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189 lines
5.4 KiB
C#
189 lines
5.4 KiB
C#
using Content.Shared.Construction.Prototypes;
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using Content.Shared.DeviceLinking;
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using Content.Shared.Materials;
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using Content.Shared.Random;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cloning;
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[RegisterComponent]
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public sealed partial class CloningPodComponent : Component
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{
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[ValidatePrototypeId<SinkPortPrototype>]
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public const string PodPort = "CloningPodReceiver";
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[ViewVariables]
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public ContainerSlot BodyContainer = default!;
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/// <summary>
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/// How long the cloning has been going on for
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/// </summary>
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[ViewVariables]
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public float CloningProgress = 0;
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[DataField]
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public float BiomassCostMultiplier = 1;
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[ViewVariables]
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public int UsedBiomass = 70;
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[ViewVariables]
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public bool FailedClone = false;
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/// <summary>
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/// The material that is used to clone entities
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/// </summary>
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[DataField]
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public ProtoId<MaterialPrototype> RequiredMaterial = "Biomass";
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/// <summary>
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/// The multiplier for cloning duration
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/// </summary>
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[DataField]
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public float PartRatingSpeedMultiplier = 0.75f;
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/// <summary>
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/// The machine part that affects cloning speed
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/// </summary>
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[DataField]
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public ProtoId<MachinePartPrototype> MachinePartCloningSpeed = "Manipulator";
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/// <summary>
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/// The current amount of time it takes to clone a body
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/// </summary>
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[DataField]
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public float CloningTime = 30f;
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/// <summary>
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/// The mob to spawn on emag
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/// </summary>
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[DataField]
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public EntProtoId MobSpawnId = "MobAbomination";
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// TODO: Remove this from here when cloning and/or zombies are refactored
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[DataField]
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public SoundSpecifier ScreamSound = new SoundCollectionSpecifier("ZombieScreams")
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{
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Params = AudioParams.Default.WithVolume(4),
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};
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/// <summary>
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/// The machine part that affects how much biomass is needed to clone a body.
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/// </summary>
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[DataField]
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public float PartRatingMaterialMultiplier = 0.85f;
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/// <summary>
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/// The machine part that decreases the amount of material needed for cloning
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/// </summary>
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[DataField]
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public ProtoId<MachinePartPrototype> MachinePartMaterialUse = "MatterBin";
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[ViewVariables(VVAccess.ReadWrite)]
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public CloningPodStatus Status;
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[ViewVariables]
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public EntityUid? ConnectedConsole;
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/// <summary>
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/// Tracks whether a Cloner is actively cloning someone
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ActivelyCloning;
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/// <summary>
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/// Controls whether a Cloning Pod will add genetic damage to a clone, scaling as the body's crit threshold + 1 + the genetic damage of the body to be cloned
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/// </summary>
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[DataField]
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public bool DoGeneticDamage = true;
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/// <summary>
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/// How much should the cloning pod adjust the hunger of an entity by
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/// </summary>
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[DataField]
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public float HungerAdjustment = 50;
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/// <summary>
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/// How much should the cloning pod adjust the thirst of an entity by
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/// </summary>
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[DataField]
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public float ThirstAdjustment = 50;
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/// <summary>
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/// How much time should the cloning pod give an entity the durnk condition, in seconds
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/// </summary>
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[DataField]
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public float DrunkTimer = 300;
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#region Metempsychosis
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/// <summary>
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/// Controls whether a cloning machine performs the Metempsychosis functions, EG: Is this a Cloner or a Metem Machine?
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/// Metempsychosis refers to the metaphysical process of Reincarnation.
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/// </summary>
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/// <remarks>
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/// A Machine with this enabled will essentially create a random new character instead of creating a living version of the old character.
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/// Although, the specifics of how much of the new body is a "new character" is highly adjustable in server configuration.
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/// </remarks>
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[DataField]
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public bool DoMetempsychosis;
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/// <summary>
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/// How much should each point of Karma decrease the odds of reincarnating as a humanoid
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/// </summary>
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[DataField]
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public float KarmaOffset = 0.5f;
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/// <summary>
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/// The base chances for a Metem Machine to produce a Humanoid.
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/// > 1 has a chance of acting like a true Cloner.
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/// On a successful roll, produces a random Humanoid.
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/// A failed roll poduces a random NonHumanoid.
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/// </summary>
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[DataField]
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public float HumanoidBaseChance = 1;
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/// <summary>
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/// The proto that the Metem Machine picks a random Humanoid from
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/// </summary>
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[ValidatePrototypeId<WeightedRandomPrototype>]
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[DataField]
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public string MetempsychoticHumanoidPool = "MetempsychoticHumanoidPool";
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/// <summary>
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/// The proto that the Metem Machine picks a random Non-Humanoid from
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/// </summary>
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[ValidatePrototypeId<WeightedRandomPrototype>]
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[DataField]
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public string MetempsychoticNonHumanoidPool = "MetempsychoticNonhumanoidPool";
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#endregion
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}
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[Serializable, NetSerializable]
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public enum CloningPodVisuals : byte
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{
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Status
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}
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[Serializable, NetSerializable]
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public enum CloningPodStatus : byte
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{
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Idle,
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Cloning,
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Gore,
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NoMind
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}
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[Serializable, NetSerializable]
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public enum ForcedMetempsychosisType : byte
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{
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None,
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Clone,
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RandomHumanoid,
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RandomNonHumanoid
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}
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