using System.Collections.Generic; using System.Linq; using Content.Server.GameObjects.Components.Medical; using Content.Server.Mobs; using Content.Shared.GameTicking; using Robust.Shared.GameObjects.Systems; namespace Content.Server.GameObjects.EntitySystems { internal sealed class CloningSystem : EntitySystem, IResettingEntitySystem { public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery(true)) { comp.Update(frameTime); } } public readonly Dictionary Minds = new(); public void AddToDnaScans(Mind mind) { if (!Minds.ContainsValue(mind)) { Minds.Add(Minds.Count, mind); } } public bool HasDnaScan(Mind mind) { return Minds.ContainsValue(mind); } public Dictionary GetIdToUser() { return Minds.ToDictionary(m => m.Key, m => m.Value.CharacterName); } public void Reset() { Minds.Clear(); } } }