mirror of
https://github.com/corvax-team/ss14-wl.git
synced 2026-02-15 03:31:38 +01:00
* merged chemical into bloodstream * changed injectable to bloodstream * separated bleeding and direct blood removal * removed blood gain from protein * reduced blood gain from saline * rejuvenating fills to reference volume * fixed blood regulation * red mead requires stirring to make * reverted accidental line deletion * cleared the skeletons from the closet * additional routing * field rename for xeno * removed mention of chemstream and field rename for asteroid mobs * minor optimizations * Revert "reduced blood gain from saline" This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058. * Revert "removed blood gain from protein" This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f. * removed unused component fetch * dead check mini refactor * eventized blood exclusion * quick fix * Pain * Commit of doom * COMMIT * renamed bloodMaxFactor to MaxVolumeFactor * addressed floating point error * returned vomiting chemicals * blood reagent always skips the flush * no need to mention blood reagent * fixed passing blood flush * adadsafasfasfassfasf * whoops * merge fixed injectors * Revert "adadsafasfasfassfasf" This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38. * simplify reagent removal * enabled foreign blood transfusion * Revert "COMMIT" This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42. * simplified reagent removal when modifying blood level * removed misleading coment since the changes * documented MetabolismExclusionEvent * fixed negative negative modification of blood level * fixed hypervolemia not normalizing * constrainted blood modification * returned bloodpack stop on fully healed * forgot to stage this * band aid for diona blood * swapping GetReagent with GetPrototype * optimize blood filtering * multiplicative multi reagent blood level calculation * removed unused stuff * optimized blood calculation a tiny bit * added per reagent blood regulation * optimized (referenceVolume + bloodReagents) into referenceSolution * polished coded to proper function * forgot to stage rootable system change * clean up, unnecessary GetBloodLevel call * rename method name to TryAddToBloodstream instead of Chemicals * placed overfill safety * cleanup and final touches * final touch --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
144 lines
5.7 KiB
C#
144 lines
5.7 KiB
C#
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.Popups;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Network;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Medical;
|
|
|
|
public sealed class VomitSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly INetManager _netManager = default!;
|
|
[Dependency] private readonly IPrototypeManager _proto = default!;
|
|
[Dependency] private readonly HungerSystem _hunger = default!;
|
|
[Dependency] private readonly MobStateSystem _mobState = default!;
|
|
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
|
|
[Dependency] private readonly ThirstSystem _thirst = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
|
|
[Dependency] private readonly SharedBodySystem _body = default!;
|
|
[Dependency] private readonly SharedForensicsSystem _forensics = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedPuddleSystem _puddle = default!;
|
|
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<BodyComponent, TryVomitEvent>(TryBodyVomitSolution);
|
|
}
|
|
|
|
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 TryBodyVomitSolution(Entity<BodyComponent> ent, ref TryVomitEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
// Main requirement: You have a stomach
|
|
var stomachList = _body.GetBodyOrganEntityComps<StomachComponent>((ent, null));
|
|
if (stomachList.Count == 0)
|
|
return;
|
|
|
|
// 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))
|
|
_solutionContainer.TryTransferSolution(stomach.Comp1.Solution.Value, args.Sol, sol.AvailableVolume);
|
|
}
|
|
|
|
args.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<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
|
|
_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, _proto);
|
|
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)), 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);
|