Files
Delta-v/Content.Shared/Medical/VomitSystem.cs
T
b465cfb3fd Nubody Merge (#5670)
* Nubody (#42419)

* Nubody

* fix test fails

* gibbing

* lung test returns

* doc comment

* hand organ test

* giblet test

* yaml formatting

* returning

* relocate

* trimming

* re-smite

* oops thusd tweak

* arachnids have slower metabolism i guess

* never mind the old behaviour is bad actually

* rider whyyy

* style changes and allat

* fix collision

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* C# files done

* Visual nubody (humanoid appearance refactor) (#42476)

* initial visual nubody

* oops overlay

* im so pheeming rn

* conversion...

* tests

* comeback of the underwear

* oops eyes

* blabbl

* zeds

* yaml linted

* search and visible count constraints

* reordering

* preserve previously selected markings colors

* fix test

* some ui niceties

* ordering

* make DB changes backwards-compatible/downgrade-friendly

* fix things again

* fix migration

* vulpkanin markings limit increase

* wrapping

* code cleanup and more code cleanup and more code cleanup and more code cleanup and

* fix slop ports

* better sampling API

* make filter work + use the method i made for its intended purpose

* fix test fails real quick

* magic mirror cleanup, remove TODO

* don't 0-init the organ profile data

* remove deltastates

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Let vox eat trash again (#42503)

* C# complete port

* Getting closer

* Harpy Nubody Port

* Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff

* Port Oni

* Port Rest, except Motorkind

* Port Motorkind

* Remove more surgery, restore too much deleted stuff

* Fix Typos and change some organ names. Need to split eyes next

* Harpy HAve Wings again

* Some fixes, More Surgeyr Removal, Copying of eye organs

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Use correct Body imports

* Markings Refactoring, Harpy Layering

* Motorkind doesn't crash anymore. Some layer remappings.

* Allow Organs to have Markings Displacements again. (#43604)

* first shtep

* readd markings support

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Fix STalk eyes and several layerings

* Fix sexed organs (#42554)

* Fix markings for several species, fit them for sexed organs and rename some files to fit them for it

* Additional IPC-related removals

* Vulpkanin eyes are now correct again

* Fix Subtle Cultist Marks on species

* Fix Asakim Sprites (sexed) and make CD imports work

* Migration, error fixes, and Height

* Fix humanoid profile voice being broken (#42550)

Fix humanoid appearance voice being broken

* Change Kitsune SexChanged Event to with ref

* Fix asakim issue, Respirator fix

* Simplify hands UI code (#42534)

* Simplify hands UI code

* i remembered about SortedHands in the component

* minor cleanup

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration

* yml linter errors and an rudimentary onAdd Organ Functionality

* Fixing it trying to remove nothing

* midpoint migration

* Why do you put so many organs everywhere

* More missing prototypes

* Migration of more organs

* Forgot lungs

* Move character preview handling into a specialized control (#41252)

* Move character preview handling into a specialized control

Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>

* Restore job name that I accidentally removed from character picker buttons

* Just resolve dependencies the standard way

---------

Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>

* Drop ICharacterProfile/ICharacterAppearance interfaces (#42661)

* Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865)

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* Changes to make it work for us.

* No more bald Harpy

* OperatingTables instead of null

* Adding Delta V Comments, commenting out instead of deleting

* Fix broken Height Scale.

* Remove HumanoidSilicon Mention

* Did an error. Readded, uncommented.

* Clean up Marking data structure, add tests for Zombie transformation (#42756)

* Clean up Marking data structure, add tests for Zombie transformation

* empty

* AAAAAAAAAAAAAAAA

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Fix markings colour setting (#42771)

* Fix: Markings Color For Downstream

* Comment out A Leg. Remove Todo

* Revert to original hidden species code

---------

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Absotively <jen@jenpollock.ca>
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Myra <vasilis@pikachu.systems>
2026-05-12 21:55:29 +02:00

132 lines
5.4 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.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 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<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))
_solutionContainer.TryTransferSolution(ent.Comp.Solution.Value, args.Args.Sol, sol.AvailableVolume);
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<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, 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);