mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
411 lines
18 KiB
C#
411 lines
18 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.DoAfter;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Forensics.Components;
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using Content.Server.Popups;
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using Content.Shared.Body.Events;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Popups;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.DoAfter;
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using Content.Shared.Forensics;
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using Content.Shared.Forensics.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Random;
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using Content.Shared.Verbs;
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using Robust.Shared.Utility;
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using Content.Shared.Hands.Components;
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namespace Content.Server.Forensics
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{
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public sealed class ForensicsSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<HandsComponent, ContactInteractionEvent>(OnInteract);
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SubscribeLocalEvent<FiberComponent, MapInitEvent>(OnFiberInit, after: [typeof(BloodstreamSystem)]); // DeltaV - (#1455) unique glove fibers
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SubscribeLocalEvent<FingerprintComponent, MapInitEvent>(OnFingerprintInit, after: new[] { typeof(BloodstreamSystem) });
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// The solution entities are spawned on MapInit as well, so we have to wait for that to be able to set the DNA in the bloodstream correctly without ResolveSolution failing
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SubscribeLocalEvent<DnaComponent, MapInitEvent>(OnDNAInit, after: new[] { typeof(BloodstreamSystem) });
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SubscribeLocalEvent<ForensicsComponent, BeingGibbedEvent>(OnBeingGibbed);
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SubscribeLocalEvent<ForensicsComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ForensicsComponent, GotRehydratedEvent>(OnRehydrated);
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SubscribeLocalEvent<CleansForensicsComponent, AfterInteractEvent>(OnAfterInteract, after: new[] { typeof(AbsorbentSystem) });
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SubscribeLocalEvent<ForensicsComponent, CleanForensicsDoAfterEvent>(OnCleanForensicsDoAfter);
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SubscribeLocalEvent<DnaComponent, TransferDnaEvent>(OnTransferDnaEvent);
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SubscribeLocalEvent<DnaSubstanceTraceComponent, SolutionContainerChangedEvent>(OnSolutionChanged);
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SubscribeLocalEvent<CleansForensicsComponent, GetVerbsEvent<UtilityVerb>>(OnUtilityVerb);
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}
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private void OnSolutionChanged(Entity<DnaSubstanceTraceComponent> ent, ref SolutionContainerChangedEvent ev)
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{
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var soln = GetSolutionsDNA(ev.Solution);
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if (soln.Count > 0)
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{
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var comp = EnsureComp<ForensicsComponent>(ent.Owner);
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foreach (string dna in soln)
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{
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comp.DNAs.Add(dna);
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}
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}
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}
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private void OnInteract(EntityUid uid, HandsComponent component, ContactInteractionEvent args)
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{
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ApplyEvidence(uid, args.Other);
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}
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// Begin DeltaV Additions
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// #1455 - unique glove fibers
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private void OnFiberInit(Entity<FiberComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.Fiberprint = GenerateFingerprint(length: 7);
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}
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// End DeltaV Additions
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private void OnFingerprintInit(Entity<FingerprintComponent> ent, ref MapInitEvent args)
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{
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if (ent.Comp.Fingerprint == null)
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RandomizeFingerprint((ent.Owner, ent.Comp));
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}
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private void OnDNAInit(Entity<DnaComponent> ent, ref MapInitEvent args)
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{
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if (ent.Comp.DNA == null)
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RandomizeDNA((ent.Owner, ent.Comp));
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else
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{
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// If set manually (for example by cloning) we also need to inform the bloodstream of the correct DNA string so it can be updated
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var ev = new GenerateDnaEvent { Owner = ent.Owner, DNA = ent.Comp.DNA };
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RaiseLocalEvent(ent.Owner, ref ev);
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}
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}
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private void OnBeingGibbed(EntityUid uid, ForensicsComponent component, BeingGibbedEvent args)
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{
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string dna = Loc.GetString("forensics-dna-unknown");
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if (TryComp(uid, out DnaComponent? dnaComp) && dnaComp.DNA != null)
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dna = dnaComp.DNA;
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foreach (EntityUid part in args.GibbedParts)
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{
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var partComp = EnsureComp<ForensicsComponent>(part);
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partComp.DNAs.Add(dna);
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partComp.CanDnaBeCleaned = false;
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}
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}
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private void OnMeleeHit(EntityUid uid, ForensicsComponent component, MeleeHitEvent args)
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{
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if ((args.BaseDamage.DamageDict.TryGetValue("Blunt", out var bluntDamage) && bluntDamage.Value > 0) ||
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(args.BaseDamage.DamageDict.TryGetValue("Slash", out var slashDamage) && slashDamage.Value > 0) ||
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(args.BaseDamage.DamageDict.TryGetValue("Piercing", out var pierceDamage) && pierceDamage.Value > 0))
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{
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foreach (EntityUid hitEntity in args.HitEntities)
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{
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if (TryComp<DnaComponent>(hitEntity, out var hitEntityComp) && hitEntityComp.DNA != null)
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component.DNAs.Add(hitEntityComp.DNA);
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}
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}
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}
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private void OnRehydrated(Entity<ForensicsComponent> ent, ref GotRehydratedEvent args)
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{
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CopyForensicsFrom(ent.Comp, args.Target);
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}
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/// <summary>
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/// Copy forensic information from a source entity to a destination.
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/// Existing forensic information on the target is still kept.
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/// </summary>
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public void CopyForensicsFrom(ForensicsComponent src, EntityUid target)
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{
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var dest = EnsureComp<ForensicsComponent>(target);
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foreach (var dna in src.DNAs)
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{
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dest.DNAs.Add(dna);
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}
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foreach (var fiber in src.Fibers)
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{
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dest.Fibers.Add(fiber);
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}
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foreach (var print in src.Fingerprints)
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{
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dest.Fingerprints.Add(print);
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}
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foreach (var residue in src.Residues)
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{
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dest.Residues.Add(residue);
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}
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}
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public List<string> GetSolutionsDNA(EntityUid uid)
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{
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List<string> list = new();
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if (TryComp<SolutionContainerManagerComponent>(uid, out var comp))
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{
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foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions((uid, comp)))
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{
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list.AddRange(GetSolutionsDNA(soln.Comp.Solution));
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}
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}
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return list;
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}
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public List<string> GetSolutionsDNA(Solution soln)
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{
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List<string> list = new();
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foreach (var reagent in soln.Contents)
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{
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foreach (var data in reagent.Reagent.EnsureReagentData())
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{
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if (data is DnaData)
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{
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list.Add(((DnaData) data).DNA);
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}
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}
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}
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return list;
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}
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private void OnAfterInteract(Entity<CleansForensicsComponent> cleanForensicsEntity, ref AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach || args.Target == null)
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return;
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args.Handled = TryStartCleaning(cleanForensicsEntity, args.User, args.Target.Value);
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}
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private void OnUtilityVerb(Entity<CleansForensicsComponent> entity, ref GetVerbsEvent<UtilityVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess)
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return;
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// These need to be set outside for the anonymous method!
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var user = args.User;
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var target = args.Target;
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var verb = new UtilityVerb()
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{
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Act = () => TryStartCleaning(entity, user, target),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/bubbles.svg.192dpi.png")),
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Text = Loc.GetString(Loc.GetString("forensics-verb-text")),
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Message = Loc.GetString(Loc.GetString("forensics-verb-message")),
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// This is important because if its true using the cleaning device will count as touching the object.
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DoContactInteraction = false
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};
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Attempts to clean the given item with the given CleansForensics entity.
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/// </summary>
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/// <param name="cleanForensicsEntity">The entity that is being used to clean the target.</param>
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/// <param name="user">The user that is using the cleanForensicsEntity.</param>
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/// <param name="target">The target of the forensics clean.</param>
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/// <returns>True if the target can be cleaned and has some sort of DNA or fingerprints / fibers and false otherwise.</returns>
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public bool TryStartCleaning(Entity<CleansForensicsComponent> cleanForensicsEntity, EntityUid user, EntityUid target)
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{
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if (!TryComp<ForensicsComponent>(target, out var forensicsComp))
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{
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_popupSystem.PopupEntity(Loc.GetString("forensics-cleaning-cannot-clean", ("target", target)), user, user, PopupType.MediumCaution);
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return false;
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}
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var totalPrintsAndFibers = forensicsComp.Fingerprints.Count + forensicsComp.Fibers.Count;
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var hasRemovableDNA = forensicsComp.DNAs.Count > 0 && forensicsComp.CanDnaBeCleaned;
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if (hasRemovableDNA || totalPrintsAndFibers > 0)
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{
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var cleanDelay = cleanForensicsEntity.Comp.CleanDelay;
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var doAfterArgs = new DoAfterArgs(EntityManager, user, cleanDelay, new CleanForensicsDoAfterEvent(), cleanForensicsEntity, target: target, used: cleanForensicsEntity)
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{
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NeedHand = true,
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BreakOnDamage = true,
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BreakOnMove = true,
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MovementThreshold = 0.01f,
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DistanceThreshold = forensicsComp.CleanDistance,
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};
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_doAfterSystem.TryStartDoAfter(doAfterArgs);
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_popupSystem.PopupEntity(Loc.GetString("forensics-cleaning", ("target", target)), user, user);
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return true;
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}
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else
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{
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_popupSystem.PopupEntity(Loc.GetString("forensics-cleaning-cannot-clean", ("target", target)), user, user, PopupType.MediumCaution);
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return false;
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}
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}
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private void OnCleanForensicsDoAfter(EntityUid uid, ForensicsComponent component, CleanForensicsDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null)
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return;
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if (!TryComp<ForensicsComponent>(args.Target, out var targetComp))
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return;
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targetComp.Fibers = new();
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targetComp.Fingerprints = new();
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if (targetComp.CanDnaBeCleaned)
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targetComp.DNAs = new();
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// leave behind evidence it was cleaned
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if (TryComp<FiberComponent>(args.Used, out var fiber))
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targetComp.Fibers.Add(string.IsNullOrEmpty(fiber.FiberColor) ? Loc.GetString("forensic-fibers", ("material", fiber.FiberMaterial)) : Loc.GetString("forensic-fibers-colored", ("color", fiber.FiberColor), ("material", fiber.FiberMaterial)));
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if (TryComp<ResidueComponent>(args.Used, out var residue))
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targetComp.Residues.Add(string.IsNullOrEmpty(residue.ResidueColor) ? Loc.GetString("forensic-residue", ("adjective", residue.ResidueAdjective)) : Loc.GetString("forensic-residue-colored", ("color", residue.ResidueColor), ("adjective", residue.ResidueAdjective)));
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}
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public string GenerateFingerprint(int length = 16) // DeltaV #1455 - allow changing the length of the fingerprint hash
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{
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var fingerprint = new byte[length]; // DeltaV #1455 - allow changing the length of the fingerprint hash
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_random.NextBytes(fingerprint);
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return Convert.ToHexString(fingerprint);
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}
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public string GenerateDNA()
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{
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var letters = new[] { "A", "C", "G", "T" };
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var DNA = string.Empty;
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for (var i = 0; i < 16; i++)
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{
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DNA += letters[_random.Next(letters.Length)];
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}
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return DNA;
|
|
}
|
|
|
|
private void ApplyEvidence(EntityUid user, EntityUid target)
|
|
{
|
|
if (HasComp<IgnoresFingerprintsComponent>(target))
|
|
return;
|
|
|
|
var component = EnsureComp<ForensicsComponent>(target);
|
|
// Begin DeltaV Additions - IPCs and borgs leave fibers
|
|
if (TryComp<FiberComponent>(user, out var fiber) && CanAccessFingerprint(user, out _))
|
|
{
|
|
var fiberLocale = string.IsNullOrEmpty(fiber.FiberColor)
|
|
? Loc.GetString("forensic-fibers", ("material", fiber.FiberMaterial))
|
|
: Loc.GetString("forensic-fibers-colored", ("color", fiber.FiberColor), ("material", fiber.FiberMaterial));
|
|
component.Fibers.Add(fiberLocale + " ; " + fiber.Fiberprint);
|
|
}
|
|
// End DeltaV Additions
|
|
if (_inventory.TryGetSlotEntity(user, "gloves", out var gloves))
|
|
{
|
|
// DeltaV #1455 - unique glove fibers
|
|
if (TryComp<FiberComponent>(gloves, out fiber) && !string.IsNullOrEmpty(fiber.FiberMaterial))
|
|
{
|
|
var fiberLocale = string.IsNullOrEmpty(fiber.FiberColor)
|
|
? Loc.GetString("forensic-fibers", ("material", fiber.FiberMaterial))
|
|
: Loc.GetString("forensic-fibers-colored", ("color", fiber.FiberColor), ("material", fiber.FiberMaterial));
|
|
component.Fibers.Add(fiberLocale + " ; " + fiber.Fiberprint);
|
|
}
|
|
// End of DeltaV code
|
|
}
|
|
|
|
if (TryComp<FingerprintComponent>(user, out var fingerprint) && CanAccessFingerprint(user, out _))
|
|
component.Fingerprints.Add(fingerprint.Fingerprint ?? "");
|
|
}
|
|
|
|
private void OnTransferDnaEvent(EntityUid uid, DnaComponent component, ref TransferDnaEvent args)
|
|
{
|
|
if (component.DNA == null)
|
|
return;
|
|
|
|
var recipientComp = EnsureComp<ForensicsComponent>(args.Recipient);
|
|
recipientComp.DNAs.Add(component.DNA);
|
|
recipientComp.CanDnaBeCleaned = args.CanDnaBeCleaned;
|
|
}
|
|
|
|
#region Public API
|
|
|
|
/// <summary>
|
|
/// Give the entity a new, random DNA string and call an event to notify other systems like the bloodstream that it has been changed.
|
|
/// Does nothing if it does not have the DnaComponent.
|
|
/// </summary>
|
|
public void RandomizeDNA(Entity<DnaComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return;
|
|
|
|
ent.Comp.DNA = GenerateDNA();
|
|
Dirty(ent);
|
|
|
|
var ev = new GenerateDnaEvent { Owner = ent.Owner, DNA = ent.Comp.DNA };
|
|
RaiseLocalEvent(ent.Owner, ref ev);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Give the entity a new, random fingerprint string.
|
|
/// Does nothing if it does not have the FingerprintComponent.
|
|
/// </summary>
|
|
public void RandomizeFingerprint(Entity<FingerprintComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return;
|
|
|
|
ent.Comp.Fingerprint = GenerateFingerprint();
|
|
Dirty(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transfer DNA from one entity onto the forensics of another
|
|
/// </summary>
|
|
/// <param name="recipient">The entity receiving the DNA</param>
|
|
/// <param name="donor">The entity applying its DNA</param>
|
|
/// <param name="canDnaBeCleaned">If this DNA be cleaned off of the recipient. e.g. cleaning a knife vs cleaning a puddle of blood</param>
|
|
public void TransferDna(EntityUid recipient, EntityUid donor, bool canDnaBeCleaned = true)
|
|
{
|
|
if (TryComp<DnaComponent>(donor, out var donorComp) && donorComp.DNA != null)
|
|
{
|
|
EnsureComp<ForensicsComponent>(recipient, out var recipientComp);
|
|
recipientComp.DNAs.Add(donorComp.DNA);
|
|
recipientComp.CanDnaBeCleaned = canDnaBeCleaned;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if there's a way to access the fingerprint of the target entity.
|
|
/// </summary>
|
|
/// <param name="target">The entity with the fingerprint</param>
|
|
/// <param name="blocker">The entity that blocked accessing the fingerprint</param>
|
|
public bool CanAccessFingerprint(EntityUid target, out EntityUid? blocker)
|
|
{
|
|
var ev = new TryAccessFingerprintEvent();
|
|
|
|
RaiseLocalEvent(target, ev);
|
|
if (!ev.Cancelled && TryComp<InventoryComponent>(target, out var inv))
|
|
_inventory.RelayEvent((target, inv), ev);
|
|
|
|
blocker = ev.Blocker;
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|