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OldThink/Content.Shared/GameObjects/Components/Observer/SharedGhostComponent.cs

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using System;
using System.Collections.Generic;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Observer
{
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public class SharedGhostComponent : Component, IActionBlocker
{
public override string Name => "Ghost";
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public override uint? NetID => ContentNetIDs.GHOST;
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public bool CanInteract() => false;
public bool CanUse() => false;
public bool CanThrow() => false;
public bool CanDrop() => false;
public bool CanPickup() => false;
public bool CanEmote() => false;
public bool CanAttack() => false;
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}
[Serializable, NetSerializable]
public class GhostComponentState : ComponentState
{
public bool CanReturnToBody { get; }
public GhostComponentState(bool canReturnToBody) : base(ContentNetIDs.GHOST)
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{
CanReturnToBody = canReturnToBody;
}
}
[Serializable, NetSerializable]
public class ReturnToBodyComponentMessage : ComponentMessage
{
public ReturnToBodyComponentMessage()
{
Directed = true;
}
}
[Serializable, NetSerializable]
public class GhostRequestWarpPointData : ComponentMessage
{
public GhostRequestWarpPointData()
{
Directed = true;
}
}
[Serializable, NetSerializable]
public class GhostRequestPlayerNameData : ComponentMessage
{
public GhostRequestPlayerNameData()
{
Directed = true;
}
}
[Serializable, NetSerializable]
public class GhostReplyWarpPointData : ComponentMessage
{
public List<string> WarpName;
public GhostReplyWarpPointData(List<string> warpName)
{
WarpName = warpName;
Directed = true;
}
}
[Serializable, NetSerializable]
public class GhostReplyPlayerNameData : ComponentMessage
{
public Dictionary<EntityUid,string> PlayerNames;
public GhostReplyPlayerNameData(Dictionary<EntityUid, string> playerNameDict)
{
PlayerNames = playerNameDict;
Directed = true;
}
}
Cloning (#1932) * Add art assets for cloning * Added a 'Scan DNA' button to the medical scanner * Made the UI update unconditional for the medical scanner until checks for power changes are in place * Update Medical scanner to reflect powered status and fix #1774 * added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state * Add disabling logic to 'Scan DNA' button on medical scanner * Removed un-used libraries * changed scan dna button to Scan and Save DNA * Added cloning machine code infrastructure copied from Medical Scanner * Added a list to cloning menu containing some numbers * Cloning Machine UI sends a message to the cloning component with the entityUID * New scans now show up in cloning pod menu * fixed cloning machine collision shape * cloning machine can now spawn the right player profile assuming the attatched entity is still correct. * refactored cloning system to use a map of integer ids to player Minds * Added a return to body cloning loop for the ghost * Fixed warning for _playerManager being possibly null, added TODO note for ghost return to body button acting as a toggle * removed #nullable from cloningMachineWindow" * Trying to get rid of nullable error * fix CloningMachine to not initilize with it's owner components * updated CloningMachine server component to play nice with the new nullable rules * replace flag with eventBus message for sending a ghosts mind to a clone body * Refactor cloning so that a popup option is used to get user consent for cloning * Refactoring * Reverting unused changes for cloning component * Added proper cloning pod sprites and a visualizer so 'idle' and 'cloning' states are properly reflected * added missing robust toolbox contents * Added cloning NoMind State and made cloning take time * Added cloning progress bar and mind status indicator to cloning pod * Added missing localization calls, removeed 'returned to cloned body' from ghostUI * Added unsubscribe for cloningStartedMessage in Mindcomponent.cs OnRemove * Added eject button to cloningMachine and clamped the cloning progress bar to 100% * Added condition to eject body on cloningmachine so bodies can't be ejected until cloning is done * Add click-dragOn functionality to the medical scanner for things with a bodyManager * Messed with scan query so it doesn't fail on dead bodies as long as Mind still owns the mob * refactored clonning scan check on medical scanner so it doesn't do a linq query * merge with rogue toolbox * Change the name of Cloning Machine to the less generic Cloning Pod * Changed Cloning Pod so it pauses cloning while the power is out * Removed the evil LocalizationManager from the cloning menus and used the static Loc instead * removed localization dependency from bound accpetCloning user interface * Removed Ilocalization dependency I accidentally added to ghost ui * Update Content.Client/GameObjects/Components/MedicalScanner/MedicalScannerComponent.cs Co-authored-by: Exp <theexp111@gmail.com> * Changed null check to tryget in case for cloning UiButton.Clone * Parameterized Cloning time on serverside component * tried to reset Robust toolbox module to current master * Added null check to ghost client component message handling, unsubscribe to the mind component listening to the cloning question ui, fixed _clonningProgress typo, moved CloningPod component dependencies to actually be dependencies, removed un-needed disposals of cloning windows, added disposals missing in boundUserInterfaces. * Reset submodule * corrected exception for cloning pod visualizer to refer to cloning pod state and not medical scanner state * Fix typo * Unsubscribe from onUiReceiveMessage in mindcomponent in the onRemove function, not the acceptcloningui function * unsubscribe from OnUiReceiveMessage in CloningPodComponent * unssubscribe from ghostreturn message in cloningpodComponent onRemove Co-authored-by: Exp <theexp111@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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[Serializable, NetSerializable]
public class ReturnToCloneComponentMessage : ComponentMessage
{
public ReturnToCloneComponentMessage() => Directed = true;
}
}