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* KILL THE AI * cleanup and review * fix :( * Make it about as common as "KillRandomHead" * me when I forget to fucking push * remove AI dependency * move to AI system * whtiespace * asfsaf --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using Content.Server.Cloning.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Objectives.Systems;
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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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/// <summary>
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/// This deals with spawning and setting up a clone of a random crew member.
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/// </summary>
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public sealed class RandomCloneSpawnerSystem : EntitySystem
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{
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[Dependency] private readonly CloningSystem _cloning = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly TargetSystem _target = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RandomCloneSpawnerComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(Entity<RandomCloneSpawnerComponent> ent, ref MapInitEvent args)
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{
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QueueDel(ent.Owner);
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if (!_prototypeManager.TryIndex(ent.Comp.Settings, out var settings))
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{
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Log.Error($"Used invalid cloning settings {ent.Comp.Settings} for RandomCloneSpawner");
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return;
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}
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var allHumans = _target.GetAliveHumans();
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if (allHumans.Count == 0)
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return;
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var bodyToClone = _random.Pick(allHumans).Comp.OwnedEntity;
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if (bodyToClone != null)
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_cloning.TryCloning(bodyToClone.Value, _transformSystem.GetMapCoordinates(ent.Owner), settings, out _);
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}
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}
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