Files
Delta-v/Content.Server/Cloning/CloningPodSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

331 lines
14 KiB
C#

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