CatStation/Content.Server/GameTicking/Rules/ParadoxCloneRuleSystem.cs
Rouden cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00

105 lines
4.3 KiB
C#

using Content.Server.Antag;
using Content.Server.Cloning;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Medical.SuitSensors;
using Content.Server.Objectives.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Gibbing.Components;
using Content.Shared.Medical.SuitSensors;
using Content.Shared.Mind;
using Content.Shared.Objectives.Systems;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
public sealed partial class ParadoxCloneRuleSystem : GameRuleSystem<ParadoxCloneRuleComponent>
{
[Dependency] private IRobustRandom _random = default!;
[Dependency] private CloningSystem _cloning = default!;
[Dependency] private SharedMindSystem _mind = default!;
[Dependency] private SuitSensorSystem _sensor = default!;
[Dependency] private AliveHumanoidTargetSystem _target = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ParadoxCloneRuleComponent, AntagSelectEntityEvent>(OnAntagSelectEntity);
SubscribeLocalEvent<ParadoxCloneRuleComponent, AfterAntagEntitySelectedEvent>(AfterAntagEntitySelected);
}
protected override void Started(EntityUid uid, ParadoxCloneRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
// check if we got enough potential cloning targets, otherwise cancel the gamerule so that the ghost role does not show up
var allHumans = _target.GetMinds();
if (allHumans.Count == 0)
{
Log.Info("Could not find any alive players to create a paradox clone from! Ending gamerule.");
ForceEndSelf(uid, gameRule);
}
}
// we have to do the spawning here so we can transfer the mind to the correct entity and can assign the objectives correctly
private void OnAntagSelectEntity(Entity<ParadoxCloneRuleComponent> ent, ref AntagSelectEntityEvent args)
{
if (ent.Comp.OriginalBody != null) // target was overridden, for example by admin antag control
{
if (Deleted(ent.Comp.OriginalBody.Value) || !_mind.TryGetMind(ent.Comp.OriginalBody.Value, out var originalMindId, out var _))
{
Log.Warning("Could not find mind of target player to paradox clone!");
return;
}
ent.Comp.OriginalMind = originalMindId;
}
else
{
// get possible targets
var allAliveHumanoids = _target.GetMinds();
// we already checked when starting the gamerule, but someone might have died since then.
if (allAliveHumanoids.Count == 0)
{
Log.Warning("Could not find any alive players to create a paradox clone from!");
return;
}
// pick a random player
var randomHumanoidMind = _random.Pick(allAliveHumanoids);
ent.Comp.OriginalMind = randomHumanoidMind;
ent.Comp.OriginalBody = randomHumanoidMind.Comp.OwnedEntity;
}
if (ent.Comp.OriginalBody == null || !_cloning.TryCloning(ent.Comp.OriginalBody.Value, args.Coords, ent.Comp.Settings, out var clone))
{
Log.Error($"Unable to make a paradox clone of entity {ToPrettyString(ent.Comp.OriginalBody)}");
return;
}
var targetComp = EnsureComp<TargetOverrideComponent>(clone.Value);
targetComp.Target = ent.Comp.OriginalMind; // set the kill target
var gibComp = EnsureComp<GibOnRoundEndComponent>(clone.Value);
gibComp.SpawnProto = ent.Comp.GibProto;
gibComp.PreventGibbingObjectives = new() { "ParadoxCloneKillObjective" }; // don't gib them if they killed the original.
// turn their suit sensors off so they don't immediately get noticed
_sensor.SetAllSensors(clone.Value, SuitSensorMode.SensorOff);
args.Entity = clone;
}
private void AfterAntagEntitySelected(Entity<ParadoxCloneRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
{
if (ent.Comp.OriginalMind == null)
return;
if (!_mind.TryGetMind(args.EntityUid, out var cloneMindId, out var cloneMindComp))
return;
_mind.CopyObjectives(ent.Comp.OriginalMind.Value, (cloneMindId, cloneMindComp), ent.Comp.ObjectiveWhitelist, ent.Comp.ObjectiveBlacklist);
}
}