Make CloningSystem properly reset and not use static (#2448)
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@@ -1,7 +1,5 @@
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#nullable enable
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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@@ -19,6 +17,7 @@ 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.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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@@ -76,12 +75,12 @@ namespace Content.Server.GameObjects.Components.Medical
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HandleGhostReturn);
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}
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public void Update(float frametime)
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public void Update(float frameTime)
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{
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if (_bodyContainer.ContainedEntity != null &&
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Powered)
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{
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_cloningProgress += frametime;
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_cloningProgress += frameTime;
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_cloningProgress = MathHelper.Clamp(_cloningProgress, 0f, _cloningTime);
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}
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@@ -122,7 +121,9 @@ namespace Content.Server.GameObjects.Components.Medical
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private CloningPodBoundUserInterfaceState GetUserInterfaceState()
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{
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return new CloningPodBoundUserInterfaceState(CloningSystem.getIdToUser(), _cloningProgress,
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var idToUser = EntitySystem.Get<CloningSystem>().GetIdToUser();
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return new CloningPodBoundUserInterfaceState(idToUser, _cloningProgress,
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(_status == CloningPodStatus.Cloning));
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}
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@@ -152,11 +153,12 @@ namespace Content.Server.GameObjects.Components.Medical
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switch (message.Button)
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{
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case UiButton.Clone:
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if (message.ScanId == null) return;
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var cloningSystem = EntitySystem.Get<CloningSystem>();
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if (_bodyContainer.ContainedEntity != null ||
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!CloningSystem.Minds.TryGetValue(message.ScanId.Value, out var mind))
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!cloningSystem.Minds.TryGetValue(message.ScanId.Value, out var mind))
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{
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return;
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}
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@@ -20,6 +20,7 @@ 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.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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@@ -126,9 +127,12 @@ namespace Content.Server.GameObjects.Components.Medical
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return new MedicalScannerBoundUserInterfaceState(body.Uid, classes, types, true);
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}
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var cloningSystem = EntitySystem.Get<CloningSystem>();
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var scanned = _bodyContainer.ContainedEntity.TryGetComponent(out MindComponent? mindComponent) &&
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mindComponent.Mind != null &&
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cloningSystem.HasDnaScan(mindComponent.Mind);
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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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return new MedicalScannerBoundUserInterfaceState(body.Uid, classes, types, scanned);
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}
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private void UpdateUserInterface()
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@@ -261,7 +265,8 @@ namespace Content.Server.GameObjects.Components.Medical
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if (_bodyContainer.ContainedEntity != null)
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{
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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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var cloningSystem = EntitySystem.Get<CloningSystem>();
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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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@@ -2,11 +2,12 @@
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using System.Linq;
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using Content.Server.GameObjects.Components.Medical;
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using Content.Server.Mobs;
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using Content.Shared.GameTicking;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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internal sealed class CloningSystem : EntitySystem
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internal sealed class CloningSystem : EntitySystem, IResettingEntitySystem
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{
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public override void Update(float frameTime)
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{
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@@ -16,9 +17,9 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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public static Dictionary<int, Mind> Minds = new Dictionary<int, Mind>();
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public readonly Dictionary<int, Mind> Minds = new Dictionary<int, Mind>();
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public static void AddToDnaScans(Mind mind)
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public void AddToDnaScans(Mind mind)
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{
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if (!Minds.ContainsValue(mind))
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{
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@@ -26,14 +27,19 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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public static bool HasDnaScan(Mind mind)
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public bool HasDnaScan(Mind mind)
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{
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return Minds.ContainsValue(mind);
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}
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public static Dictionary<int, string> getIdToUser()
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public Dictionary<int, string> GetIdToUser()
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{
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return Minds.ToDictionary(m => m.Key, m => m.Value.CharacterName);
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}
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public void Reset()
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{
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Minds.Clear();
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}
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}
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}
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