mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 13:27:30 +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...
331 lines
14 KiB
C#
331 lines
14 KiB
C#
using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Systems;
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using Content.Server.Cloning.Components;
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using Content.Server.DeviceLinking.Systems;
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using Content.Server.EUI;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Materials;
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using Content.Server.Popups;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Psionics; // DeltaV
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using Content.Shared._EE.Silicon.Components; // Goobstation
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using Content.Shared.Atmos;
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using Content.Shared.CCVar;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Cloning;
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using Content.Shared.Damage;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.Emag.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Systems;
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using Robust.Server.Containers;
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using Robust.Server.Player;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Cloning;
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public sealed class CloningPodSystem : EntitySystem
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{
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly IPlayerManager _playerManager = null!;
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[Dependency] private readonly EuiManager _euiManager = null!;
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[Dependency] private readonly CloningConsoleSystem _cloningConsoleSystem = default!;
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[Dependency] private readonly ContainerSystem _containerSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly PuddleSystem _puddleSystem = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly MaterialStorageSystem _material = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly CloningSystem _cloning = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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public readonly Dictionary<MindComponent, EntityUid> ClonesWaitingForMind = new();
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public readonly ProtoId<CloningSettingsPrototype> SettingsId = "CloningPod";
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public const float EasyModeCloningCost = 0.7f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<BeingClonedComponent, MindAddedMessage>(HandleMindAdded);
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SubscribeLocalEvent<CloningPodComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<CloningPodComponent, PortDisconnectedEvent>(OnPortDisconnected);
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SubscribeLocalEvent<CloningPodComponent, AnchorStateChangedEvent>(OnAnchor);
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SubscribeLocalEvent<CloningPodComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<CloningPodComponent, GotEmaggedEvent>(OnEmagged);
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}
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private void OnComponentInit(Entity<CloningPodComponent> ent, ref ComponentInit args)
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{
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ent.Comp.BodyContainer = _containerSystem.EnsureContainer<ContainerSlot>(ent.Owner, "clonepod-bodyContainer");
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_signalSystem.EnsureSinkPorts(ent.Owner, ent.Comp.PodPort);
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}
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internal void TransferMindToClone(EntityUid mindId, MindComponent mind)
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{
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if (!ClonesWaitingForMind.TryGetValue(mind, out var entity) ||
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!Exists(entity) ||
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!TryComp<MindContainerComponent>(entity, out var mindComp) ||
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mindComp.Mind != null)
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return;
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_mindSystem.TransferTo(mindId, entity, ghostCheckOverride: true, mind: mind);
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_mindSystem.UnVisit(mindId, mind);
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ClonesWaitingForMind.Remove(mind);
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}
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private void HandleMindAdded(EntityUid uid, BeingClonedComponent clonedComponent, MindAddedMessage message)
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{
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if (clonedComponent.Parent == EntityUid.Invalid ||
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!Exists(clonedComponent.Parent) ||
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!TryComp<CloningPodComponent>(clonedComponent.Parent, out var cloningPodComponent) ||
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uid != cloningPodComponent.BodyContainer.ContainedEntity)
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{
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RemComp<BeingClonedComponent>(uid);
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return;
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}
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UpdateStatus(clonedComponent.Parent, CloningPodStatus.Cloning, cloningPodComponent);
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}
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private void OnPortDisconnected(Entity<CloningPodComponent> ent, ref PortDisconnectedEvent args)
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{
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ent.Comp.ConnectedConsole = null;
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}
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private void OnAnchor(Entity<CloningPodComponent> ent, ref AnchorStateChangedEvent args)
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{
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if (ent.Comp.ConnectedConsole == null || !TryComp<CloningConsoleComponent>(ent.Comp.ConnectedConsole, out var console))
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return;
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if (args.Anchored)
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{
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_cloningConsoleSystem.RecheckConnections(ent.Comp.ConnectedConsole.Value, ent.Owner, console.GeneticScanner, console);
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return;
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}
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_cloningConsoleSystem.UpdateUserInterface(ent.Comp.ConnectedConsole.Value, console);
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}
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private void OnExamined(Entity<CloningPodComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !_powerReceiverSystem.IsPowered(ent.Owner))
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return;
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args.PushMarkup(Loc.GetString("cloning-pod-biomass", ("number", _material.GetMaterialAmount(ent.Owner, ent.Comp.RequiredMaterial))));
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}
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public bool TryCloning(EntityUid uid, EntityUid bodyToClone, Entity<MindComponent> mindEnt, CloningPodComponent? clonePod, float failChanceModifier = 1)
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{
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if (!Resolve(uid, ref clonePod))
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return false;
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if (HasComp<ActiveCloningPodComponent>(uid))
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return false;
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var mind = mindEnt.Comp;
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if (ClonesWaitingForMind.TryGetValue(mind, out var clone))
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{
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if (Exists(clone) &&
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!_mobStateSystem.IsDead(clone) &&
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TryComp<MindContainerComponent>(clone, out var cloneMindComp) &&
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(cloneMindComp.Mind == null || cloneMindComp.Mind == mindEnt))
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return false; // Mind already has clone
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ClonesWaitingForMind.Remove(mind);
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}
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if (mind.OwnedEntity != null && !_mobStateSystem.IsDead(mind.OwnedEntity.Value))
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return false; // Body controlled by mind is not dead
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// Yes, we still need to track down the client because we need to open the Eui
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if (mind.UserId == null || !_playerManager.TryGetSessionById(mind.UserId.Value, out var client))
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return false; // If we can't track down the client, we can't offer transfer. That'd be quite bad.
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if (!TryComp<PhysicsComponent>(bodyToClone, out var physics))
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return false;
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if (HasComp<SiliconComponent>(bodyToClone))
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return false; // Goobstation: Don't clone IPCs.
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var cloningCost = (int)Math.Round(physics.FixturesMass);
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if (_configManager.GetCVar(CCVars.BiomassEasyMode))
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cloningCost = (int)Math.Round(cloningCost * EasyModeCloningCost);
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// biomass checks
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var biomassAmount = _material.GetMaterialAmount(uid, clonePod.RequiredMaterial);
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if (biomassAmount < cloningCost)
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{
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if (clonePod.ConnectedConsole != null)
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_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-chat-error", ("units", cloningCost)), InGameICChatType.Speak, false);
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return false;
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}
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// end of biomass checks
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// genetic damage checks
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if (TryComp<DamageableComponent>(bodyToClone, out var damageable) &&
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damageable.Damage.DamageDict.TryGetValue("Cellular", out var cellularDmg))
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{
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var chance = Math.Clamp((float)(cellularDmg / 100), 0, 1);
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chance *= failChanceModifier;
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if (cellularDmg > 0 && clonePod.ConnectedConsole != null)
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_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-cellular-warning", ("percent", Math.Round(100 - chance * 100))), InGameICChatType.Speak, false);
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if (_robustRandom.Prob(chance))
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{
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clonePod.FailedClone = true;
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UpdateStatus(uid, CloningPodStatus.Gore, clonePod);
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AddComp<ActiveCloningPodComponent>(uid);
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_material.TryChangeMaterialAmount(uid, clonePod.RequiredMaterial, -cloningCost);
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clonePod.UsedBiomass = cloningCost;
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return true;
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}
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}
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// end of genetic damage checks
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if (!_cloning.TryCloning(bodyToClone, _transformSystem.GetMapCoordinates(bodyToClone), SettingsId, out var mob)) // spawn a new body
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{
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if (clonePod.ConnectedConsole != null)
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_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-uncloneable-trait-error"), InGameICChatType.Speak, false);
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return false;
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}
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EnsureComp<PotentialPsionicComponent>(mob.Value); // DeltaV
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var cloneMindReturn = AddComp<BeingClonedComponent>(mob.Value);
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cloneMindReturn.Mind = mind;
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cloneMindReturn.Parent = uid;
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_containerSystem.Insert(mob.Value, clonePod.BodyContainer);
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ClonesWaitingForMind.Add(mind, mob.Value);
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_euiManager.OpenEui(new AcceptCloningEui(mindEnt, mind, this), client);
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UpdateStatus(uid, CloningPodStatus.NoMind, clonePod);
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AddComp<ActiveCloningPodComponent>(uid);
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_material.TryChangeMaterialAmount(uid, clonePod.RequiredMaterial, -cloningCost);
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clonePod.UsedBiomass = cloningCost;
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return true;
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}
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public void UpdateStatus(EntityUid podUid, CloningPodStatus status, CloningPodComponent cloningPod)
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{
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cloningPod.Status = status;
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_appearance.SetData(podUid, CloningPodVisuals.Status, cloningPod.Status);
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<ActiveCloningPodComponent, CloningPodComponent>();
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while (query.MoveNext(out var uid, out var _, out var cloning))
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{
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if (!_powerReceiverSystem.IsPowered(uid))
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continue;
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if (cloning.BodyContainer.ContainedEntity == null && !cloning.FailedClone)
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continue;
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cloning.CloningProgress += frameTime;
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if (cloning.CloningProgress < cloning.CloningTime)
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continue;
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if (cloning.FailedClone)
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EndFailedCloning(uid, cloning);
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else
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Eject(uid, cloning);
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}
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}
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/// <summary>
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/// On emag, spawns a failed clone when cloning process fails which attacks nearby crew.
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/// </summary>
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private void OnEmagged(Entity<CloningPodComponent> ent, ref GotEmaggedEvent args)
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{
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if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
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return;
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if (_emag.CheckFlag(ent.Owner, EmagType.Interaction))
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return;
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if (!this.IsPowered(ent.Owner, EntityManager))
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return;
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_popupSystem.PopupEntity(Loc.GetString("cloning-pod-component-upgrade-emag-requirement"), ent.Owner);
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args.Handled = true;
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}
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public void Eject(EntityUid uid, CloningPodComponent? clonePod)
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{
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if (!Resolve(uid, ref clonePod))
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return;
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if (clonePod.BodyContainer.ContainedEntity is not { Valid: true } entity || clonePod.CloningProgress < clonePod.CloningTime)
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return;
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RemComp<BeingClonedComponent>(entity);
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_containerSystem.Remove(entity, clonePod.BodyContainer);
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clonePod.CloningProgress = 0f;
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clonePod.UsedBiomass = 0;
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UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
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RemCompDeferred<ActiveCloningPodComponent>(uid);
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}
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private void EndFailedCloning(EntityUid uid, CloningPodComponent clonePod)
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{
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clonePod.FailedClone = false;
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clonePod.CloningProgress = 0f;
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UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
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|
var transform = Transform(uid);
|
|
var indices = _transformSystem.GetGridTilePositionOrDefault((uid, transform));
|
|
var tileMix = _atmosphereSystem.GetTileMixture(transform.GridUid, null, indices, true);
|
|
|
|
if (HasComp<EmaggedComponent>(uid))
|
|
{
|
|
_audio.PlayPvs(clonePod.ScreamSound, uid);
|
|
Spawn(clonePod.MobSpawnId, transform.Coordinates);
|
|
}
|
|
|
|
Solution bloodSolution = new();
|
|
|
|
var i = 0;
|
|
while (i < 1)
|
|
{
|
|
tileMix?.AdjustMoles(Gas.Ammonia, 6f);
|
|
bloodSolution.AddReagent("Blood", 50);
|
|
if (_robustRandom.Prob(0.2f))
|
|
i++;
|
|
}
|
|
_puddleSystem.TrySpillAt(uid, bloodSolution, out _);
|
|
|
|
if (!HasComp<EmaggedComponent>(uid))
|
|
{
|
|
_material.SpawnMultipleFromMaterial(_robustRandom.Next(1, (int)(clonePod.UsedBiomass / 2.5)), clonePod.RequiredMaterial, Transform(uid).Coordinates);
|
|
}
|
|
|
|
clonePod.UsedBiomass = 0;
|
|
RemCompDeferred<ActiveCloningPodComponent>(uid);
|
|
}
|
|
|
|
public void Reset(RoundRestartCleanupEvent ev)
|
|
{
|
|
ClonesWaitingForMind.Clear();
|
|
}
|
|
}
|