Files
OldThink/Content.Server/GameTicking/GameTicker.Spawning.cs

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using System;
using System.Collections.Generic;
using System.Globalization;
using Content.Server.Access.Components;
using Content.Server.CharacterAppearance.Components;
using Content.Server.Ghost.Components;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.PDA;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Server.Spawners.Components;
using Content.Server.Speech.Components;
using Content.Shared.GameTicking;
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using Content.Shared.Ghost;
using Content.Shared.Inventory;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
{
private const string PlayerPrototypeName = "HumanMob_Content";
private const string ObserverPrototypeName = "MobObserver";
[ViewVariables(VVAccess.ReadWrite)]
private EntityCoordinates _spawnPoint;
// Mainly to avoid allocations.
private readonly List<EntityCoordinates> _possiblePositions = new();
private void SpawnPlayer(IPlayerSession player, string? jobId = null, bool lateJoin = true)
{
var character = GetPlayerProfile(player);
SpawnPlayer(player, character, jobId, lateJoin);
UpdateJobsAvailable();
}
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, string? jobId = null, bool lateJoin = true)
{
// Can't spawn players with a dummy ticker!
if (DummyTicker)
return;
if (lateJoin && DisallowLateJoin)
{
MakeObserve(player);
return;
}
PlayerJoinGame(player);
var data = player.ContentData();
DebugTools.AssertNotNull(data);
data!.WipeMind();
data.Mind = new Mind.Mind(player.UserId)
{
CharacterName = character.Name
};
// Pick best job best on prefs.
jobId ??= PickBestAvailableJob(character);
var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
var job = new Job(data.Mind, jobPrototype);
data.Mind.AddRole(job);
if (lateJoin)
{
_chatManager.DispatchStationAnnouncement(Loc.GetString(
"latejoin-arrival-announcement",
("character", character.Name),
("job", CultureInfo.CurrentCulture.TextInfo.ToTitleCase(job.Name))
), Loc.GetString("latejoin-arrival-sender"));
}
var mob = SpawnPlayerMob(job, character, lateJoin);
data.Mind.TransferTo(mob);
if (player.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
{
mob.AddComponent<OwOAccentComponent>();
}
AddManifestEntry(character.Name, jobId);
AddSpawnedPosition(jobId);
EquipIdCard(mob, character.Name, jobPrototype);
jobPrototype.Special?.AfterEquip(mob);
Preset?.OnSpawnPlayerCompleted(player, mob, lateJoin);
}
public void Respawn(IPlayerSession player)
{
player.ContentData()?.WipeMind();
if (LobbyEnabled)
PlayerJoinLobby(player);
else
SpawnPlayer(player);
}
public void MakeJoinGame(IPlayerSession player, string? jobId = null)
{
if (!_playersInLobby.ContainsKey(player)) return;
if (!_prefsManager.HavePreferencesLoaded(player))
{
return;
}
SpawnPlayer(player, jobId);
}
public void MakeObserve(IPlayerSession player)
{
// Can't spawn players with a dummy ticker!
if (DummyTicker)
return;
if (!_playersInLobby.ContainsKey(player)) return;
PlayerJoinGame(player);
var name = GetPlayerProfile(player).Name;
var data = player.ContentData();
DebugTools.AssertNotNull(data);
data!.WipeMind();
data.Mind = new Mind.Mind(player.UserId);
var mob = SpawnObserverMob();
mob.Name = name;
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var ghost = mob.GetComponent<GhostComponent>();
EntitySystem.Get<SharedGhostSystem>().SetCanReturnToBody(ghost, false);
data.Mind.TransferTo(mob);
_playersInLobby[player] = LobbyPlayerStatus.Observer;
RaiseNetworkEvent(GetStatusSingle(player, LobbyPlayerStatus.Observer));
}
#region Mob Spawning Helpers
private IEntity SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, bool lateJoin = true)
{
var coordinates = lateJoin ? GetLateJoinSpawnPoint() : GetJobSpawnPoint(job.Prototype.ID);
var entity = EntityManager.SpawnEntity(PlayerPrototypeName, coordinates);
if (job.StartingGear != null)
{
var startingGear = _prototypeManager.Index<StartingGearPrototype>(job.StartingGear);
EquipStartingGear(entity, startingGear, profile);
}
if (profile != null)
{
entity.GetComponent<HumanoidAppearanceComponent>().UpdateFromProfile(profile);
entity.Name = profile.Name;
}
return entity;
}
private IEntity SpawnObserverMob()
{
var coordinates = GetObserverSpawnPoint();
return EntityManager.SpawnEntity(ObserverPrototypeName, coordinates);
}
#endregion
#region Equip Helpers
public void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear, HumanoidCharacterProfile? profile)
{
if (entity.TryGetComponent(out InventoryComponent? inventory))
{
foreach (var slot in EquipmentSlotDefines.AllSlots)
{
var equipmentStr = startingGear.GetGear(slot, profile);
if (equipmentStr != string.Empty)
{
var equipmentEntity = EntityManager.SpawnEntity(equipmentStr, entity.Transform.Coordinates);
inventory.Equip(slot, equipmentEntity.GetComponent<ItemComponent>());
}
}
}
if (entity.TryGetComponent(out HandsComponent? handsComponent))
{
var inhand = startingGear.Inhand;
foreach (var (hand, prototype) in inhand)
{
var inhandEntity = EntityManager.SpawnEntity(prototype, entity.Transform.Coordinates);
Moves Hands to shared, some prediction (#3829) * HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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handsComponent.TryPickupEntity(hand, inhandEntity, checkActionBlocker: false);
}
}
}
public void EquipIdCard(IEntity entity, string characterName, JobPrototype jobPrototype)
{
if (!entity.TryGetComponent(out InventoryComponent? inventory))
return;
if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item))
{
return;
}
var itemEntity = item.Owner;
if (!itemEntity.TryGetComponent(out PDAComponent? pdaComponent) || pdaComponent.ContainedID == null)
return;
var card = pdaComponent.ContainedID;
card.FullName = characterName;
card.JobTitle = jobPrototype.Name;
var access = card.Owner.GetComponent<AccessComponent>();
var accessTags = access.Tags;
accessTags.UnionWith(jobPrototype.Access);
pdaComponent.SetPDAOwner(characterName);
}
#endregion
private void AddManifestEntry(string characterName, string jobId)
{
_manifest.Add(new ManifestEntry(characterName, jobId));
}
#region Spawn Points
public EntityCoordinates GetJobSpawnPoint(string jobId)
{
var location = _spawnPoint;
_possiblePositions.Clear();
foreach (var (point, transform) in ComponentManager.EntityQuery<SpawnPointComponent, ITransformComponent>())
{
if (point.SpawnType == SpawnPointType.Job && point.Job?.ID == jobId)
_possiblePositions.Add(transform.Coordinates);
}
if (_possiblePositions.Count != 0)
location = _robustRandom.Pick(_possiblePositions);
return location;
}
public EntityCoordinates GetLateJoinSpawnPoint()
{
var location = _spawnPoint;
_possiblePositions.Clear();
foreach (var (point, transform) in ComponentManager.EntityQuery<SpawnPointComponent, ITransformComponent>())
{
if (point.SpawnType == SpawnPointType.LateJoin) _possiblePositions.Add(transform.Coordinates);
}
if (_possiblePositions.Count != 0)
location = _robustRandom.Pick(_possiblePositions);
return location;
}
public EntityCoordinates GetObserverSpawnPoint()
{
var location = _spawnPoint;
_possiblePositions.Clear();
foreach (var (point, transform) in ComponentManager.EntityQuery<SpawnPointComponent, ITransformComponent>())
{
if (point.SpawnType == SpawnPointType.Observer)
_possiblePositions.Add(transform.Coordinates);
}
if (_possiblePositions.Count != 0)
location = _robustRandom.Pick(_possiblePositions);
return location;
}
#endregion
}
}