using Content.Server.Cloning.Components;
using Content.Shared.Mind;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Cloning;
///
/// This deals with spawning and setting up a clone of a random crew member.
///
public sealed class RandomCloneSpawnerSystem : EntitySystem
{
[Dependency] private readonly CloningSystem _cloning = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMapInit);
}
private void OnMapInit(Entity ent, ref MapInitEvent args)
{
QueueDel(ent.Owner);
if (!_prototypeManager.TryIndex(ent.Comp.Settings, out var settings))
{
Log.Error($"Used invalid cloning settings {ent.Comp.Settings} for RandomCloneSpawner");
return;
}
var allHumans = _mind.GetAliveHumans();
if (allHumans.Count == 0)
return;
var bodyToClone = _random.Pick(allHumans).Comp.OwnedEntity;
if (bodyToClone != null)
_cloning.TryCloning(bodyToClone.Value, _transformSystem.GetMapCoordinates(ent.Owner), settings, out _);
}
}