Files
tbd-station-14/Content.Server/Cloning/CloningSystem.cs
2025-05-20 01:08:55 -04:00

268 lines
12 KiB
C#

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.EntitySystems;
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;
/// <summary>
/// System responsible for making a copy of a humanoid's body.
/// For the cloning machines themselves look at CloningPodSystem, CloningConsoleSystem and MedicalScannerSystem instead.
/// </summary>
public sealed partial class CloningSystem : EntitySystem
{
[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!;
[Dependency] private readonly NameModifierSystem _nameMod = default!;
/// <summary>
/// Spawns a clone of the given humanoid mob at the specified location or in nullspace.
/// </summary>
public bool TryCloning(EntityUid original, MapCoordinates? coords, ProtoId<CloningSettingsPrototype> settingsId, [NotNullWhen(true)] out EntityUid? clone)
{
clone = null;
if (!_prototype.TryIndex(settingsId, out var settings))
return false; // invalid settings
if (!TryComp<HumanoidAppearanceComponent>(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);
CloneComponents(original, clone.Value, settings);
// 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 = _nameMod.GetBaseName(original);
// Set the clone's name. The raised events will also adjust their PDA and ID card names.
_metaData.SetEntityName(clone.Value, originalName);
_adminLogger.Add(LogType.Chat, LogImpact.Medium, $"The body of {original:player} was cloned as {clone.Value:player}");
return true;
}
/// <summary>
/// Copy components from one entity to another based on a CloningSettingsPrototype.
/// </summary>
/// <param name="original">The orignal Entity to clone components from.</param>
/// <param name="clone">The target Entity to clone components to.</param>
/// <param name="settings">The clone settings prototype containing the list of components to clone.</param>
public void CloneComponents(EntityUid original, EntityUid clone, CloningSettingsPrototype settings)
{
var componentsToCopy = settings.Components;
var componentsToEvent = settings.EventComponents;
// don't make status effects permanent
if (TryComp<StatusEffectsComponent>(original, out var statusComp))
{
var statusComps = statusComp.ActiveEffects.Values.Select(s => s.RelevantComponent).Where(s => s != null).ToList();
componentsToCopy.ExceptWith(statusComps!);
componentsToEvent.ExceptWith(statusComps!);
}
foreach (var componentName in componentsToCopy)
{
if (!Factory.TryGetRegistration(componentName, out var componentRegistration))
{
Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
continue;
}
// If the original does not have the component, then the clone shouldn't have it either.
RemComp(clone, componentRegistration.Type);
if (EntityManager.TryGetComponent(original, componentRegistration.Type, out var sourceComp)) // Does the original have this component?
{
CopyComp(original, clone, sourceComp);
}
}
foreach (var componentName in componentsToEvent)
{
if (!Factory.TryGetRegistration(componentName, out var componentRegistration))
{
Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
continue;
}
// If the original does not have the component, then the clone shouldn't have it either.
RemComp(clone, componentRegistration.Type);
}
var cloningEv = new CloningEvent(settings, clone);
RaiseLocalEvent(original, ref cloningEv); // used for datafields that cannot be directly copied using CopyComp
}
/// <summary>
/// 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(Entity<InventoryComponent?> original, Entity<InventoryComponent?> 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
}
}
/// <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);
// 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<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);
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="original">Entity to copy implants from.</param>
/// <param name="target">Entity to copy implants to.</param>
/// <param name="copyStorage">If true will copy storage of the implants (E.g storage implant)</param>
/// <param name="whitelist">Whitelist for the storage copy (If copyStorage is true)</param>
/// <param name="blacklist">Blacklist for the storage copy (If copyStorage is true)</param>
public void CopyImplants(Entity<ImplantedComponent?> 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<SubdermalImplantComponent>(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
}
}
}