2022-08-29 22:31:27 -04:00
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Systems;
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2023-08-28 16:53:24 -07:00
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using Content.Server.Cloning.Components;
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2023-05-07 08:07:24 +02:00
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using Content.Server.DeviceLinking.Systems;
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2023-08-28 16:53:24 -07:00
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using Content.Server.EUI;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Humanoid;
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2022-09-05 22:29:40 -04:00
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using Content.Server.Jobs;
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2023-08-28 16:53:24 -07:00
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using Content.Server.Materials;
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using Content.Server.Popups;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.CCVar;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Cloning;
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using Content.Shared.Damage;
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2023-05-07 08:07:24 +02:00
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using Content.Shared.DeviceLinking.Events;
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2023-04-29 10:50:10 +01:00
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using Content.Shared.Emag.Components;
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2023-08-28 16:53:24 -07:00
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.GameTicking;
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2022-12-24 23:28:21 -05:00
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using Content.Shared.Humanoid;
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2023-08-30 21:46:11 -07:00
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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2023-01-13 16:57:10 -08:00
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using Content.Shared.Mobs.Systems;
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2023-08-30 21:46:11 -07:00
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using Content.Shared.Roles.Jobs;
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2022-08-29 22:31:27 -04:00
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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2023-11-27 22:12:34 +11:00
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using Robust.Shared.Audio.Systems;
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2022-08-29 22:31:27 -04:00
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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2022-09-14 17:26:26 +10:00
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using Robust.Shared.Physics.Components;
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2023-08-28 16:53:24 -07:00
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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2022-08-29 22:31:27 -04:00
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2022-11-16 16:02:36 -05:00
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namespace Content.Server.Cloning
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2020-08-19 10:23:20 -04:00
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{
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2022-08-04 00:05:17 -04:00
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public sealed class CloningSystem : EntitySystem
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{
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly IPlayerManager _playerManager = null!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly EuiManager _euiManager = null!;
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[Dependency] private readonly CloningConsoleSystem _cloningConsoleSystem = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly ContainerSystem _containerSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly PuddleSystem _puddleSystem = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly MaterialStorageSystem _material = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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public readonly Dictionary<MindComponent, EntityUid> ClonesWaitingForMind = new();
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public const float EasyModeCloningCost = 0.7f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CloningPodComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<BeingClonedComponent, MindAddedMessage>(HandleMindAdded);
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SubscribeLocalEvent<CloningPodComponent, PortDisconnectedEvent>(OnPortDisconnected);
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SubscribeLocalEvent<CloningPodComponent, AnchorStateChangedEvent>(OnAnchor);
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SubscribeLocalEvent<CloningPodComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<CloningPodComponent, GotEmaggedEvent>(OnEmagged);
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}
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private void OnComponentInit(EntityUid uid, CloningPodComponent clonePod, ComponentInit args)
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{
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clonePod.BodyContainer = _containerSystem.EnsureContainer<ContainerSlot>(uid, "clonepod-bodyContainer");
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_signalSystem.EnsureSinkPorts(uid, CloningPodComponent.PodPort);
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}
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internal void TransferMindToClone(EntityUid mindId, MindComponent mind)
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{
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if (!ClonesWaitingForMind.TryGetValue(mind, out var entity) ||
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!EntityManager.EntityExists(entity) ||
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!TryComp<MindContainerComponent>(entity, out var mindComp) ||
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mindComp.Mind != null)
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return;
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_mindSystem.TransferTo(mindId, entity, ghostCheckOverride: true, mind: mind);
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_mindSystem.UnVisit(mindId, mind);
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2021-06-05 18:32:59 +01:00
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ClonesWaitingForMind.Remove(mind);
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}
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private void HandleMindAdded(EntityUid uid, BeingClonedComponent clonedComponent, MindAddedMessage message)
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{
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if (clonedComponent.Parent == EntityUid.Invalid ||
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!EntityManager.EntityExists(clonedComponent.Parent) ||
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!TryComp<CloningPodComponent>(clonedComponent.Parent, out var cloningPodComponent) ||
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uid != cloningPodComponent.BodyContainer.ContainedEntity)
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{
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EntityManager.RemoveComponent<BeingClonedComponent>(uid);
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return;
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}
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UpdateStatus(clonedComponent.Parent, CloningPodStatus.Cloning, cloningPodComponent);
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}
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private void OnPortDisconnected(EntityUid uid, CloningPodComponent pod, PortDisconnectedEvent args)
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{
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pod.ConnectedConsole = null;
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}
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private void OnAnchor(EntityUid uid, CloningPodComponent component, ref AnchorStateChangedEvent args)
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2020-09-02 06:07:54 -04:00
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{
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if (component.ConnectedConsole == null || !TryComp<CloningConsoleComponent>(component.ConnectedConsole, out var console))
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return;
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if (args.Anchored)
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{
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_cloningConsoleSystem.RecheckConnections(component.ConnectedConsole.Value, uid, console.GeneticScanner, console);
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return;
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}
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_cloningConsoleSystem.UpdateUserInterface(component.ConnectedConsole.Value, console);
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}
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private void OnExamined(EntityUid uid, CloningPodComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !_powerReceiverSystem.IsPowered(uid))
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return;
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2022-11-08 21:24:23 -05:00
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args.PushMarkup(Loc.GetString("cloning-pod-biomass", ("number", _material.GetMaterialAmount(uid, component.RequiredMaterial))));
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}
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2023-10-19 12:34:31 -07:00
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public bool TryCloning(EntityUid uid, EntityUid bodyToClone, Entity<MindComponent> mindEnt, CloningPodComponent? clonePod, float failChanceModifier = 1)
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{
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if (!Resolve(uid, ref clonePod))
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return false;
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if (HasComp<ActiveCloningPodComponent>(uid))
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return false;
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2023-10-19 12:34:31 -07:00
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var mind = mindEnt.Comp;
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if (ClonesWaitingForMind.TryGetValue(mind, out var clone))
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{
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if (EntityManager.EntityExists(clone) &&
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!_mobStateSystem.IsDead(clone) &&
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TryComp<MindContainerComponent>(clone, out var cloneMindComp) &&
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(cloneMindComp.Mind == null || cloneMindComp.Mind == mindEnt))
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return false; // Mind already has clone
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ClonesWaitingForMind.Remove(mind);
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}
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if (mind.OwnedEntity != null && !_mobStateSystem.IsDead(mind.OwnedEntity.Value))
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return false; // Body controlled by mind is not dead
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// Yes, we still need to track down the client because we need to open the Eui
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if (mind.UserId == null || !_playerManager.TryGetSessionById(mind.UserId.Value, out var client))
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return false; // If we can't track down the client, we can't offer transfer. That'd be quite bad.
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2023-01-24 13:38:19 +13:00
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if (!TryComp<HumanoidAppearanceComponent>(bodyToClone, out var humanoid))
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return false; // whatever body was to be cloned, was not a humanoid
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if (!_prototype.TryIndex(humanoid.Species, out var speciesPrototype))
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return false;
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if (!TryComp<PhysicsComponent>(bodyToClone, out var physics))
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return false;
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2024-01-22 17:13:04 -05:00
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var cloningCost = (int) Math.Round(physics.FixturesMass);
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2022-08-29 22:31:27 -04:00
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if (_configManager.GetCVar(CCVars.BiomassEasyMode))
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cloningCost = (int) Math.Round(cloningCost * EasyModeCloningCost);
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// biomass checks
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var biomassAmount = _material.GetMaterialAmount(uid, clonePod.RequiredMaterial);
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if (biomassAmount < cloningCost)
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{
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if (clonePod.ConnectedConsole != null)
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_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-chat-error", ("units", cloningCost)), InGameICChatType.Speak, false);
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return false;
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}
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2022-11-08 21:24:23 -05:00
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_material.TryChangeMaterialAmount(uid, clonePod.RequiredMaterial, -cloningCost);
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2022-08-29 22:31:27 -04:00
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clonePod.UsedBiomass = cloningCost;
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// end of biomass checks
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// genetic damage checks
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if (TryComp<DamageableComponent>(bodyToClone, out var damageable) &&
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damageable.Damage.DamageDict.TryGetValue("Cellular", out var cellularDmg))
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{
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var chance = Math.Clamp((float) (cellularDmg / 100), 0, 1);
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2022-11-16 16:02:36 -05:00
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chance *= failChanceModifier;
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2022-08-29 22:31:27 -04:00
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if (cellularDmg > 0 && clonePod.ConnectedConsole != null)
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_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-cellular-warning", ("percent", Math.Round(100 - chance * 100))), InGameICChatType.Speak, false);
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2022-08-29 22:31:27 -04:00
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if (_robustRandom.Prob(chance))
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{
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2023-07-08 09:02:17 -07:00
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UpdateStatus(uid, CloningPodStatus.Gore, clonePod);
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clonePod.FailedClone = true;
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AddComp<ActiveCloningPodComponent>(uid);
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return true;
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}
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}
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// end of genetic damage checks
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2024-02-28 00:51:20 +11:00
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var mob = Spawn(speciesPrototype.Prototype, Transform(uid).MapPosition);
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
|
|
|
_humanoidSystem.CloneAppearance(bodyToClone, mob);
|
2022-08-04 00:05:17 -04:00
|
|
|
|
2023-01-23 00:36:03 +01:00
|
|
|
var ev = new CloningEvent(bodyToClone, mob);
|
|
|
|
|
RaiseLocalEvent(bodyToClone, ref ev);
|
|
|
|
|
|
|
|
|
|
if (!ev.NameHandled)
|
2023-07-08 09:02:17 -07:00
|
|
|
_metaSystem.SetEntityName(mob, MetaData(bodyToClone).EntityName);
|
2021-06-05 18:32:59 +01:00
|
|
|
|
2022-08-04 00:05:17 -04:00
|
|
|
var cloneMindReturn = EntityManager.AddComponent<BeingClonedComponent>(mob);
|
|
|
|
|
cloneMindReturn.Mind = mind;
|
2023-07-08 09:02:17 -07:00
|
|
|
cloneMindReturn.Parent = uid;
|
2023-12-27 21:30:03 -08:00
|
|
|
_containerSystem.Insert(mob, clonePod.BodyContainer);
|
2022-08-04 00:05:17 -04:00
|
|
|
ClonesWaitingForMind.Add(mind, mob);
|
2023-07-08 09:02:17 -07:00
|
|
|
UpdateStatus(uid, CloningPodStatus.NoMind, clonePod);
|
2023-10-19 12:34:31 -07:00
|
|
|
_euiManager.OpenEui(new AcceptCloningEui(mindEnt, mind, this), client);
|
2022-08-04 00:05:17 -04:00
|
|
|
|
|
|
|
|
AddComp<ActiveCloningPodComponent>(uid);
|
2022-09-05 22:29:40 -04:00
|
|
|
|
2023-08-28 16:53:24 -07:00
|
|
|
// TODO: Ideally, components like this should be components on the mind entity so this isn't necessary.
|
2022-09-05 22:29:40 -04:00
|
|
|
// Add on special job components to the mob.
|
2023-10-19 12:34:31 -07:00
|
|
|
if (_jobs.MindTryGetJob(mindEnt, out _, out var prototype))
|
2022-09-05 22:29:40 -04:00
|
|
|
{
|
2023-08-28 16:53:24 -07:00
|
|
|
foreach (var special in prototype.Special)
|
2022-09-05 22:29:40 -04:00
|
|
|
{
|
2022-09-28 22:30:11 -04:00
|
|
|
if (special is AddComponentSpecial)
|
2022-09-05 22:29:40 -04:00
|
|
|
special.AfterEquip(mob);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-04 00:05:17 -04:00
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2023-07-08 09:02:17 -07:00
|
|
|
public void UpdateStatus(EntityUid podUid, CloningPodStatus status, CloningPodComponent cloningPod)
|
2022-08-04 00:05:17 -04:00
|
|
|
{
|
|
|
|
|
cloningPod.Status = status;
|
2023-07-08 09:02:17 -07:00
|
|
|
_appearance.SetData(podUid, CloningPodVisuals.Status, cloningPod.Status);
|
2022-08-04 00:05:17 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Update(float frameTime)
|
|
|
|
|
{
|
2023-07-08 09:02:17 -07:00
|
|
|
var query = EntityQueryEnumerator<ActiveCloningPodComponent, CloningPodComponent>();
|
|
|
|
|
while (query.MoveNext(out var uid, out var _, out var cloning))
|
2022-08-04 00:05:17 -04:00
|
|
|
{
|
2023-07-08 09:02:17 -07:00
|
|
|
if (!_powerReceiverSystem.IsPowered(uid))
|
2021-12-29 19:36:43 -08:00
|
|
|
continue;
|
2021-05-11 16:16:08 -07:00
|
|
|
|
2022-08-29 22:31:27 -04:00
|
|
|
if (cloning.BodyContainer.ContainedEntity == null && !cloning.FailedClone)
|
|
|
|
|
continue;
|
2021-05-11 16:16:08 -07:00
|
|
|
|
2022-08-29 22:31:27 -04:00
|
|
|
cloning.CloningProgress += frameTime;
|
|
|
|
|
if (cloning.CloningProgress < cloning.CloningTime)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (cloning.FailedClone)
|
2023-07-08 09:02:17 -07:00
|
|
|
EndFailedCloning(uid, cloning);
|
2022-08-29 22:31:27 -04:00
|
|
|
else
|
2023-07-08 09:02:17 -07:00
|
|
|
Eject(uid, cloning);
|
2020-09-02 06:07:54 -04:00
|
|
|
}
|
|
|
|
|
}
|
2020-08-19 10:23:20 -04:00
|
|
|
|
2023-04-29 10:50:10 +01:00
|
|
|
/// <summary>
|
|
|
|
|
/// On emag, spawns a failed clone when cloning process fails which attacks nearby crew.
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void OnEmagged(EntityUid uid, CloningPodComponent clonePod, ref GotEmaggedEvent args)
|
|
|
|
|
{
|
|
|
|
|
if (!this.IsPowered(uid, EntityManager))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
_audio.PlayPvs(clonePod.SparkSound, uid);
|
|
|
|
|
_popupSystem.PopupEntity(Loc.GetString("cloning-pod-component-upgrade-emag-requirement"), uid);
|
|
|
|
|
args.Handled = true;
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-04 00:05:17 -04:00
|
|
|
public void Eject(EntityUid uid, CloningPodComponent? clonePod)
|
2021-06-05 18:32:59 +01:00
|
|
|
{
|
2022-08-04 00:05:17 -04:00
|
|
|
if (!Resolve(uid, ref clonePod))
|
|
|
|
|
return;
|
2020-08-19 10:23:20 -04:00
|
|
|
|
2023-07-08 09:02:17 -07:00
|
|
|
if (clonePod.BodyContainer.ContainedEntity is not { Valid: true } entity || clonePod.CloningProgress < clonePod.CloningTime)
|
2022-08-04 00:05:17 -04:00
|
|
|
return;
|
2020-09-02 06:07:54 -04:00
|
|
|
|
2022-08-04 00:05:17 -04:00
|
|
|
EntityManager.RemoveComponent<BeingClonedComponent>(entity);
|
2023-12-27 21:30:03 -08:00
|
|
|
_containerSystem.Remove(entity, clonePod.BodyContainer);
|
2022-08-04 00:05:17 -04:00
|
|
|
clonePod.CloningProgress = 0f;
|
2022-08-29 22:31:27 -04:00
|
|
|
clonePod.UsedBiomass = 0;
|
2023-07-08 09:02:17 -07:00
|
|
|
UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
|
2022-08-04 00:05:17 -04:00
|
|
|
RemCompDeferred<ActiveCloningPodComponent>(uid);
|
2020-08-19 10:23:20 -04:00
|
|
|
}
|
2020-10-30 01:05:18 +01:00
|
|
|
|
2022-08-29 22:31:27 -04:00
|
|
|
private void EndFailedCloning(EntityUid uid, CloningPodComponent clonePod)
|
|
|
|
|
{
|
|
|
|
|
clonePod.FailedClone = false;
|
|
|
|
|
clonePod.CloningProgress = 0f;
|
2023-07-08 09:02:17 -07:00
|
|
|
UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
|
2022-08-29 22:31:27 -04:00
|
|
|
var transform = Transform(uid);
|
2023-11-28 18:03:44 -05:00
|
|
|
var indices = _transformSystem.GetGridTilePositionOrDefault((uid, transform));
|
2022-08-29 22:31:27 -04:00
|
|
|
var tileMix = _atmosphereSystem.GetTileMixture(transform.GridUid, null, indices, true);
|
|
|
|
|
|
2023-04-29 10:50:10 +01:00
|
|
|
if (HasComp<EmaggedComponent>(uid))
|
|
|
|
|
{
|
|
|
|
|
_audio.PlayPvs(clonePod.ScreamSound, uid);
|
|
|
|
|
Spawn(clonePod.MobSpawnId, transform.Coordinates);
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-29 22:31:27 -04:00
|
|
|
Solution bloodSolution = new();
|
|
|
|
|
|
2023-07-08 09:02:17 -07:00
|
|
|
var i = 0;
|
2022-08-29 22:31:27 -04:00
|
|
|
while (i < 1)
|
|
|
|
|
{
|
2023-12-20 21:19:50 -07:00
|
|
|
tileMix?.AdjustMoles(Gas.Ammonia, 6f);
|
2022-08-29 22:31:27 -04:00
|
|
|
bloodSolution.AddReagent("Blood", 50);
|
|
|
|
|
if (_robustRandom.Prob(0.2f))
|
|
|
|
|
i++;
|
|
|
|
|
}
|
2023-04-10 15:37:03 +10:00
|
|
|
_puddleSystem.TrySpillAt(uid, bloodSolution, out _);
|
2022-08-29 22:31:27 -04:00
|
|
|
|
2023-04-29 10:50:10 +01:00
|
|
|
if (!HasComp<EmaggedComponent>(uid))
|
|
|
|
|
{
|
2023-07-08 09:02:17 -07:00
|
|
|
_material.SpawnMultipleFromMaterial(_robustRandom.Next(1, (int) (clonePod.UsedBiomass / 2.5)), clonePod.RequiredMaterial, Transform(uid).Coordinates);
|
2023-04-29 10:50:10 +01:00
|
|
|
}
|
2022-08-29 22:31:27 -04:00
|
|
|
|
|
|
|
|
clonePod.UsedBiomass = 0;
|
|
|
|
|
RemCompDeferred<ActiveCloningPodComponent>(uid);
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-29 15:56:07 +02:00
|
|
|
public void Reset(RoundRestartCleanupEvent ev)
|
2020-10-30 01:05:18 +01:00
|
|
|
{
|
2021-05-11 16:16:08 -07:00
|
|
|
ClonesWaitingForMind.Clear();
|
2020-10-30 01:05:18 +01:00
|
|
|
}
|
2020-08-19 10:23:20 -04:00
|
|
|
}
|
|
|
|
|
}
|