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 +1,16 @@
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#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.Components.Medical;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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@@ -14,6 +21,7 @@ using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Serilog.Debugging;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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@@ -50,6 +58,45 @@ namespace Content.Server.GameObjects.Components.Mobs
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set => _showExamineInfo = value;
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}
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[ViewVariables]
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private BoundUserInterface? UserInterface =>
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Owner.GetUIOrNull(SharedAcceptCloningComponent.AcceptCloningUiKey.Key);
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public override void Initialize()
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{
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base.Initialize();
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Owner.EntityManager.EventBus.SubscribeEvent<CloningPodComponent.CloningStartedMessage>(
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EventSource.Local, this,
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HandleCloningStartedMessage);
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUiAcceptCloningMessage;
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}
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}
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private void HandleCloningStartedMessage(CloningPodComponent.CloningStartedMessage ev)
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{
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if (ev.CapturedMind == Mind)
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{
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UserInterface?.Open(Mind.Session);
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}
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}
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private void OnUiAcceptCloningMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (!(obj.Message is SharedAcceptCloningComponent.UiButtonPressedMessage message)) return;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new GhostComponent.GhostReturnMessage(Mind));
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}
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public override void OnRemove()
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{
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base.OnRemove();
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Owner.EntityManager.EventBus.UnsubscribeEvent<CloningPodComponent.CloningStartedMessage>(EventSource.Local, this);
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if (UserInterface != null) UserInterface.OnReceiveMessage -= OnUiAcceptCloningMessage;
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
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@@ -133,13 +180,19 @@ namespace Content.Server.GameObjects.Components.Mobs
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if (!HasMind)
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{
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message.AddMarkup(!dead
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? $"[color=red]" + Loc.GetString("{0:They} {0:are} totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely.", Owner) + "[/color]"
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? $"[color=red]" +
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Loc.GetString(
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"{0:They} {0:are} totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely.",
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Owner) + "[/color]"
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: $"[color=purple]" + Loc.GetString("{0:Their} soul has departed.", Owner) + "[/color]");
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}
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else if (Mind?.Session == null)
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{
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if(!dead)
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message.AddMarkup("[color=yellow]" + Loc.GetString("{0:They} {0:have} a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon.", Owner) + "[/color]");
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if (!dead)
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message.AddMarkup("[color=yellow]" +
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Loc.GetString(
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"{0:They} {0:have} a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon.",
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Owner) + "[/color]");
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}
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}
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}
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