* 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>
78 lines
2.9 KiB
C#
78 lines
2.9 KiB
C#
#nullable enable
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using Content.Client.GameObjects.Components.Disposal;
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using Content.Client.GameObjects.Components.MedicalScanner;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Medical;
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using Robust.Client.Interfaces.GameObjects.Components;
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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.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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namespace Content.Client.GameObjects.Components.Body
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{
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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[ComponentReference(typeof(ISharedBodyManagerComponent))]
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public class BodyManagerComponent : SharedBodyManagerComponent, IClientDraggable
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public bool ClientCanDropOn(CanDropEventArgs eventArgs)
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{
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if (
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eventArgs.Target.HasComponent<DisposalUnitComponent>()||
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eventArgs.Target.HasComponent<MedicalScannerComponent>())
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{
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return true;
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}
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return false;
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}
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public bool ClientCanDrag(CanDragEventArgs eventArgs)
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{
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return true;
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
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{
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if (!Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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switch (message)
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{
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case BodyPartAddedMessage partAdded:
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sprite.LayerSetVisible(partAdded.RSIMap, true);
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sprite.LayerSetRSI(partAdded.RSIMap, partAdded.RSIPath);
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sprite.LayerSetState(partAdded.RSIMap, partAdded.RSIState);
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break;
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case BodyPartRemovedMessage partRemoved:
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sprite.LayerSetVisible(partRemoved.RSIMap, false);
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if (!partRemoved.Dropped.HasValue ||
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!_entityManager.TryGetEntity(partRemoved.Dropped.Value, out var entity) ||
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!entity.TryGetComponent(out ISpriteComponent? droppedSprite))
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{
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break;
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}
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var color = sprite[partRemoved.RSIMap].Color;
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droppedSprite.LayerSetColor(0, color);
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break;
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case MechanismSpriteAddedMessage mechanismAdded:
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sprite.LayerSetVisible(mechanismAdded.RSIMap, true);
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break;
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case MechanismSpriteRemovedMessage mechanismRemoved:
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sprite.LayerSetVisible(mechanismRemoved.RSIMap, false);
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break;
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}
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}
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}
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}
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