using Content.Server.Humanoid;
using Content.Shared.Administration.Logs;
using Content.Shared.Cloning;
using Content.Shared.Cloning.Events;
using Content.Shared.Database;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Implants;
using Content.Shared.Implants.Components;
using Content.Shared.NameModifier.Components;
using Content.Shared.StatusEffect;
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;
using System.Linq;
namespace Content.Server.Cloning;
///
/// System responsible for making a copy of a humanoid's body.
/// For the cloning machines themselves look at CloningPodSystem, CloningConsoleSystem and MedicalScannerSystem instead.
///
public sealed partial 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!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedStorageSystem _storage = default!;
[Dependency] private readonly SharedSubdermalImplantSystem _subdermalImplant = default!;
///
/// Spawns a clone of the given humanoid mob at the specified location or in nullspace.
///
public bool TryCloning(EntityUid original, MapCoordinates? coords, ProtoId settingsId, [NotNullWhen(true)] out EntityUid? clone)
{
clone = null;
if (!_prototype.TryIndex(settingsId, out var settings))
return false; // invalid settings
if (!TryComp(original, 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; // 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(original, out var statusComp))
componentsToCopy.ExceptWith(statusComp.ActiveEffects.Values.Select(s => s.RelevantComponent).Where(s => s != null)!);
foreach (var componentName in componentsToCopy)
{
if (!_componentFactory.TryGetRegistration(componentName, out var componentRegistration))
{
Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
continue;
}
if (EntityManager.TryGetComponent(original, componentRegistration.Type, out var sourceComp)) // Does the original have this component?
{
if (HasComp(clone.Value, componentRegistration.Type)) // CopyComp cannot overwrite existing components
RemComp(clone.Value, componentRegistration.Type);
CopyComp(original, clone.Value, sourceComp);
}
}
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);
// Copy storage on the mob itself as well.
// This is needed for slime storage.
if (settings.CopyInternalStorage)
CopyStorage(original, clone.Value, settings.Whitelist, settings.Blacklist);
// copy implants and their storage contents
if (settings.CopyImplants)
CopyImplants(original, clone.Value, settings.CopyInternalStorage, settings.Whitelist, settings.Blacklist);
var originalName = Name(original);
if (TryComp(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(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;
}
///
/// 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!
///
public void CopyEquipment(Entity original, Entity clone, SlotFlags slotFlags, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
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, slotFlags);
while (slotEnumerator.NextItem(out var item, out var slot))
{
var cloneItem = CopyItem(item, coords, whitelist, blacklist);
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
}
}
///
/// 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!
///
///
/// 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.
///
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);
// copy over important component data
var ev = new CloningItemEvent(spawned);
RaiseLocalEvent(original, ref ev);
// if the original has items inside its storage, copy those as well
if (TryComp(original, out var originalStorage) && TryComp(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;
}
///
/// 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.
///
public void CopyStorage(Entity original, Entity 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);
}
}
///
/// Copies all implants from one mob to another.
/// Might result in duplicates if the target already has them.
/// Can copy the storage inside a storage implant according to a whitelist and blacklist.
///
/// Entity to copy implants from.
/// Entity to copy implants to.
/// If true will copy storage of the implants (E.g storage implant)
/// Whitelist for the storage copy (If copyStorage is true)
/// Blacklist for the storage copy (If copyStorage is true)
public void CopyImplants(Entity original, EntityUid target, bool copyStorage = false, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
if (!Resolve(original, ref original.Comp, false))
return; // they don't have any implants to copy!
foreach (var originalImplant in original.Comp.ImplantContainer.ContainedEntities)
{
if (!HasComp(originalImplant))
continue; // not an implant (should only happen with admin shenanigans)
var implantId = MetaData(originalImplant).EntityPrototype?.ID;
if (implantId == null)
continue;
var targetImplant = _subdermalImplant.AddImplant(target, implantId);
if (targetImplant == null)
continue;
// copy over important component data
var ev = new CloningItemEvent(targetImplant.Value);
RaiseLocalEvent(originalImplant, ref ev);
if (copyStorage)
CopyStorage(originalImplant, targetImplant.Value, whitelist, blacklist); // only needed for storage implants
}
}
}