Files
tbd-station-14/Content.Server/Cloning/CloningSystem.cs
poklj f76e3b63b7 Changeling devour and transform (#34002)
* 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>
2025-08-06 21:55:49 +02:00

263 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 : SharedCloningSystem
{
[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, $"The body of {original:player} was cloned as {clone.Value:player}");
return true;
}
public override void CloneComponents(EntityUid original, EntityUid clone, CloningSettingsPrototype settings)
{
var componentsToCopy = settings.Components;
var componentsToEvent = settings.EventComponents;
// don't make status effects permanent
if (TryComp<StatusEffectsComponent>(original, out var statusComp))
{
var statusComps = statusComp.ActiveEffects.Values.Select(s => s.RelevantComponent).Where(s => s != null).ToList();
componentsToCopy.ExceptWith(statusComps!);
componentsToEvent.ExceptWith(statusComps!);
}
foreach (var componentName in componentsToCopy)
{
if (!Factory.TryGetRegistration(componentName, out var componentRegistration))
{
Log.Error($"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.
if (!HasComp(original, componentRegistration.Type))
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 = 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
}
}
}