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https://github.com/space-syndicate/space-station-14.git
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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
98 lines
4.1 KiB
C#
98 lines
4.1 KiB
C#
using Content.Shared.Antag;
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using Content.Shared.Cloning;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Rules.Components;
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using Content.Shared.Gibbing.Components;
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using Content.Shared.Medical.SuitSensors;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Objectives.Systems;
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using Robust.Shared.Random;
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namespace Content.Shared.GameTicking.Rules;
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public sealed partial class ParadoxCloneRuleSystem : GameRuleSystem<ParadoxCloneRuleComponent>
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{
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private SharedCloningSystem _cloning = default!;
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[Dependency] private SharedMindSystem _mind = default!;
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[Dependency] private SharedSuitSensorSystem _sensor = default!;
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[Dependency] private AliveHumanoidTargetSystem _target = default!;
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protected override void Started(Entity<ParadoxCloneRuleComponent, GameRuleComponent> rule, ref GameRuleStartedEvent args)
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{
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base.Started(rule, ref args);
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// check if we got enough potential cloning targets, otherwise cancel the gamerule so that the ghost role does not show up
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var allHumans = _target.GetMinds();
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if (allHumans.Count == 0)
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{
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Log.Info("Could not find any alive players to create a paradox clone from! Ending gamerule.");
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ForceEndSelf((rule, rule.Comp2));
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}
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}
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// we have to do the spawning here so we can transfer the mind to the correct entity and can assign the objectives correctly
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[SubscribeLocalEvent]
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private void OnAntagSelectEntity(Entity<ParadoxCloneRuleComponent> ent, ref AntagSelectEntityEvent args)
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{
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if (ent.Comp.OriginalBody != null) // target was overridden, for example by admin antag control
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{
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if (Deleted(ent.Comp.OriginalBody.Value) || !_mind.TryGetMind(ent.Comp.OriginalBody.Value, out var originalMindId, out var _))
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{
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Log.Warning("Could not find mind of target player to paradox clone!");
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return;
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}
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ent.Comp.OriginalMind = originalMindId;
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}
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else
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{
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// get possible targets
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var allAliveHumanoids = _target.GetMinds();
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// we already checked when starting the gamerule, but someone might have died since then.
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if (allAliveHumanoids.Count == 0)
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{
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Log.Warning("Could not find any alive players to create a paradox clone from!");
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return;
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}
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// pick a random player
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var randomHumanoidMind = _random.Pick(allAliveHumanoids);
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ent.Comp.OriginalMind = randomHumanoidMind;
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ent.Comp.OriginalBody = randomHumanoidMind.Comp.OwnedEntity;
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}
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if (ent.Comp.OriginalBody == null || !_cloning.TryCloning(ent.Comp.OriginalBody.Value, args.Coords, ent.Comp.Settings, out var clone))
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{
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Log.Error($"Unable to make a paradox clone of entity {ToPrettyString(ent.Comp.OriginalBody)}");
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return;
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}
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var targetComp = EnsureComp<TargetOverrideComponent>(clone.Value);
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targetComp.Target = ent.Comp.OriginalMind; // set the kill target
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var gibComp = EnsureComp<GibOnRoundEndComponent>(clone.Value);
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gibComp.SpawnProto = ent.Comp.GibProto;
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gibComp.PreventGibbingObjectives = new() { "ParadoxCloneKillObjective" }; // don't gib them if they killed the original.
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// turn their suit sensors off so they don't immediately get noticed
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_sensor.SetAllSensors(clone.Value, SuitSensorMode.SensorOff);
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args.Entity = clone;
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}
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[SubscribeLocalEvent]
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private void AfterAntagEntitySelected(Entity<ParadoxCloneRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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if (ent.Comp.OriginalMind == null)
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return;
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if (!_mind.TryGetMind(args.EntityUid, out var cloneMindId, out var cloneMindComp))
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return;
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_mind.CopyObjectives(ent.Comp.OriginalMind.Value, (cloneMindId, cloneMindComp), ent.Comp.ObjectiveWhitelist, ent.Comp.ObjectiveBlacklist);
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}
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}
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