using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Medical;
using Content.Server.Mobs;
using Content.Shared.GameTicking;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
internal sealed class CloningSystem : EntitySystem, IResettingEntitySystem
public override void Update(float frameTime)
foreach (var comp in ComponentManager.EntityQuery<CloningPodComponent>())
comp.Update(frameTime);
}
public readonly Dictionary<int, Mind> Minds = new Dictionary<int, Mind>();
public void AddToDnaScans(Mind mind)
if (!Minds.ContainsValue(mind))
Minds.Add(Minds.Count(), mind);
public bool HasDnaScan(Mind mind)
return Minds.ContainsValue(mind);
public Dictionary<int, string> GetIdToUser()
return Minds.ToDictionary(m => m.Key, m => m.Value.CharacterName);
public void Reset()
Minds.Clear();