Paradox Clone (#35794)

* polymorph fixes

* paradox clone

* forensics cleanup

* bump doors

* 4

* attribution

* polymorphn't

* clean up objectives

* Update Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml

* review

* add virtual items to blacklist

* allow them to roll sleeper agent
This commit is contained in:
slarticodefast
2025-03-13 18:09:07 +01:00
committed by GitHub
parent 1b2d3d6ab9
commit bce9b4b05b
23 changed files with 498 additions and 17 deletions

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using Content.Shared.Cloning;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// Gamerule component for spawning a paradox clone antagonist.
/// </summary>
[RegisterComponent]
public sealed partial class ParadoxCloneRuleComponent : Component
{
/// <summary>
/// Cloning settings to be used.
/// </summary>
[DataField]
public ProtoId<CloningSettingsPrototype> Settings = "BaseClone";
/// <summary>
/// Visual effect spawned when gibbing at round end.
/// </summary>
[DataField]
public EntProtoId GibProto = "MobParadoxTimed";
}

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using Content.Server.Antag;
using Content.Server.Cloning;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Objectives.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Gibbing.Components;
using Content.Shared.Mind;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
public sealed class ParadoxCloneRuleSystem : GameRuleSystem<ParadoxCloneRuleComponent>
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly CloningSystem _cloning = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ParadoxCloneRuleComponent, AntagSelectEntityEvent>(OnAntagSelectEntity);
}
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 = _mind.GetAliveHumans();
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 (args.Session?.AttachedEntity is not { } spawner)
return;
if (!_prototypeManager.TryIndex(ent.Comp.Settings, out var settings))
{
Log.Error($"Used invalid cloning settings {ent.Comp.Settings} for ParadoxCloneRule");
return;
}
// get possible targets
var allHumans = _mind.GetAliveHumans();
// we already checked when starting the gamerule, but someone might have died since then.
if (allHumans.Count == 0)
{
Log.Warning("Could not find any alive players to create a paradox clone from!");
return;
}
// pick a random player
var playerToClone = _random.Pick(allHumans);
var bodyToClone = playerToClone.Comp.OwnedEntity;
if (bodyToClone == null || !_cloning.TryCloning(bodyToClone.Value, _transform.GetMapCoordinates(spawner), settings, out var clone))
{
Log.Error($"Unable to make a paradox clone of entity {ToPrettyString(bodyToClone)}");
return;
}
var targetComp = EnsureComp<TargetOverrideComponent>(clone.Value);
targetComp.Target = playerToClone.Owner; // 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.
args.Entity = clone;
}
}

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using Content.Shared.GameTicking;
using Content.Shared.Gibbing.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Systems;
using Content.Server.Body.Systems;
namespace Content.Server.Gibbing.Systems;
public sealed class GibOnRoundEndSystem : EntitySystem
{
[Dependency] private readonly BodySystem _body = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
public override void Initialize()
{
base.Initialize();
// this is raised after RoundEndTextAppendEvent, so they can successfully greentext before we gib them
SubscribeLocalEvent<RoundEndMessageEvent>(OnRoundEnd);
}
private void OnRoundEnd(RoundEndMessageEvent args)
{
var gibQuery = EntityQueryEnumerator<GibOnRoundEndComponent>();
// gib everyone with the component
while (gibQuery.MoveNext(out var uid, out var gibComp))
{
var gib = false;
// if they fulfill all objectives given in the component they are not gibbed
if (_mind.TryGetMind(uid, out var mindId, out var mindComp))
{
foreach (var objectiveId in gibComp.PreventGibbingObjectives)
{
if (!_mind.TryFindObjective((mindId, mindComp), objectiveId, out var objective)
|| !_objectives.IsCompleted(objective.Value, (mindId, mindComp)))
{
gib = true;
break;
}
}
}
else
gib = true;
if (!gib)
continue;
if (gibComp.SpawnProto != null)
SpawnAtPosition(gibComp.SpawnProto, Transform(uid).Coordinates);
_body.GibBody(uid, splatModifier: 5f);
}
}
}

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using Content.Shared.Roles;
namespace Content.Server.Roles;
/// <summary>
/// Added to mind role entities to tag that they are a paradox clone.
/// </summary>
[RegisterComponent]
public sealed partial class ParadoxCloneRoleComponent : BaseMindRoleComponent;