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https://github.com/space-syndicate/space-station-14.git
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* What sitting on code does to a branch + no mo owner v2 * Replacing ViewVariables with AutoNetworkedField + Missed One V2 * Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2 * IProduceWidgets Review Changes & some of my own V2 * Lil Cleanup V2 * Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2 * It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later) * Test (Removal of ServerSide VomitSystem.cs) * Ok... * Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors) * Prediction * Fix? * No mo log error? * Revert "No mo log error?" This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f. * Constructor going up * No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash) * For Conflicts * Guh * Yea * Organization & no ErrorHell (maybe) * Dirtying * Dirtying take 2 * Revert "Dirtying take 2" This reverts commit 5735012e21f43808db3ae010fce268eac24d0583. * the dirties dont do much here * For Conflict * Readded * Another Conflict Commit Fix * Conflict Fix Thrice * Empty Space * Keep it simple * Add it back in * Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict * Conflict fix? * Trust the fix * Looked at other prediction PR's, they had better code. * To not mix up the system in client * Removing Conflict * For conflict * For the conflic fix, will be removed later * Scuffed Fix * Removal & Adding the Decouple * Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!! * Cleanup & Optimizing, mostly comps. * More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint. * Forgot that the Print Refreshes, more of Warocks work. * Removing Loc.GetString * All of BloodStream to Shared, hopefully no errors. * Sketchy Dirty Removed * Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup. * No mo Mispredict * GenerateDnaEvent Predicted * Forgot the user * I knew it was real, bloodstutter is REAL and now GONE. * Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again... * Clearer * Thank you leahcat, no more identity leak. * Routine Maintenance * sealing the class * it checks for this now?! * While im here, FileScope Namespaces & removing unused namespaces * Update Attribute Type (SirWarock Import), it works and is much easier to read. * Forever Fixing Conflicts * Readonly Genocide & Partial Maxing * LGTM, BloodstreamSystem moved to SharedBloodstreamSystem! * Sohn * If OG Github back push this commit * One Billionth Commit Fix * Removed client/server stuff * Made implicit * NewLine & comment on why AutoGenCompState is true * Updatin the rest of the Popups to use Entity * I think that's what they meant? It looks cleaner at least. * Mass Attribute for LocalEvents that are safe to change. * Putting it back as abstract * maybe? * Guhh, rolling back empty client/server of BloodStream * Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem * From Protected to Private * Removed comment & made it explicit on what changed to true * Guh, hopefully thats all of it... * Forgot * Review * Test Push * Line 316 in SharedForensicsSystem was causing the errors, better to play it safe * Review Changes * Update Content.Shared/Forensics/Events.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it * The print.disabled didnt properly disable when cleared. So ill just use the old if check * Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
371 lines
14 KiB
C#
371 lines
14 KiB
C#
using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.DoAfter;
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using Content.Shared.Fluids;
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using Content.Shared.Forensics.Components;
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using Content.Shared.Hands.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.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Gibbing;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Shared.Forensics.Systems;
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public sealed partial class SharedForensicsSystem : EntitySystem
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{
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private InventorySystem _inventory = default!;
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[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private SharedPopupSystem _popupSystem = default!;
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[Dependency] private SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[SubscribeLocalEvent]
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private void OnSolutionChanged(Entity<DnaSubstanceTraceComponent> ent, ref SolutionChangedEvent 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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return;
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var comp = EnsureComp<ForensicsComponent>(ent.Owner);
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foreach (var dna in soln)
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{
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comp.DNAs.Add(dna);
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}
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Dirty(ent);
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}
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[SubscribeLocalEvent]
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private void OnInteract(Entity<HandsComponent> ent, ref ContactInteractionEvent args)
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{
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ApplyEvidence(ent.Owner, args.Other);
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}
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[SubscribeLocalEvent(after: [typeof(BloodstreamSystem)])]
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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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[SubscribeLocalEvent(after: [typeof(BloodstreamSystem)])]
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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.AsNullable());
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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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Dirty(ent);
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}
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}
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[SubscribeLocalEvent]
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private void OnBeingGibbed(Entity<ForensicsComponent> ent, ref GibbedBeforeDeletionEvent args)
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{
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var dna = Loc.GetString("forensics-dna-unknown");
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if (TryComp(ent, out DnaComponent? dnaComp) && dnaComp.DNA != null)
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dna = dnaComp.DNA;
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foreach (var part in args.Giblets)
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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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Dirty(part, partComp);
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}
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}
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[SubscribeLocalEvent]
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private void OnMeleeHit(Entity<ForensicsComponent> weapon, ref 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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return;
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foreach (var 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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weapon.Comp.DNAs.Add(hitEntityComp.DNA);
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}
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Dirty(weapon);
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}
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[SubscribeLocalEvent]
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private void OnRehydrated(Entity<ForensicsComponent> ent, ref GotRehydratedEvent args)
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{
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CopyForensicsFrom(ent.Owner, 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(Entity<ForensicsComponent?> src, EntityUid target)
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{
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if (!Resolve(target, ref src.Comp, false))
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{
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return;
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}
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var targetComp = EnsureComp<ForensicsComponent>(target);
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foreach (var dna in src.Comp.DNAs)
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{
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targetComp.DNAs.Add(dna);
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}
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foreach (var fiber in src.Comp.Fibers)
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{
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targetComp.Fibers.Add(fiber);
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}
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foreach (var print in src.Comp.Fingerprints)
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{
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targetComp.Fingerprints.Add(print);
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}
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foreach (var residue in src.Comp.Residues)
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{
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targetComp.Residues.Add(residue);
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}
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Dirty(target, targetComp);
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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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foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions(uid))
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{
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list.AddRange(GetSolutionsDNA(soln.Comp.Solution));
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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 = [];
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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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// IngestionSystem is for stopping the player from feeding soap when trying to clean someone.
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[SubscribeLocalEvent(before: [typeof(IngestionSystem)], after: [typeof(SharedAbsorbentSystem)])]
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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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[SubscribeLocalEvent]
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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 ResPath("/Textures/Interface/VerbIcons/bubbles.svg.192dpi.png")),
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Text = Loc.GetString("forensics-verb-text"),
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Message = 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", Identity.Entity(target, EntityManager))), 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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var userPopupText = Loc.GetString("forensics-cleaning-user", ("target", Identity.Entity(target, EntityManager)));
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var othersPopupText = Loc.GetString("forensics-cleaning-others", ("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(target, EntityManager)));
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_popupSystem.PopupEntity(userPopupText, othersPopupText, user, user);
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return true;
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}
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_popupSystem.PopupEntity(Loc.GetString("forensics-cleaning-cannot-clean", ("target", Identity.Entity(target, EntityManager))), user, user, PopupType.MediumCaution);
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return false;
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}
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[SubscribeLocalEvent]
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private void OnCleanForensicsDoAfter(Entity<ForensicsComponent> component, ref 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 = [];
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targetComp.Fingerprints = [];
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if (targetComp.CanDnaBeCleaned)
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targetComp.DNAs = [];
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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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Dirty(args.Target.Value, targetComp);
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}
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public string GenerateFingerprint()
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{
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var fingerprint = new byte[16];
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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;
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}
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private void ApplyEvidence(EntityUid user, EntityUid target)
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{
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if (HasComp<IgnoresFingerprintsComponent>(target))
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return;
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var component = EnsureComp<ForensicsComponent>(target);
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if (_inventory.TryGetSlotEntity(user, "gloves", out var gloves))
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{
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if (TryComp<FiberComponent>(gloves, out var fiber) && !string.IsNullOrEmpty(fiber.FiberMaterial))
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component.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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}
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if (TryComp<FingerprintComponent>(user, out var fingerprint) && CanAccessFingerprint(user, out _))
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component.Fingerprints.Add(fingerprint.Fingerprint ?? "");
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Dirty(target, component);
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}
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#region PublicAPI
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public void RandomizeDNA(Entity<DnaComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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ent.Comp.DNA = GenerateDNA();
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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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Dirty(ent);
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}
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public void RandomizeFingerprint(Entity<FingerprintComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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ent.Comp.Fingerprint = GenerateFingerprint();
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Dirty(ent);
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}
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/// <summary>
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/// Transfer DNA from one entity onto the forensics of another
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/// </summary>
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/// <param name="recipient">The entity receiving the DNA</param>
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/// <param name="donor">The entity applying its DNA</param>
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/// <param name="canDnaBeCleaned">If this DNA be cleaned off of the recipient. e.g. cleaning a knife vs cleaning a puddle of blood</param>
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public void TransferDna(EntityUid recipient, EntityUid donor, bool canDnaBeCleaned = true)
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{
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if (!TryComp<DnaComponent>(donor, out var donorComp) || donorComp.DNA == null)
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return;
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EnsureComp<ForensicsComponent>(recipient, out var recipientComp);
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recipientComp.DNAs.Add(donorComp.DNA);
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recipientComp.CanDnaBeCleaned = canDnaBeCleaned;
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Dirty(recipient, recipientComp);
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}
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/// <summary>
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/// Checks if there's a way to access the fingerprint of the target entity.
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/// </summary>
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/// <param name="target">The entity with the fingerprint</param>
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/// <param name="blocker">The entity that blocked accessing the fingerprint</param>
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public bool CanAccessFingerprint(EntityUid target, out EntityUid? blocker)
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{
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var ev = new TryAccessFingerprintEvent();
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RaiseLocalEvent(target, ev);
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if (!ev.Cancelled && TryComp<InventoryComponent>(target, out var inv))
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_inventory.RelayEvent((target, inv), ev);
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blocker = ev.Blocker;
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return !ev.Cancelled;
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}
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#endregion
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}
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