using Content.Server.Body.Components; using Content.Server.Body.Systems; using Content.Server.Chemistry.EntitySystems; using Content.Server.Fluids.Components; using Content.Server.Nutrition.Components; using Content.Server.Nutrition.EntitySystems; using Content.Server.Popups; using Content.Server.Stunnable; using Content.Shared.Audio; using Content.Shared.IdentityManagement; using Content.Shared.StatusEffect; using Robust.Shared.Audio; using Robust.Shared.Player; namespace Content.Server.Medical { public sealed class VomitSystem : EntitySystem { [Dependency] private readonly StunSystem _stunSystem = default!; [Dependency] private readonly SolutionContainerSystem _solutionSystem = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; [Dependency] private readonly BodySystem _bodySystem = default!; [Dependency] private readonly ThirstSystem _thirstSystem = default!; /// /// Make an entity vomit, if they have a stomach. /// public void Vomit(EntityUid uid, float thirstAdded = -40f, float hungerAdded = -40f) { /// Main requirement: You have a stomach var stomachList = _bodySystem.GetBodyOrganComponents(uid); if (stomachList.Count == 0) { return; } /// Vomiting makes you hungrier and thirstier if (TryComp(uid, out var hunger)) hunger.UpdateFood(hungerAdded); if (TryComp(uid, out var thirst)) _thirstSystem.UpdateThirst(thirst, thirstAdded); // It fully empties the stomach, this amount from the chem stream is relatively small float solutionSize = (Math.Abs(thirstAdded) + Math.Abs(hungerAdded)) / 6; // Apply a bit of slowdown if (TryComp(uid, out var status)) _stunSystem.TrySlowdown(uid, TimeSpan.FromSeconds(solutionSize), true, 0.5f, 0.5f, status); var puddle = EntityManager.SpawnEntity("PuddleVomit", Transform(uid).Coordinates); var puddleComp = Comp(puddle); SoundSystem.Play("/Audio/Effects/Fluids/splat.ogg", Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.2f).WithVolume(-4f)); _popupSystem.PopupEntity(Loc.GetString("disease-vomit", ("person", Identity.Entity(uid, EntityManager))), uid, Filter.Pvs(uid)); // Get the solution of the puddle we spawned if (!_solutionSystem.TryGetSolution(puddle, puddleComp.SolutionName, out var puddleSolution)) return; // Empty the stomach out into it foreach (var stomach in stomachList) { if (_solutionSystem.TryGetSolution(stomach.Comp.Owner, StomachSystem.DefaultSolutionName, out var sol)) _solutionSystem.TryAddSolution(puddle, puddleSolution, sol); } // And the small bit of the chem stream from earlier if (TryComp(uid, out var bloodStream)) { var temp = bloodStream.ChemicalSolution.SplitSolution(solutionSize); _solutionSystem.TryAddSolution(puddle, puddleSolution, temp); } } } }