CatStation/Content.Shared/Forensics/Systems/SharedForensicsSystem.cs
Prole 502af6955d
Predict Forensics V2.0 (Ready for Review) (#40693)
* 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>
2026-08-08 22:48:36 +00:00

371 lines
14 KiB
C#

using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.DoAfter;
using Content.Shared.Fluids;
using Content.Shared.Forensics.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Gibbing;
using Content.Shared.IdentityManagement;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Shared.Forensics.Systems;
public sealed partial class SharedForensicsSystem : EntitySystem
{
[Dependency] private IRobustRandom _random = default!;
[Dependency] private InventorySystem _inventory = default!;
[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private SharedPopupSystem _popupSystem = default!;
[Dependency] private SharedSolutionContainerSystem _solutionContainerSystem = default!;
[SubscribeLocalEvent]
private void OnSolutionChanged(Entity<DnaSubstanceTraceComponent> ent, ref SolutionChangedEvent ev)
{
var soln = GetSolutionsDNA(ev.Solution);
if (soln.Count <= 0)
return;
var comp = EnsureComp<ForensicsComponent>(ent.Owner);
foreach (var dna in soln)
{
comp.DNAs.Add(dna);
}
Dirty(ent);
}
[SubscribeLocalEvent]
private void OnInteract(Entity<HandsComponent> ent, ref ContactInteractionEvent args)
{
ApplyEvidence(ent.Owner, args.Other);
}
[SubscribeLocalEvent(after: [typeof(BloodstreamSystem)])]
private void OnFingerprintInit(Entity<FingerprintComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.Fingerprint == null)
RandomizeFingerprint((ent.Owner, ent.Comp));
}
[SubscribeLocalEvent(after: [typeof(BloodstreamSystem)])]
private void OnDNAInit(Entity<DnaComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.DNA == null)
RandomizeDNA(ent.AsNullable());
else
{
// If set manually (for example by cloning) we also need to inform the bloodstream of the correct DNA string so it can be updated
var ev = new GenerateDnaEvent { Owner = ent.Owner, DNA = ent.Comp.DNA };
RaiseLocalEvent(ent.Owner, ref ev);
Dirty(ent);
}
}
[SubscribeLocalEvent]
private void OnBeingGibbed(Entity<ForensicsComponent> ent, ref GibbedBeforeDeletionEvent args)
{
var dna = Loc.GetString("forensics-dna-unknown");
if (TryComp(ent, out DnaComponent? dnaComp) && dnaComp.DNA != null)
dna = dnaComp.DNA;
foreach (var part in args.Giblets)
{
var partComp = EnsureComp<ForensicsComponent>(part);
partComp.DNAs.Add(dna);
partComp.CanDnaBeCleaned = false;
Dirty(part, partComp);
}
}
[SubscribeLocalEvent]
private void OnMeleeHit(Entity<ForensicsComponent> weapon, ref MeleeHitEvent args)
{
if ((!args.BaseDamage.DamageDict.TryGetValue("Blunt", out var bluntDamage) || bluntDamage.Value <= 0) &&
(!args.BaseDamage.DamageDict.TryGetValue("Slash", out var slashDamage) || slashDamage.Value <= 0) &&
(!args.BaseDamage.DamageDict.TryGetValue("Piercing", out var pierceDamage) || pierceDamage.Value <= 0))
return;
foreach (var hitEntity in args.HitEntities)
{
if (TryComp<DnaComponent>(hitEntity, out var hitEntityComp) && hitEntityComp.DNA != null)
weapon.Comp.DNAs.Add(hitEntityComp.DNA);
}
Dirty(weapon);
}
[SubscribeLocalEvent]
private void OnRehydrated(Entity<ForensicsComponent> ent, ref GotRehydratedEvent args)
{
CopyForensicsFrom(ent.Owner, args.Target);
}
/// <summary>
/// Copy forensic information from a source entity to a destination.
/// Existing forensic information on the target is still kept.
/// </summary>
public void CopyForensicsFrom(Entity<ForensicsComponent?> src, EntityUid target)
{
if (!Resolve(target, ref src.Comp, false))
{
return;
}
var targetComp = EnsureComp<ForensicsComponent>(target);
foreach (var dna in src.Comp.DNAs)
{
targetComp.DNAs.Add(dna);
}
foreach (var fiber in src.Comp.Fibers)
{
targetComp.Fibers.Add(fiber);
}
foreach (var print in src.Comp.Fingerprints)
{
targetComp.Fingerprints.Add(print);
}
foreach (var residue in src.Comp.Residues)
{
targetComp.Residues.Add(residue);
}
Dirty(target, targetComp);
}
public List<string> GetSolutionsDNA(EntityUid uid)
{
List<string> list = new();
foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions(uid))
{
list.AddRange(GetSolutionsDNA(soln.Comp.Solution));
}
return list;
}
public List<string> GetSolutionsDNA(Solution soln)
{
List<string> list = [];
foreach (var reagent in soln.Contents)
{
foreach (var data in reagent.Reagent.EnsureReagentData())
{
if (data is DnaData)
{
list.Add(((DnaData) data).DNA);
}
}
}
return list;
}
// IngestionSystem is for stopping the player from feeding soap when trying to clean someone.
[SubscribeLocalEvent(before: [typeof(IngestionSystem)], after: [typeof(SharedAbsorbentSystem)])]
private void OnAfterInteract(Entity<CleansForensicsComponent> cleanForensicsEntity, ref AfterInteractEvent args)
{
if (args.Handled || !args.CanReach || args.Target == null)
return;
args.Handled = TryStartCleaning(cleanForensicsEntity, args.User, args.Target.Value);
}
[SubscribeLocalEvent]
private void OnUtilityVerb(Entity<CleansForensicsComponent> entity, ref GetVerbsEvent<UtilityVerb> args)
{
if (!args.CanInteract || !args.CanAccess)
return;
// These need to be set outside for the anonymous method!
var user = args.User;
var target = args.Target;
var verb = new UtilityVerb
{
Act = () => TryStartCleaning(entity, user, target),
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/bubbles.svg.192dpi.png")),
Text = Loc.GetString("forensics-verb-text"),
Message = Loc.GetString("forensics-verb-message"),
// This is important because if its true using the cleaning device will count as touching the object.
DoContactInteraction = false,
};
args.Verbs.Add(verb);
}
/// <summary>
/// Attempts to clean the given item with the given CleansForensics entity.
/// </summary>
/// <param name="cleanForensicsEntity">The entity that is being used to clean the target.</param>
/// <param name="user">The user that is using the cleanForensicsEntity.</param>
/// <param name="target">The target of the forensics clean.</param>
/// <returns>True if the target can be cleaned and has some sort of DNA or fingerprints / fibers and false otherwise.</returns>
public bool TryStartCleaning(Entity<CleansForensicsComponent> cleanForensicsEntity, EntityUid user, EntityUid target)
{
if (!TryComp<ForensicsComponent>(target, out var forensicsComp))
{
_popupSystem.PopupEntity(Loc.GetString("forensics-cleaning-cannot-clean", ("target", Identity.Entity(target, EntityManager))), user, user, PopupType.MediumCaution);
return false;
}
var totalPrintsAndFibers = forensicsComp.Fingerprints.Count + forensicsComp.Fibers.Count;
var hasRemovableDNA = forensicsComp.DNAs.Count > 0 && forensicsComp.CanDnaBeCleaned;
if (hasRemovableDNA || totalPrintsAndFibers > 0)
{
var cleanDelay = cleanForensicsEntity.Comp.CleanDelay;
var doAfterArgs = new DoAfterArgs(EntityManager, user, cleanDelay, new CleanForensicsDoAfterEvent(), cleanForensicsEntity, target: target, used: cleanForensicsEntity)
{
NeedHand = true,
BreakOnDamage = true,
BreakOnMove = true,
MovementThreshold = 0.01f,
DistanceThreshold = forensicsComp.CleanDistance,
};
_doAfterSystem.TryStartDoAfter(doAfterArgs);
var userPopupText = Loc.GetString("forensics-cleaning-user", ("target", Identity.Entity(target, EntityManager)));
var othersPopupText = Loc.GetString("forensics-cleaning-others", ("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(target, EntityManager)));
_popupSystem.PopupEntity(userPopupText, othersPopupText, user, user);
return true;
}
_popupSystem.PopupEntity(Loc.GetString("forensics-cleaning-cannot-clean", ("target", Identity.Entity(target, EntityManager))), user, user, PopupType.MediumCaution);
return false;
}
[SubscribeLocalEvent]
private void OnCleanForensicsDoAfter(Entity<ForensicsComponent> component, ref CleanForensicsDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null)
return;
if (!TryComp<ForensicsComponent>(args.Target, out var targetComp))
return;
targetComp.Fibers = [];
targetComp.Fingerprints = [];
if (targetComp.CanDnaBeCleaned)
targetComp.DNAs = [];
// leave behind evidence it was cleaned
if (TryComp<FiberComponent>(args.Used, out var fiber))
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)));
if (TryComp<ResidueComponent>(args.Used, out var residue))
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)));
Dirty(args.Target.Value, targetComp);
}
public string GenerateFingerprint()
{
var fingerprint = new byte[16];
_random.NextBytes(fingerprint);
return Convert.ToHexString(fingerprint);
}
public string GenerateDNA()
{
var letters = new[] { "A", "C", "G", "T" };
var DNA = string.Empty;
for (var i = 0; i < 16; i++)
{
DNA += letters[_random.Next(letters.Length)];
}
return DNA;
}
private void ApplyEvidence(EntityUid user, EntityUid target)
{
if (HasComp<IgnoresFingerprintsComponent>(target))
return;
var component = EnsureComp<ForensicsComponent>(target);
if (_inventory.TryGetSlotEntity(user, "gloves", out var gloves))
{
if (TryComp<FiberComponent>(gloves, out var fiber) && !string.IsNullOrEmpty(fiber.FiberMaterial))
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)));
}
if (TryComp<FingerprintComponent>(user, out var fingerprint) && CanAccessFingerprint(user, out _))
component.Fingerprints.Add(fingerprint.Fingerprint ?? "");
Dirty(target, component);
}
#region PublicAPI
public void RandomizeDNA(Entity<DnaComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
ent.Comp.DNA = GenerateDNA();
var ev = new GenerateDnaEvent { Owner = ent.Owner, DNA = ent.Comp.DNA };
RaiseLocalEvent(ent.Owner, ref ev);
Dirty(ent);
}
public void RandomizeFingerprint(Entity<FingerprintComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
ent.Comp.Fingerprint = GenerateFingerprint();
Dirty(ent);
}
/// <summary>
/// Transfer DNA from one entity onto the forensics of another
/// </summary>
/// <param name="recipient">The entity receiving the DNA</param>
/// <param name="donor">The entity applying its DNA</param>
/// <param name="canDnaBeCleaned">If this DNA be cleaned off of the recipient. e.g. cleaning a knife vs cleaning a puddle of blood</param>
public void TransferDna(EntityUid recipient, EntityUid donor, bool canDnaBeCleaned = true)
{
if (!TryComp<DnaComponent>(donor, out var donorComp) || donorComp.DNA == null)
return;
EnsureComp<ForensicsComponent>(recipient, out var recipientComp);
recipientComp.DNAs.Add(donorComp.DNA);
recipientComp.CanDnaBeCleaned = canDnaBeCleaned;
Dirty(recipient, recipientComp);
}
/// <summary>
/// Checks if there's a way to access the fingerprint of the target entity.
/// </summary>
/// <param name="target">The entity with the fingerprint</param>
/// <param name="blocker">The entity that blocked accessing the fingerprint</param>
public bool CanAccessFingerprint(EntityUid target, out EntityUid? blocker)
{
var ev = new TryAccessFingerprintEvent();
RaiseLocalEvent(target, ev);
if (!ev.Cancelled && TryComp<InventoryComponent>(target, out var inv))
_inventory.RelayEvent((target, inv), ev);
blocker = ev.Blocker;
return !ev.Cancelled;
}
#endregion
}