* 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>
99 lines
3.1 KiB
C#
99 lines
3.1 KiB
C#
using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Mobs;
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using Content.Server.Players;
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using Content.Shared.GameObjects.Components.Observer;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components;
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using Robust.Server.Interfaces.GameObjects;
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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.Players;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Observer
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{
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[RegisterComponent]
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public class GhostComponent : SharedGhostComponent
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{
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private bool _canReturnToBody = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanReturnToBody
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{
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get => _canReturnToBody;
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set
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{
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_canReturnToBody = value;
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Dirty();
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<VisibilityComponent>().Layer = (int) VisibilityFlags.Ghost;
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}
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public override ComponentState GetComponentState() => new GhostComponentState(CanReturnToBody);
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public override void HandleMessage(ComponentMessage message, IComponent component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PlayerAttachedMsg msg:
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msg.NewPlayer.VisibilityMask |= (int) VisibilityFlags.Ghost;
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Dirty();
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break;
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case PlayerDetachedMsg msg:
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msg.OldPlayer.VisibilityMask &= ~(int) VisibilityFlags.Ghost;
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break;
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default:
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break;
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}
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel,
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ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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switch (message)
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{
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case ReturnToBodyComponentMessage reenter:
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if (!Owner.TryGetComponent(out IActorComponent actor) || !CanReturnToBody) break;
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if (netChannel == null || netChannel == actor.playerSession.ConnectedClient)
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{
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actor.playerSession.ContentData().Mind.UnVisit();
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Owner.Delete();
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}
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break;
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case ReturnToCloneComponentMessage reenter:
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if (Owner.TryGetComponent(out VisitingMindComponent mind))
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new GhostReturnMessage(mind.Mind));
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}
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break;
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default:
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break;
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}
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}
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public class GhostReturnMessage : EntitySystemMessage
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{
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public GhostReturnMessage(Mind sender)
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{
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Sender = sender;
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}
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public Mind Sender { get; }
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}
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}
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}
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