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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@@ -1,9 +1,14 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Players;
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using Content.Server.Utility;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Medical;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -13,21 +18,24 @@ using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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using Content.Shared.Damage;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Medical
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class MedicalScannerComponent : SharedMedicalScannerComponent, IActivate
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public class MedicalScannerComponent : SharedMedicalScannerComponent, IActivate, IDragDropOn
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{
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private ContainerSlot _bodyContainer = default!;
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private readonly Vector2 _ejectOffset = new Vector2(-0.5f, 0f);
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[Dependency] private readonly IPlayerManager _playerManager = null!;
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public bool IsOccupied => _bodyContainer.ContainedEntity != null;
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[ViewVariables]
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@@ -68,13 +76,12 @@ namespace Content.Server.GameObjects.Components.Medical
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance?.SetData(MedicalScannerVisuals.Status, MedicalScannerStatus.Open);
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};
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}
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return EmptyUIState;
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}
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if (!body.TryGetComponent(out IDamageableComponent? damageable) ||
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damageable.CurrentDamageState == DamageState.Dead)
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if (!body.TryGetComponent(out IDamageableComponent? damageable))
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{
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return EmptyUIState;
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}
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@@ -82,7 +89,14 @@ namespace Content.Server.GameObjects.Components.Medical
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var classes = new Dictionary<DamageClass, int>(damageable.DamageClasses);
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var types = new Dictionary<DamageType, int>(damageable.DamageTypes);
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return new MedicalScannerBoundUserInterfaceState(body.Uid, classes, types, CloningSystem.HasUid(body.Uid));
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if (_bodyContainer.ContainedEntity?.Uid == null)
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{
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return new MedicalScannerBoundUserInterfaceState(body.Uid, classes, types, true);
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}
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return new MedicalScannerBoundUserInterfaceState(body.Uid, classes, types,
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CloningSystem.HasDnaScan(_bodyContainer.ContainedEntity.GetComponent<MindComponent>().Mind));
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}
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private void UpdateUserInterface()
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@@ -207,22 +221,41 @@ namespace Content.Server.GameObjects.Components.Medical
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private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (!(obj.Message is UiButtonPressedMessage message))
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{
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return;
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}
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if (!(obj.Message is UiButtonPressedMessage message)) return;
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switch (message.Button)
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{
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case UiButton.ScanDNA:
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if (_bodyContainer.ContainedEntity != null)
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{
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CloningSystem.AddToScannedUids(_bodyContainer.ContainedEntity.Uid);
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//TODO: Show a 'ERROR: Body is completely devoid of soul' if no Mind owns the entity.
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CloningSystem.AddToDnaScans(_playerManager
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.GetPlayersBy(playerSession =>
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{
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var mindOwnedMob = playerSession.ContentData()?.Mind?.OwnedEntity;
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return mindOwnedMob != null && mindOwnedMob ==
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_bodyContainer.ContainedEntity;
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}).Single()
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.ContentData()
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?.Mind);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public bool CanDragDropOn(DragDropEventArgs eventArgs)
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{
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return eventArgs.Dropped.HasComponent<BodyManagerComponent>();
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}
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public bool DragDropOn(DragDropEventArgs eventArgs)
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{
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_bodyContainer.Insert(eventArgs.Dropped);
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return true;
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}
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}
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}
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