared.Forensics.Systems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Medical;
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public sealed class VomitSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly HungerSystem _hunger = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
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[Dependency] private readonly ThirstSystem _thirst = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly SharedBodySystem _body = default!;
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[Dependency] private readonly SharedForensicsSystem _forensics = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPuddleSystem _puddle = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BodyComponent, TryVomitEvent>(TryBodyVomitSolution);
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}
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private const float ChemMultiplier = 0.1f;
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private static readonly ProtoId<SoundCollectionPrototype> VomitCollection = "Vomit";
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private static readonly ProtoId<ReagentPrototype> VomitPrototype = "Vomit"; // TODO: Dehardcode vomit prototype
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private readonly SoundSpecifier _vomitSound = new SoundCollectionSpecifier(VomitCollection,
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AudioParams.Default.WithVariation(0.2f).WithVolume(-4f));
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private void TryBodyVomitSolution(Entity<BodyComponent> ent, ref TryVomitEvent args)
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{
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if (args.Handled)
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return;
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// Main requirement: You have a stomach
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var stomachList = _body.GetBodyOrganEntityComps<StomachComponent>((ent, null));
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if (stomachList.Count == 0)
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return;
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// Empty the stomach out into it
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foreach (var stomach in stomachList)
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{
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if (_solutionContainer.ResolveSolution(stomach.Owner, StomachSystem.DefaultSolutionName, ref stomach.Comp1.Solution, out var sol))
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_solutionContainer.TryTransferSolution(stomach.Comp1.Solution.Value, args.Sol, sol.AvailableVolume);
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}
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args.Handled = true;
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}
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/// <summary>
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/// Make an entity vomit, if they have a stomach.
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/// </summary>
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public void Vomit(EntityUid uid, float thirstAdded = -40f, float hungerAdded = -40f, bool force = false)
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{
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// Vomit only if entity is alive
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// Ignore condition if force was set to true
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if (!force && _mobState.IsDead(uid))
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return;
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// TODO: Need decals
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var solution = new Solution();
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var ev = new TryVomitEvent(solution, force);
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RaiseLocalEvent(uid, ref ev);
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if (!ev.Handled)
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return;
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// Vomiting makes you hungrier and thirstier
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if (TryComp<HungerComponent>(uid, out var hunger))
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_hunger.ModifyHunger(uid, hungerAdded, hunger);
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if (TryComp<ThirstComponent>(uid, out var thirst))
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_thirst.ModifyThirst(uid, thirst, thirstAdded);
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// It fully empties the stomach, this amount from the chem stream is relatively small
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var solutionSize = (MathF.Abs(thirstAdded) + MathF.Abs(hungerAdded)) / 6;
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// Apply a bit of slowdown
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_movementMod.TryUpdateMovementSpeedModDuration(uid, MovementModStatusSystem.VomitingSlowdown, TimeSpan.FromSeconds(solutionSize), 0.5f);
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// Adds a tiny amount of the chem stream from earlier along with vomit
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if (TryComp<BloodstreamComponent>(uid, out var bloodStream))
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{
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var vomitAmount = solutionSize;
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// Takes 10% of the chemicals removed from the chem stream
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if (_solutionContainer.ResolveSolution(uid, bloodStream.ChemicalSolutionName, ref bloodStream.ChemicalSolution))
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{
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var vomitChemstreamAmount = _solutionContainer.SplitSolution(bloodStream.ChemicalSolution.Value, vomitAmount);
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vomitChemstreamAmount.ScaleSolution(ChemMultiplier);
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solution.AddSolution(vomitChemstreamAmount, _proto);
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vomitAmount -= (float)vomitChemstreamAmount.Volume;
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}
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// Makes a vomit solution the size of 90% of the chemicals removed from the chemstream
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solution.AddReagent(new ReagentId(VomitPrototype, _bloodstream.GetEntityBloodData(uid)), vomitAmount);
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}
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if (_puddle.TrySpillAt(uid, solution, out var puddle, false))
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{
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_forensics.TransferDna(puddle, uid, false);
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}
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if (!_netManager.IsServer)
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return;
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// Force sound to play as spill doesn't work if solution is empty.
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_audio.PlayPvs(_vomitSound, uid);
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_popup.PopupEntity(Loc.GetString("disease-vomit", ("person", Identity.Entity(uid, EntityManager))), uid);
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}
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}
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[ByRefEvent]
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public record struct TryVomitEvent(Solution Sol, bool Forced = false, bool Handled = false);
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