Paradox clones get all storage items the original has. (#35838)

* recursive storage copying

* include slime storage

* future proofing

* remove survival box
This commit is contained in:
slarticodefast
2025-03-16 23:02:19 +01:00
committed by GitHub
parent deb3ed3ed2
commit d8ed9fe152
7 changed files with 109 additions and 13 deletions

View File

@@ -7,7 +7,11 @@ using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.NameModifier.Components;
using Content.Shared.StatusEffect;
using Content.Shared.Stacks;
using Content.Shared.Storage;
using Content.Shared.Storage.EntitySystems;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using System.Diagnostics.CodeAnalysis;
@@ -28,6 +32,9 @@ public sealed class CloningSystem : EntitySystem
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedStorageSystem _storage = default!;
[Dependency] private readonly SharedStackSystem _stack = default!;
/// <summary>
/// Spawns a clone of the given humanoid mob at the specified location or in nullspace.
@@ -81,6 +88,10 @@ public sealed class CloningSystem : EntitySystem
if (settings.CopyEquipment != null)
CopyEquipment(original, clone.Value, settings.CopyEquipment.Value, settings.Whitelist, settings.Blacklist);
// Copy storage on the mob itself as well.
// This is needed for slime storage.
CopyStorage(original, clone.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;
@@ -100,24 +111,89 @@ public sealed class CloningSystem : EntitySystem
/// 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)
public void CopyEquipment(Entity<InventoryComponent?> original, Entity<InventoryComponent?> clone, SlotFlags slotFlags, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
if (!TryComp<InventoryComponent>(original, out var originalInventory) || !TryComp<InventoryComponent>(clone, out var cloneInventory))
if (!Resolve(original, ref original.Comp) || !Resolve(clone, ref clone.Comp))
return;
var coords = Transform(clone).Coordinates;
// Iterate over all inventory slots
var slotEnumerator = _inventory.GetSlotEnumerator((original, originalInventory), slotFlags);
var slotEnumerator = _inventory.GetSlotEnumerator(original, slotFlags);
while (slotEnumerator.NextItem(out var item, out var slot))
{
// 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
var cloneItem = CopyItem(item, coords, whitelist, blacklist);
if (_whitelist.IsWhitelistFail(whitelist, item) || _whitelist.IsBlacklistPass(blacklist, item))
continue;
if (cloneItem != null && !_inventory.TryEquip(clone, cloneItem.Value, slot.Name, silent: true, inventory: clone.Comp))
Del(cloneItem); // delete it again if the clone cannot equip it
}
}
var prototype = MetaData(item).EntityPrototype;
if (prototype != null)
_inventory.SpawnItemInSlot(clone, slot.Name, prototype.ID, silent: true, inventory: cloneInventory);
/// <summary>
/// Copies an item and its storage recursively, placing all items at the same position in grid storage.
/// This uses the original prototype of the items, so any changes to components that are done after spawning are lost!
/// </summary>
/// <remarks>
/// This is not perfect and only considers item in storage containers.
/// Some components have their own additional spawn logic on map init, so we cannot just copy all containers.
/// </remarks>
public EntityUid? CopyItem(EntityUid original, EntityCoordinates coords, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
// we use a whitelist and blacklist to be sure to exclude any problematic entities
if (!_whitelist.CheckBoth(original, blacklist, whitelist))
return null;
var prototype = MetaData(original).EntityPrototype?.ID;
if (prototype == null)
return null;
var spawned = EntityManager.SpawnAtPosition(prototype, coords);
// if the original is a stack, adjust the count of the copy
if (TryComp<StackComponent>(original, out var originalStack) && TryComp<StackComponent>(spawned, out var spawnedStack))
_stack.SetCount(spawned, originalStack.Count, spawnedStack);
// if the original has items inside its storage, copy those as well
if (TryComp<StorageComponent>(original, out var originalStorage) && TryComp<StorageComponent>(spawned, out var spawnedStorage))
{
// remove all items that spawned with the entity inside its storage
// this ignores other containers, but this should be good enough for our purposes
_container.CleanContainer(spawnedStorage.Container);
// recursively replace them
// surely no one will ever create two items that contain each other causing an infinite loop, right?
foreach ((var itemUid, var itemLocation) in originalStorage.StoredItems)
{
var copy = CopyItem(itemUid, coords, whitelist, blacklist);
if (copy != null)
_storage.InsertAt((spawned, spawnedStorage), copy.Value, itemLocation, out _, playSound: false);
}
}
return spawned;
}
/// <summary>
/// Copies an item's storage recursively to another storage.
/// The storage grids should have the same shape or it will drop on the floor.
/// Basically the same as CopyItem, but we don't copy the outermost container.
/// </summary>
public void CopyStorage(Entity<StorageComponent?> original, Entity<StorageComponent?> target, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
if (!Resolve(original, ref original.Comp, false) || !Resolve(target, ref target.Comp, false))
return;
var coords = Transform(target).Coordinates;
// delete all items in the target storage
_container.CleanContainer(target.Comp.Container);
// recursively replace them
foreach ((var itemUid, var itemLocation) in original.Comp.StoredItems)
{
var copy = CopyItem(itemUid, coords, whitelist, blacklist);
if (copy != null)
_storage.InsertAt(target, copy.Value, itemLocation, out _, playSound: false);
}
}
}