Cloning Refactor and bugfixes (#35555)

* cloning refactor

* cleanup and fixes

* don't pick from 0

* give dwarves the correct species

* fix dna and bloodstream reagent data cloning

* don't copy helmets

* be less redundant
This commit is contained in:
slarticodefast
2025-03-02 16:50:12 +01:00
committed by GitHub
parent 02d3595faa
commit ceff2bea00
25 changed files with 796 additions and 420 deletions

View File

@@ -1,350 +1,123 @@
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Systems;
using Content.Server.Cloning.Components;
using Content.Server.DeviceLinking.Systems;
using Content.Server.EUI;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Humanoid;
using Content.Server.Jobs;
using Content.Server.Materials;
using Content.Server.Popups;
using Content.Server.Power.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.CCVar;
using Content.Shared.Chemistry.Components;
using Content.Shared.Administration.Logs;
using Content.Shared.Cloning;
using Content.Shared.Damage;
using Content.Shared.DeviceLinking.Events;
using Content.Shared.Emag.Components;
using Content.Shared.Emag.Systems;
using Content.Shared.Examine;
using Content.Shared.GameTicking;
using Content.Shared.Cloning.Events;
using Content.Shared.Database;
using Content.Shared.Humanoid;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Roles.Jobs;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Content.Shared.Inventory;
using Content.Shared.NameModifier.Components;
using Content.Shared.StatusEffect;
using Content.Shared.Whitelist;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
namespace Content.Server.Cloning
namespace Content.Server.Cloning;
/// <summary>
/// System responsible for making a copy of a humanoid's body.
/// For the cloning machines themselves look at CloningPodSystem, CloningConsoleSystem and MedicalScannerSystem instead.
/// </summary>
public sealed class CloningSystem : EntitySystem
{
public sealed class CloningSystem : EntitySystem
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
/// <summary>
/// Spawns a clone of the given humanoid mob at the specified location or in nullspace.
/// </summary>
public bool TryCloning(EntityUid original, MapCoordinates? coords, ProtoId<CloningSettingsPrototype> settingsId, [NotNullWhen(true)] out EntityUid? clone)
{
[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
[Dependency] private readonly IPlayerManager _playerManager = null!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly EuiManager _euiManager = null!;
[Dependency] private readonly CloningConsoleSystem _cloningConsoleSystem = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
[Dependency] private readonly ContainerSystem _containerSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly PuddleSystem _puddleSystem = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly MaterialStorageSystem _material = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly MetaDataSystem _metaSystem = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly EmagSystem _emag = default!;
clone = null;
if (!_prototype.TryIndex(settingsId, out var settings))
return false; // invalid settings
public readonly Dictionary<MindComponent, EntityUid> ClonesWaitingForMind = new();
public const float EasyModeCloningCost = 0.7f;
if (!TryComp<HumanoidAppearanceComponent>(original, out var humanoid))
return false; // whatever body was to be cloned, was not a humanoid
public override void Initialize()
if (!_prototype.TryIndex(humanoid.Species, out var speciesPrototype))
return false; // invalid species
var attemptEv = new CloningAttemptEvent(settings);
RaiseLocalEvent(original, ref attemptEv);
if (attemptEv.Cancelled && !settings.ForceCloning)
return false; // cannot clone, for example due to the unrevivable trait
clone = coords == null ? Spawn(speciesPrototype.Prototype) : Spawn(speciesPrototype.Prototype, coords.Value);
_humanoidSystem.CloneAppearance(original, clone.Value);
var componentsToCopy = settings.Components;
// don't make status effects permanent
if (TryComp<StatusEffectsComponent>(original, out var statusComp))
componentsToCopy.ExceptWith(statusComp.ActiveEffects.Values.Select(s => s.RelevantComponent).Where(s => s != null)!);
foreach (var componentName in componentsToCopy)
{
base.Initialize();
SubscribeLocalEvent<CloningPodComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<BeingClonedComponent, MindAddedMessage>(HandleMindAdded);
SubscribeLocalEvent<CloningPodComponent, PortDisconnectedEvent>(OnPortDisconnected);
SubscribeLocalEvent<CloningPodComponent, AnchorStateChangedEvent>(OnAnchor);
SubscribeLocalEvent<CloningPodComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<CloningPodComponent, GotEmaggedEvent>(OnEmagged);
}
private void OnComponentInit(EntityUid uid, CloningPodComponent clonePod, ComponentInit args)
{
clonePod.BodyContainer = _containerSystem.EnsureContainer<ContainerSlot>(uid, "clonepod-bodyContainer");
_signalSystem.EnsureSinkPorts(uid, CloningPodComponent.PodPort);
}
internal void TransferMindToClone(EntityUid mindId, MindComponent mind)
{
if (!ClonesWaitingForMind.TryGetValue(mind, out var entity) ||
!EntityManager.EntityExists(entity) ||
!TryComp<MindContainerComponent>(entity, out var mindComp) ||
mindComp.Mind != null)
return;
_mindSystem.TransferTo(mindId, entity, ghostCheckOverride: true, mind: mind);
_mindSystem.UnVisit(mindId, mind);
ClonesWaitingForMind.Remove(mind);
}
private void HandleMindAdded(EntityUid uid, BeingClonedComponent clonedComponent, MindAddedMessage message)
{
if (clonedComponent.Parent == EntityUid.Invalid ||
!EntityManager.EntityExists(clonedComponent.Parent) ||
!TryComp<CloningPodComponent>(clonedComponent.Parent, out var cloningPodComponent) ||
uid != cloningPodComponent.BodyContainer.ContainedEntity)
if (!_componentFactory.TryGetRegistration(componentName, out var componentRegistration))
{
EntityManager.RemoveComponent<BeingClonedComponent>(uid);
return;
}
UpdateStatus(clonedComponent.Parent, CloningPodStatus.Cloning, cloningPodComponent);
}
private void OnPortDisconnected(EntityUid uid, CloningPodComponent pod, PortDisconnectedEvent args)
{
pod.ConnectedConsole = null;
}
private void OnAnchor(EntityUid uid, CloningPodComponent component, ref AnchorStateChangedEvent args)
{
if (component.ConnectedConsole == null || !TryComp<CloningConsoleComponent>(component.ConnectedConsole, out var console))
return;
if (args.Anchored)
{
_cloningConsoleSystem.RecheckConnections(component.ConnectedConsole.Value, uid, console.GeneticScanner, console);
return;
}
_cloningConsoleSystem.UpdateUserInterface(component.ConnectedConsole.Value, console);
}
private void OnExamined(EntityUid uid, CloningPodComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange || !_powerReceiverSystem.IsPowered(uid))
return;
args.PushMarkup(Loc.GetString("cloning-pod-biomass", ("number", _material.GetMaterialAmount(uid, component.RequiredMaterial))));
}
public bool TryCloning(EntityUid uid, EntityUid bodyToClone, Entity<MindComponent> mindEnt, CloningPodComponent? clonePod, float failChanceModifier = 1)
{
if (!Resolve(uid, ref clonePod))
return false;
if (HasComp<ActiveCloningPodComponent>(uid))
return false;
var mind = mindEnt.Comp;
if (ClonesWaitingForMind.TryGetValue(mind, out var clone))
{
if (EntityManager.EntityExists(clone) &&
!_mobStateSystem.IsDead(clone) &&
TryComp<MindContainerComponent>(clone, out var cloneMindComp) &&
(cloneMindComp.Mind == null || cloneMindComp.Mind == mindEnt))
return false; // Mind already has clone
ClonesWaitingForMind.Remove(mind);
Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
continue;
}
if (mind.OwnedEntity != null && !_mobStateSystem.IsDead(mind.OwnedEntity.Value))
return false; // Body controlled by mind is not dead
// Yes, we still need to track down the client because we need to open the Eui
if (mind.UserId == null || !_playerManager.TryGetSessionById(mind.UserId.Value, out var client))
return false; // If we can't track down the client, we can't offer transfer. That'd be quite bad.
if (!TryComp<HumanoidAppearanceComponent>(bodyToClone, out var humanoid))
return false; // whatever body was to be cloned, was not a humanoid
if (!_prototype.TryIndex(humanoid.Species, out var speciesPrototype))
return false;
if (!TryComp<PhysicsComponent>(bodyToClone, out var physics))
return false;
var cloningCost = (int) Math.Round(physics.FixturesMass);
if (_configManager.GetCVar(CCVars.BiomassEasyMode))
cloningCost = (int) Math.Round(cloningCost * EasyModeCloningCost);
// biomass checks
var biomassAmount = _material.GetMaterialAmount(uid, clonePod.RequiredMaterial);
if (biomassAmount < cloningCost)
if (EntityManager.TryGetComponent(original, componentRegistration.Type, out var sourceComp)) // Does the original have this component?
{
if (clonePod.ConnectedConsole != null)
_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-chat-error", ("units", cloningCost)), InGameICChatType.Speak, false);
return false;
}
_material.TryChangeMaterialAmount(uid, clonePod.RequiredMaterial, -cloningCost);
clonePod.UsedBiomass = cloningCost;
// end of biomass checks
// genetic damage checks
if (TryComp<DamageableComponent>(bodyToClone, out var damageable) &&
damageable.Damage.DamageDict.TryGetValue("Cellular", out var cellularDmg))
{
var chance = Math.Clamp((float) (cellularDmg / 100), 0, 1);
chance *= failChanceModifier;
if (cellularDmg > 0 && clonePod.ConnectedConsole != null)
_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-cellular-warning", ("percent", Math.Round(100 - chance * 100))), InGameICChatType.Speak, false);
if (_robustRandom.Prob(chance))
{
UpdateStatus(uid, CloningPodStatus.Gore, clonePod);
clonePod.FailedClone = true;
AddComp<ActiveCloningPodComponent>(uid);
return true;
}
}
// end of genetic damage checks
var mob = Spawn(speciesPrototype.Prototype, _transformSystem.GetMapCoordinates(uid));
_humanoidSystem.CloneAppearance(bodyToClone, mob);
var ev = new CloningEvent(bodyToClone, mob);
RaiseLocalEvent(bodyToClone, ref ev);
if (!ev.NameHandled)
_metaSystem.SetEntityName(mob, MetaData(bodyToClone).EntityName);
var cloneMindReturn = EntityManager.AddComponent<BeingClonedComponent>(mob);
cloneMindReturn.Mind = mind;
cloneMindReturn.Parent = uid;
_containerSystem.Insert(mob, clonePod.BodyContainer);
ClonesWaitingForMind.Add(mind, mob);
UpdateStatus(uid, CloningPodStatus.NoMind, clonePod);
_euiManager.OpenEui(new AcceptCloningEui(mindEnt, mind, this), client);
AddComp<ActiveCloningPodComponent>(uid);
// TODO: Ideally, components like this should be components on the mind entity so this isn't necessary.
// Add on special job components to the mob.
if (_jobs.MindTryGetJob(mindEnt, out var prototype))
{
foreach (var special in prototype.Special)
{
if (special is AddComponentSpecial)
special.AfterEquip(mob);
}
}
return true;
}
public void UpdateStatus(EntityUid podUid, CloningPodStatus status, CloningPodComponent cloningPod)
{
cloningPod.Status = status;
_appearance.SetData(podUid, CloningPodVisuals.Status, cloningPod.Status);
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<ActiveCloningPodComponent, CloningPodComponent>();
while (query.MoveNext(out var uid, out var _, out var cloning))
{
if (!_powerReceiverSystem.IsPowered(uid))
continue;
if (cloning.BodyContainer.ContainedEntity == null && !cloning.FailedClone)
continue;
cloning.CloningProgress += frameTime;
if (cloning.CloningProgress < cloning.CloningTime)
continue;
if (cloning.FailedClone)
EndFailedCloning(uid, cloning);
else
Eject(uid, cloning);
if (HasComp(clone.Value, componentRegistration.Type)) // CopyComp cannot overwrite existing components
RemComp(clone.Value, componentRegistration.Type);
CopyComp(original, clone.Value, sourceComp);
}
}
/// <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)
var cloningEv = new CloningEvent(settings, clone.Value);
RaiseLocalEvent(original, ref cloningEv); // used for datafields that cannot be directly copied
// Add equipment first so that SetEntityName also renames the ID card.
if (settings.CopyEquipment != null)
CopyEquipment(original, clone.Value, settings.CopyEquipment.Value, settings.Whitelist, settings.Blacklist);
var originalName = Name(original);
if (TryComp<NameModifierComponent>(original, out var nameModComp)) // if the originals name was modified, use the unmodified name
originalName = nameModComp.BaseName;
// This will properly set the BaseName and EntityName for the clone.
// Adding the component first before renaming will make sure RefreshNameModifers is called.
// Without this the name would get reverted to Urist.
// If the clone has no name modifiers, NameModifierComponent will be removed again.
EnsureComp<NameModifierComponent>(clone.Value);
_metaData.SetEntityName(clone.Value, originalName);
_adminLogger.Add(LogType.Chat, LogImpact.Medium, $"The body of {original:player} was cloned as {clone.Value:player}");
return true;
}
/// <summary>
/// Copies the equipment the original has to the clone.
/// This uses the original prototype of the items, so any changes to components that are done after spawning are lost!
/// </summary>
public void CopyEquipment(EntityUid original, EntityUid clone, SlotFlags slotFlags, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
if (!TryComp<InventoryComponent>(original, out var originalInventory) || !TryComp<InventoryComponent>(clone, out var cloneInventory))
return;
// Iterate over all inventory slots
var slotEnumerator = _inventory.GetSlotEnumerator((original, originalInventory), slotFlags);
while (slotEnumerator.NextItem(out var item, out var slot))
{
if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
return;
// Spawn a copy of the item using the original prototype.
// This means any changes done to the item after spawning will be reset, but that should not be a problem for simple items like clothing etc.
// we use a whitelist and blacklist to be sure to exclude any problematic entities
if (_emag.CheckFlag(uid, EmagType.Interaction))
return;
if (_whitelist.IsWhitelistFail(whitelist, item) || _whitelist.IsBlacklistPass(blacklist, item))
continue;
if (!this.IsPowered(uid, EntityManager))
return;
_popupSystem.PopupEntity(Loc.GetString("cloning-pod-component-upgrade-emag-requirement"), uid);
args.Handled = true;
}
public void Eject(EntityUid uid, CloningPodComponent? clonePod)
{
if (!Resolve(uid, ref clonePod))
return;
if (clonePod.BodyContainer.ContainedEntity is not { Valid: true } entity || clonePod.CloningProgress < clonePod.CloningTime)
return;
EntityManager.RemoveComponent<BeingClonedComponent>(entity);
_containerSystem.Remove(entity, clonePod.BodyContainer);
clonePod.CloningProgress = 0f;
clonePod.UsedBiomass = 0;
UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
RemCompDeferred<ActiveCloningPodComponent>(uid);
}
private void EndFailedCloning(EntityUid uid, CloningPodComponent clonePod)
{
clonePod.FailedClone = false;
clonePod.CloningProgress = 0f;
UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
var transform = Transform(uid);
var indices = _transformSystem.GetGridTilePositionOrDefault((uid, transform));
var tileMix = _atmosphereSystem.GetTileMixture(transform.GridUid, null, indices, true);
if (_emag.CheckFlag(uid, EmagType.Interaction))
{
_audio.PlayPvs(clonePod.ScreamSound, uid);
Spawn(clonePod.MobSpawnId, transform.Coordinates);
}
Solution bloodSolution = new();
var i = 0;
while (i < 1)
{
tileMix?.AdjustMoles(Gas.Ammonia, 6f);
bloodSolution.AddReagent("Blood", 50);
if (_robustRandom.Prob(0.2f))
i++;
}
_puddleSystem.TrySpillAt(uid, bloodSolution, out _);
if (!_emag.CheckFlag(uid, EmagType.Interaction))
{
_material.SpawnMultipleFromMaterial(_robustRandom.Next(1, (int) (clonePod.UsedBiomass / 2.5)), clonePod.RequiredMaterial, Transform(uid).Coordinates);
}
clonePod.UsedBiomass = 0;
RemCompDeferred<ActiveCloningPodComponent>(uid);
}
public void Reset(RoundRestartCleanupEvent ev)
{
ClonesWaitingForMind.Clear();
var prototype = MetaData(item).EntityPrototype;
if (prototype != null)
_inventory.SpawnItemInSlot(clone, slot.Name, prototype.ID, silent: true, inventory: cloneInventory);
}
}
}