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