Paradox clones get all storage items the original has. (#35838)
* recursive storage copying * include slime storage * future proofing * remove survival box
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@ -7,7 +7,11 @@ using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.NameModifier.Components;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stacks;
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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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@ -28,6 +32,9 @@ public sealed class CloningSystem : EntitySystem
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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 SharedStackSystem _stack = 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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@ -81,6 +88,10 @@ public sealed class CloningSystem : EntitySystem
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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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CopyStorage(original, clone.Value, settings.Whitelist, settings.Blacklist);
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var originalName = Name(original);
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if (TryComp<NameModifierComponent>(original, out var nameModComp)) // if the originals name was modified, use the unmodified name
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originalName = nameModComp.BaseName;
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@ -100,24 +111,89 @@ public sealed class CloningSystem : EntitySystem
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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(EntityUid original, EntityUid clone, SlotFlags slotFlags, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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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 (!TryComp<InventoryComponent>(original, out var originalInventory) || !TryComp<InventoryComponent>(clone, out var cloneInventory))
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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, originalInventory), slotFlags);
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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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// Spawn a copy of the item using the original prototype.
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// This means any changes done to the item after spawning will be reset, but that should not be a problem for simple items like clothing etc.
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// we use a whitelist and blacklist to be sure to exclude any problematic entities
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var cloneItem = CopyItem(item, coords, whitelist, blacklist);
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if (_whitelist.IsWhitelistFail(whitelist, item) || _whitelist.IsBlacklistPass(blacklist, item))
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continue;
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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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var prototype = MetaData(item).EntityPrototype;
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if (prototype != null)
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_inventory.SpawnItemInSlot(clone, slot.Name, prototype.ID, silent: true, inventory: cloneInventory);
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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 = EntityManager.SpawnAtPosition(prototype, coords);
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// if the original is a stack, adjust the count of the copy
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if (TryComp<StackComponent>(original, out var originalStack) && TryComp<StackComponent>(spawned, out var spawnedStack))
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_stack.SetCount(spawned, originalStack.Count, spawnedStack);
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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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}
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@ -34,7 +34,7 @@ public sealed partial class CloningSettingsPrototype : IPrototype, IInheritingPr
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/// Disabled when null.
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/// </summary>
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[DataField]
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public SlotFlags? CopyEquipment = SlotFlags.WITHOUT_POCKET;
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public SlotFlags? CopyEquipment = SlotFlags.All;
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/// <summary>
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/// Whitelist for the equipment allowed to be copied.
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@ -15,6 +15,7 @@ loadout-group-survival-syndicate = Github is forcing me to write text that is li
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loadout-group-breath-tool = Species-dependent breath tools
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loadout-group-tank-harness = Species-specific survival equipment
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loadout-group-EVA-tank = Species-specific gas tank
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loadout-group-vox-tank = Vox-specific gas tank
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loadout-group-pocket-tank-double = Species-specific double emergency tank in pocket
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loadout-group-survival-mime = Mime Survival Box
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@ -57,6 +57,7 @@
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blacklist:
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components:
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- AttachedClothing # helmets, which are part of the suit
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- HumanoidAppearance # will cause problems for downstream felinids getting cloned as Urists
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- VirtualItem
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- type: cloningSettings
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@ -258,7 +258,7 @@
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pickPlayer: false
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startingGear: ParadoxCloneGear
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roleLoadout:
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- RoleSurvivalStandard # give vox something to breath in case they don't get a copy
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- RoleSurvivalVoxTank # give vox something to breath in case they don't get a copy
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briefing:
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text: paradox-clone-role-greeting
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color: lightblue
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@ -78,6 +78,7 @@
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- EmergencyOxygen
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- LoadoutSpeciesVoxNitrogen
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# nitrogen or oxygen tank, depending on what your species needs
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- type: loadoutGroup
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id: GroupEVATank
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name: loadout-group-EVA-tank
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@ -86,6 +87,14 @@
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- LoadoutSpeciesEVANitrogen
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- LoadoutSpeciesEVAOxygen
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# vox get a nitrogen tank, other species get nothing
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- type: loadoutGroup
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id: GroupEVATankVox
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name: loadout-group-vox-tank
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hidden: true
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loadouts:
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- LoadoutSpeciesVoxNitrogen
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- type: loadoutGroup
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id: GroupPocketTankDouble
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name: loadout-group-pocket-tank-double
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@ -527,12 +527,21 @@
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# These loadouts are used for non-crew spawns, like off-station antags and event mobs
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# They will be used without player configuration, thus they will only ever apply what is forced by MinLimit
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# gives vox a harness and breathing mask
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# nitrogen tank not included
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- type: roleLoadout
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id: RoleSurvivalVoxSupport
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groups:
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- GroupSpeciesBreathTool
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- GroupTankHarness
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# gives vox a nitrogen breathing tank
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# other species get nothing
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- type: roleLoadout
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id: RoleSurvivalVoxTank
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groups:
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- GroupEVATankVox
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- type: roleLoadout
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id: RoleSurvivalStandard
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groups:
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