* Initial: Create Devour componentry, preliminary identity storage and the systems for Devouring * I have genuinely no idea what i'm doing - added the radial menu, it has nothing in it. - trying to get it to populate. the event under the event is broken, i don't know why, but apparently it's not typed right - Added a placeholder transform - oh also fixed up some devour stuff and moved some things around. * Holey moley, Transform, better devour, oh my! - Move DnaComponent into Shared because we need it for the DNA cloning - Make Transform MOSTLY work on the LAST identity devoured. - Fix some issues on devour that involved prediction, canceling and Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!) * Proper tail stealing and Damage modifier attempt Add check to add a wagging component on the Changeling if the victim's species Prototype had one. attempt to add the Damage mitigation check * MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!! - Nullspaced a clone of a victim - fix audio using server virtualized Pvs (i hate this) - fix the mispredicted doafters - Clean up a wholelotta code - utilize clone systems to clone appearances - Move CloneAppearance from server to shared So we can actually access it * Examine stuff, more cleanup, Jumpsuit ripping - make rotting prevent the action - Add ripping of clothing (guh why is it also server) - add some System stuff for pushing husked corpse inspection - clean up more badcode * Doing things properly, UI sorta kinda works. - Utilize Relayed events for Devour checking - Get a UI that partially works, Says the name of identities, doesn't show their looks - Make use of the New Dynamic BUI assignment - commit the sin of no client prediction cause nullspace entities aren't networked * Got an entity for the Frontend transform Issue with the looks * Stick a camera into a fake mobs forehead - Get the UI to see the net entity in pause space by using a ViewSubscriber to get the Pvs from the initially stored identity entity - Remove all the other parts used to try to get this to work before hand * Raaaaadiallllllls also fix protection coefficents - Change FancyWindow to Radial - Fix Issue where coeffeient checking was the wrong way round * absolutely massive cleanup, no more camera in mobs - cleaned up event variables that are not needed - Removed the use of a Pause space and go back to Nullspace usage - use a PvsOverride rather than ViewSharing - Remove old commented out code and Lots of unused code * Fix "Ui elements" dying on the screen - some minor cleanup - don't start the entities that get cloned * ftl, cleanup, and fixing missing transform details - add replace functionality to TypingIndicatorSystem and BodyEmotesSystem - add placeholder sounds and functions to TransformBodyEmotes - add extra Pvs handling for later use - attributions for the funny straw sound - Sound collections for all of the sounds - various cleanups * Some extra cleanup * Fix some false assumptions about TypingIndicator - Bubbles now transfer on spawned humans rather than used humans - Clean up YET MORE CODE - make it so you can't eat yourself * Oooprs, forgot to add a Husked Corpse Loc * Missing period in the husked corpse loc * bad devour windup placeholder * Husking and WIP Lungs - Husking now will be prevented from Revival fully and will change the appearance of players * Add finalized Sprites for actions and final meta - add devour on and off sprites - add transform action sprite - Add Armblade sprite for future use - Credit obscenelytinyshark for the sprites <3 * Remove ling lungs, Entity<> everything - Remove the ling lungs stuff for now... body system is overly complicated, makes my head hurt - Switch every method to use Entity<> from Uid, Comp format * cleanup, admin logging, WIP Roles * Admin verb, Roundstart, gamerule stuff - add a Admin verb to make Changelingification easy! - Add game rule stuff for admin verb and to tell the hapless goober how to be a changeling... sorta - clean up parts to make VV easy... USE THE VERB!! * Armor Coefficent Check - Remove bespoke changeling armor check and replace it with a generic armor coefficient query. * move to UnrevivableComponent instead of husked - Move UnrevivableComponent to shared - add Analyzable and ReasonMessage to UnrevivableComponent to give granular control of the message and whether or not it shows up in the analyzer - remove the check for HuskedComponent in DefibrillatorSystem * aaaaaaa CopyComp - Some cleanup - make Vocal system shared - make VocalSystem Not make more Actions than it needs - Use some code from ChameleonProjector so we can copy components - partially ungod method the Transform system * Cleanup, Moving more things to CopyComp - TransformBodyEmotes now uses CopyComp (it's a server component so i need to tell the server to deal with it - TypingIndicatorComponent also now uses CopyComp - cleaned up old, now unused "replace" methods in favor of CopyComp - BodyEmotesSystem now has a publically accessable LoadSounds to deal with the same problem Screaming had * WIP * Devour Windup noise, ForensicsSystem cleanup * Revert VocalSystem Changes - Reverted Moving VocalSystem to shared, copy comp acomplishes it - added component.ScreamActionEntity = null; for copy comp * cleanup unneeded comments * revert an accidental line removal * Remove duplicate SharedHumanoidAppearanceSystem * Cleanup Typo's and import Forensics components for Dna * Some more forensics calls * cleanup use CopyComp for now until CopyComps * CR cleanup * Undo some SharedHumanoidAppearanceSystem changes * Confound these spaces * Some Copycomp stuff and fixing some PVS override * use the proper TryCopyComps that are merged * Change TransformMenu with RadialWithSector * All sounds done, Fix lack of typing indicator issue * Updated attributions to include used sound authors * some ftl typos and mind_role text issue * DNA, Screaming, appearance, grammar, wagging - reduced all of the above using ApplyComponentChanges - Issue still remains with bodyEmotes sticking around in the UI * Fix UI stuff, partials, entprotoid, good practices - bunch of partials added - UI now has a predicted message - EntProtoID in the admin verb - RipClothing now uses Entity<ButcherableComponent> - husking is now optional (off by default) for testing/till we have hivemind/when we figure out what were doing with devour - remove TransformGrammarSet * More CR stuff and documentation - Make TargetIsProtected less of a meme, with a prototype set of DamageTypes to check - Documenation everywhere - Move DevourEvents into its own file * Predicted sounds and fix the comp clone list - Made all start and stop sounds shared - Split out the rest of the events and UI stuff into subfiles - Fixed some Clone comp list issues where comments had -'s causing them to be read incorrectly * Damage cap check, Identity Shutdown cleanup, cleanup * Sound stuff (but actually this time) * Missed documentation * Missed Documentation and a EntProtoId * Remove unused dependency * Remove a nullcheck * Some dummy minplayers * CR - Husked now uses a rem/ensure * Update Actions in the Prototype * Fixup mindswap handover - cleanup and handover PVS on mindswap * Fixup Missing meta from accidental "Take-theirs" * Add the Armblade to the roundstart-role * Cleanup, CR (everything but the UI and renames) * missed a spot * missed some more whitespace * Renames * Primary constructor and a space in these trying times * User interface stuff for Slime transformation * popup prediction * Ling devour no longer makes duplicate identities - added a key to identities to the original victim - Add some extra clone settings * add guard statements to OnClones * SentOnlyToOwner additions * fix for sound stoppage error * Move Organ deleter into soon to be atomized husk * clone event inventory * mono sounds * lower sound volume * Fix networked sound warning * Clone comps thing * review * attributions * Fix clobbered changes * I'm gonna weh out - whole bunch of CR changes * fix some very buggy git * okay its fixed * address most review points * fix inventory * we hate entityuids * fix test and more cleanup * move this * fix more stuff * fix validation and rootable * Remove Quickswitch due to some UI quirks * oops left out some better explanation * remove dangling LastConsumed component fields * fix test fail * try this * cleanup cloning subscriptions, add movement speed modifier * fix slime storage * fix cloning setting inheritance * Add session information to transform admin logs * slay the integration test hydra * dwarf size * more volume tweaks * comments * improve comments and unpredict deletion due to errors when shutting down the server * fix displancement cloning --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
263 lines
12 KiB
C#
263 lines
12 KiB
C#
using Content.Server.Humanoid;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Cloning;
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using Content.Shared.Cloning.Events;
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using Content.Shared.Database;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Implants;
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using Content.Shared.Implants.Components;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.StatusEffect;
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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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using System.Linq;
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namespace Content.Server.Cloning;
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/// <summary>
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/// System responsible for making a copy of a humanoid's body.
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/// For the cloning machines themselves look at CloningPodSystem, CloningConsoleSystem and MedicalScannerSystem instead.
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/// </summary>
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public sealed partial class CloningSystem : SharedCloningSystem
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{
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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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 SharedSubdermalImplantSystem _subdermalImplant = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = 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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/// </summary>
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public bool TryCloning(EntityUid original, MapCoordinates? coords, ProtoId<CloningSettingsPrototype> settingsId, [NotNullWhen(true)] out EntityUid? clone)
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{
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clone = null;
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if (!_prototype.TryIndex(settingsId, out var settings))
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return false; // invalid settings
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if (!TryComp<HumanoidAppearanceComponent>(original, out var humanoid))
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return false; // whatever body was to be cloned, was not a humanoid
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if (!_prototype.TryIndex(humanoid.Species, out var speciesPrototype))
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return false; // invalid species
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var attemptEv = new CloningAttemptEvent(settings);
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RaiseLocalEvent(original, ref attemptEv);
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if (attemptEv.Cancelled && !settings.ForceCloning)
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return false; // cannot clone, for example due to the unrevivable trait
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clone = coords == null ? Spawn(speciesPrototype.Prototype) : Spawn(speciesPrototype.Prototype, coords.Value);
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_humanoidSystem.CloneAppearance(original, clone.Value);
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CloneComponents(original, clone.Value, settings);
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// Add equipment first so that SetEntityName also renames the ID card.
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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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if (settings.CopyInternalStorage)
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CopyStorage(original, clone.Value, settings.Whitelist, settings.Blacklist);
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// copy implants and their storage contents
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if (settings.CopyImplants)
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CopyImplants(original, clone.Value, settings.CopyInternalStorage, settings.Whitelist, settings.Blacklist);
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var originalName = _nameMod.GetBaseName(original);
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// Set the clone's name. The raised events will also adjust their PDA and ID card names.
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_metaData.SetEntityName(clone.Value, originalName);
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_adminLogger.Add(LogType.Chat, LogImpact.Medium, $"The body of {original:player} was cloned as {clone.Value:player}");
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return true;
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}
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public override void CloneComponents(EntityUid original, EntityUid clone, CloningSettingsPrototype settings)
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{
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var componentsToCopy = settings.Components;
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var componentsToEvent = settings.EventComponents;
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// don't make status effects permanent
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if (TryComp<StatusEffectsComponent>(original, out var statusComp))
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{
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var statusComps = statusComp.ActiveEffects.Values.Select(s => s.RelevantComponent).Where(s => s != null).ToList();
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componentsToCopy.ExceptWith(statusComps!);
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componentsToEvent.ExceptWith(statusComps!);
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}
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foreach (var componentName in componentsToCopy)
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{
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if (!Factory.TryGetRegistration(componentName, out var componentRegistration))
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{
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Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
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continue;
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}
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// If the original does not have the component, then the clone shouldn't have it either.
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RemComp(clone, componentRegistration.Type);
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if (EntityManager.TryGetComponent(original, componentRegistration.Type, out var sourceComp)) // Does the original have this component?
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{
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CopyComp(original, clone, sourceComp);
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}
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}
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foreach (var componentName in componentsToEvent)
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{
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if (!Factory.TryGetRegistration(componentName, out var componentRegistration))
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{
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Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
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continue;
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}
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// If the original does not have the component, then the clone shouldn't have it either.
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if (!HasComp(original, componentRegistration.Type))
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RemComp(clone, componentRegistration.Type);
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}
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var cloningEv = new CloningEvent(settings, clone);
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RaiseLocalEvent(original, ref cloningEv); // used for datafields that cannot be directly copied using CopyComp
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}
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/// <summary>
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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(Entity<InventoryComponent?> original, Entity<InventoryComponent?> clone, SlotFlags slotFlags, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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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, slotFlags);
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while (slotEnumerator.NextItem(out var item, out var slot))
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{
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var cloneItem = CopyItem(item, coords, whitelist, blacklist);
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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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/// <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 = SpawnAtPosition(prototype, coords);
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// copy over important component data
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var ev = new CloningItemEvent(spawned);
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RaiseLocalEvent(original, ref ev);
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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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/// <summary>
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/// Copies all implants from one mob to another.
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/// Might result in duplicates if the target already has them.
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/// Can copy the storage inside a storage implant according to a whitelist and blacklist.
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/// </summary>
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/// <param name="original">Entity to copy implants from.</param>
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/// <param name="target">Entity to copy implants to.</param>
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/// <param name="copyStorage">If true will copy storage of the implants (E.g storage implant)</param>
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/// <param name="whitelist">Whitelist for the storage copy (If copyStorage is true)</param>
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/// <param name="blacklist">Blacklist for the storage copy (If copyStorage is true)</param>
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public void CopyImplants(Entity<ImplantedComponent?> original, EntityUid target, bool copyStorage = false, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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if (!Resolve(original, ref original.Comp, false))
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return; // they don't have any implants to copy!
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foreach (var originalImplant in original.Comp.ImplantContainer.ContainedEntities)
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{
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if (!HasComp<SubdermalImplantComponent>(originalImplant))
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continue; // not an implant (should only happen with admin shenanigans)
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var implantId = MetaData(originalImplant).EntityPrototype?.ID;
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if (implantId == null)
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continue;
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var targetImplant = _subdermalImplant.AddImplant(target, implantId);
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if (targetImplant == null)
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continue;
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// copy over important component data
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var ev = new CloningItemEvent(targetImplant.Value);
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RaiseLocalEvent(originalImplant, ref ev);
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if (copyStorage)
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CopyStorage(originalImplant, targetImplant.Value, whitelist, blacklist); // only needed for storage implants
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}
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}
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}
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