2023-03-19 17:48:05 -07:00
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using Content.Server.Access.Systems;
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2022-05-14 08:58:45 +10:00
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using Content.Server.DetailExaminable;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Server.Humanoid;
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2022-07-10 18:36:53 -07:00
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using Content.Server.IdentityManagement;
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2023-04-07 11:21:12 -07:00
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using Content.Server.Mind.Commands;
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2022-05-10 13:43:30 -05:00
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using Content.Server.PDA;
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2024-02-01 05:12:09 -05:00
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.EntitySystems;
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2022-05-10 13:43:30 -05:00
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using Content.Server.Station.Components;
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2023-07-22 21:19:51 -07:00
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using Content.Shared.Access.Components;
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2022-05-27 06:01:07 +02:00
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using Content.Shared.Access.Systems;
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2022-05-14 08:58:45 +10:00
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using Content.Shared.CCVar;
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2023-03-28 21:30:00 -04:00
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using Content.Shared.Humanoid;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Shared.Humanoid.Prototypes;
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2022-05-10 13:43:30 -05:00
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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2023-03-28 21:30:00 -04:00
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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2022-05-10 13:43:30 -05:00
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using Content.Shared.Roles;
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2023-08-30 21:46:11 -07:00
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using Content.Shared.Roles.Jobs;
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2023-08-05 14:25:47 +10:00
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using Content.Shared.Station;
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2023-08-28 16:53:24 -07:00
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using Content.Shared.StatusIcon;
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2022-05-10 13:43:30 -05:00
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using JetBrains.Annotations;
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2022-05-14 08:58:45 +10:00
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using Robust.Shared.Configuration;
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2022-05-10 13:43:30 -05:00
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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2023-03-28 21:30:00 -04:00
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using Robust.Shared.Random;
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2022-05-10 13:43:30 -05:00
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using Robust.Shared.Utility;
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namespace Content.Server.Station.Systems;
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/// <summary>
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/// Manages spawning into the game, tracking available spawn points.
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/// Also provides helpers for spawning in the player's mob.
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/// </summary>
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[PublicAPI]
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2023-08-05 14:25:47 +10:00
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public sealed class StationSpawningSystem : SharedStationSpawningSystem
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2022-05-10 13:43:30 -05:00
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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2023-03-28 21:30:00 -04:00
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[Dependency] private readonly IRobustRandom _random = default!;
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2022-05-14 08:58:45 +10:00
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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2023-01-24 13:38:19 +13:00
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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2022-05-10 13:43:30 -05:00
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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2023-06-15 03:44:28 +02:00
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[Dependency] private readonly PdaSystem _pdaSystem = default!;
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2022-09-14 19:33:25 +10:00
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[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
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2022-07-10 18:36:53 -07:00
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[Dependency] private readonly IdentitySystem _identity = default!;
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2023-07-22 21:19:51 -07:00
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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2022-05-10 13:43:30 -05:00
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2024-02-01 05:12:09 -05:00
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[Dependency] private readonly ArrivalsSystem _arrivalsSystem = default!;
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[Dependency] private readonly ContainerSpawnPointSystem _containerSpawnPointSystem = default!;
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2023-03-28 21:30:00 -04:00
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private bool _randomizeCharacters;
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2024-02-01 05:12:09 -05:00
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private Dictionary<SpawnPriorityPreference, Action<PlayerSpawningEvent>> _spawnerCallbacks = new();
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2022-05-10 13:43:30 -05:00
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/// <inheritdoc/>
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public override void Initialize()
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{
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2024-02-13 22:48:39 +01:00
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Subs.CVar(_configurationManager, CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true);
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2024-02-01 05:12:09 -05:00
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_spawnerCallbacks = new Dictionary<SpawnPriorityPreference, Action<PlayerSpawningEvent>>()
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{
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{ SpawnPriorityPreference.Arrivals, _arrivalsSystem.HandlePlayerSpawning },
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{ SpawnPriorityPreference.Cryosleep, _containerSpawnPointSystem.HandlePlayerSpawning }
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};
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2022-05-10 13:43:30 -05:00
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}
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/// <summary>
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|
/// Attempts to spawn a player character onto the given station.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="station">Station to spawn onto.</param>
|
|
|
|
|
/// <param name="job">The job to assign, if any.</param>
|
|
|
|
|
/// <param name="profile">The character profile to use, if any.</param>
|
|
|
|
|
/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
|
|
|
|
|
/// <returns>The resulting player character, if any.</returns>
|
|
|
|
|
/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
|
|
|
|
|
/// <remarks>
|
|
|
|
|
/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
|
|
|
|
|
/// </remarks>
|
2023-08-28 16:53:24 -07:00
|
|
|
public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, JobComponent? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null)
|
2022-05-10 13:43:30 -05:00
|
|
|
{
|
|
|
|
|
if (station != null && !Resolve(station.Value, ref stationSpawning))
|
|
|
|
|
throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
|
|
|
|
|
|
|
|
|
|
var ev = new PlayerSpawningEvent(job, profile, station);
|
2024-02-01 05:12:09 -05:00
|
|
|
|
|
|
|
|
if (station != null && profile != null)
|
|
|
|
|
{
|
|
|
|
|
/// Try to call the character's preferred spawner first.
|
|
|
|
|
if (_spawnerCallbacks.TryGetValue(profile.SpawnPriority, out var preferredSpawner))
|
|
|
|
|
{
|
|
|
|
|
preferredSpawner(ev);
|
|
|
|
|
|
|
|
|
|
foreach (var (key, remainingSpawner) in _spawnerCallbacks)
|
|
|
|
|
{
|
|
|
|
|
if (key == profile.SpawnPriority)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
remainingSpawner(ev);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
/// Call all of them in the typical order.
|
|
|
|
|
foreach (var typicalSpawner in _spawnerCallbacks.Values)
|
|
|
|
|
typicalSpawner(ev);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-05-10 13:43:30 -05:00
|
|
|
RaiseLocalEvent(ev);
|
|
|
|
|
|
2023-07-22 21:19:51 -07:00
|
|
|
DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
|
2022-05-10 13:43:30 -05:00
|
|
|
|
|
|
|
|
return ev.SpawnResult;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//TODO: Figure out if everything in the player spawning region belongs somewhere else.
|
|
|
|
|
#region Player spawning helpers
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Spawns in a player's mob according to their job and character information at the given coordinates.
|
|
|
|
|
/// Used by systems that need to handle spawning players.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="coordinates">Coordinates to spawn the character at.</param>
|
|
|
|
|
/// <param name="job">Job to assign to the character, if any.</param>
|
|
|
|
|
/// <param name="profile">Appearance profile to use for the character.</param>
|
2022-05-27 06:01:07 +02:00
|
|
|
/// <param name="station">The station this player is being spawned on.</param>
|
2023-05-19 15:45:09 -05:00
|
|
|
/// <param name="entity">The entity to use, if one already exists.</param>
|
2022-05-10 13:43:30 -05:00
|
|
|
/// <returns>The spawned entity</returns>
|
2022-05-27 06:01:07 +02:00
|
|
|
public EntityUid SpawnPlayerMob(
|
|
|
|
|
EntityCoordinates coordinates,
|
2023-08-28 16:53:24 -07:00
|
|
|
JobComponent? job,
|
2022-05-27 06:01:07 +02:00
|
|
|
HumanoidCharacterProfile? profile,
|
2023-05-19 15:45:09 -05:00
|
|
|
EntityUid? station,
|
|
|
|
|
EntityUid? entity = null)
|
2022-05-10 13:43:30 -05:00
|
|
|
{
|
2023-11-07 14:44:53 -08:00
|
|
|
_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype);
|
2023-08-28 16:53:24 -07:00
|
|
|
|
2022-07-10 21:10:03 -04:00
|
|
|
// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
|
2023-08-28 16:53:24 -07:00
|
|
|
if (prototype?.JobEntity != null)
|
2022-07-10 21:10:03 -04:00
|
|
|
{
|
2023-05-19 15:45:09 -05:00
|
|
|
DebugTools.Assert(entity is null);
|
2023-08-28 16:53:24 -07:00
|
|
|
var jobEntity = EntityManager.SpawnEntity(prototype.JobEntity, coordinates);
|
2022-07-10 21:10:03 -04:00
|
|
|
MakeSentientCommand.MakeSentient(jobEntity, EntityManager);
|
|
|
|
|
DoJobSpecials(job, jobEntity);
|
2022-07-10 18:36:53 -07:00
|
|
|
_identity.QueueIdentityUpdate(jobEntity);
|
2022-07-10 21:10:03 -04:00
|
|
|
return jobEntity;
|
|
|
|
|
}
|
|
|
|
|
|
2023-03-28 21:30:00 -04:00
|
|
|
string speciesId;
|
|
|
|
|
if (_randomizeCharacters)
|
|
|
|
|
{
|
|
|
|
|
var weightId = _configurationManager.GetCVar(CCVars.ICRandomSpeciesWeights);
|
2023-08-05 22:31:25 -04:00
|
|
|
var weights = _prototypeManager.Index<WeightedRandomSpeciesPrototype>(weightId);
|
2023-03-28 21:30:00 -04:00
|
|
|
speciesId = weights.Pick(_random);
|
|
|
|
|
}
|
|
|
|
|
else if (profile != null)
|
|
|
|
|
{
|
|
|
|
|
speciesId = profile.Species;
|
|
|
|
|
}
|
|
|
|
|
else
|
2023-03-14 21:47:40 -07:00
|
|
|
{
|
2023-03-28 21:30:00 -04:00
|
|
|
speciesId = SharedHumanoidAppearanceSystem.DefaultSpecies;
|
2023-03-14 21:47:40 -07:00
|
|
|
}
|
|
|
|
|
|
2023-03-28 21:30:00 -04:00
|
|
|
if (!_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
|
|
|
|
|
throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
|
|
|
|
|
|
2023-05-19 15:45:09 -05:00
|
|
|
entity ??= Spawn(species.Prototype, coordinates);
|
2023-03-28 21:30:00 -04:00
|
|
|
|
|
|
|
|
if (_randomizeCharacters)
|
|
|
|
|
{
|
|
|
|
|
profile = HumanoidCharacterProfile.RandomWithSpecies(speciesId);
|
|
|
|
|
}
|
2022-05-10 13:43:30 -05:00
|
|
|
|
2023-08-28 16:53:24 -07:00
|
|
|
if (prototype?.StartingGear != null)
|
2022-05-10 13:43:30 -05:00
|
|
|
{
|
2023-08-28 16:53:24 -07:00
|
|
|
var startingGear = _prototypeManager.Index<StartingGearPrototype>(prototype.StartingGear);
|
2023-05-19 15:45:09 -05:00
|
|
|
EquipStartingGear(entity.Value, startingGear, profile);
|
2022-05-10 13:43:30 -05:00
|
|
|
if (profile != null)
|
2023-08-28 16:53:24 -07:00
|
|
|
EquipIdCard(entity.Value, profile.Name, prototype, station);
|
2022-05-10 13:43:30 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (profile != null)
|
|
|
|
|
{
|
2023-05-19 15:45:09 -05:00
|
|
|
_humanoidSystem.LoadProfile(entity.Value, profile);
|
2023-07-22 21:19:51 -07:00
|
|
|
_metaSystem.SetEntityName(entity.Value, profile.Name);
|
2022-05-14 08:58:45 +10:00
|
|
|
if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText))
|
|
|
|
|
{
|
2023-05-19 15:45:09 -05:00
|
|
|
AddComp<DetailExaminableComponent>(entity.Value).Content = profile.FlavorText;
|
2022-05-14 08:58:45 +10:00
|
|
|
}
|
2022-05-10 13:43:30 -05:00
|
|
|
}
|
|
|
|
|
|
2023-05-19 15:45:09 -05:00
|
|
|
DoJobSpecials(job, entity.Value);
|
|
|
|
|
_identity.QueueIdentityUpdate(entity.Value);
|
|
|
|
|
return entity.Value;
|
2022-07-10 21:10:03 -04:00
|
|
|
}
|
|
|
|
|
|
2023-08-28 16:53:24 -07:00
|
|
|
private void DoJobSpecials(JobComponent? job, EntityUid entity)
|
2022-07-10 21:10:03 -04:00
|
|
|
{
|
2023-11-07 14:44:53 -08:00
|
|
|
if (!_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype))
|
2023-08-28 16:53:24 -07:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
foreach (var jobSpecial in prototype.Special)
|
2022-05-10 13:43:30 -05:00
|
|
|
{
|
|
|
|
|
jobSpecial.AfterEquip(entity);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Equips an ID card and PDA onto the given entity.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="entity">Entity to load out.</param>
|
|
|
|
|
/// <param name="characterName">Character name to use for the ID.</param>
|
|
|
|
|
/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
|
2022-05-27 06:01:07 +02:00
|
|
|
/// <param name="station">The station this player is being spawned on.</param>
|
|
|
|
|
public void EquipIdCard(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station)
|
2022-05-10 13:43:30 -05:00
|
|
|
{
|
2023-08-05 14:25:47 +10:00
|
|
|
if (!InventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
|
2022-05-10 13:43:30 -05:00
|
|
|
return;
|
|
|
|
|
|
2024-01-23 19:02:24 -05:00
|
|
|
var cardId = idUid.Value;
|
|
|
|
|
if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
|
|
|
|
|
cardId = pdaComponent.ContainedId.Value;
|
|
|
|
|
|
|
|
|
|
if (!TryComp<IdCardComponent>(cardId, out var card))
|
2022-05-10 13:43:30 -05:00
|
|
|
return;
|
|
|
|
|
|
2022-05-27 06:01:07 +02:00
|
|
|
_cardSystem.TryChangeFullName(cardId, characterName, card);
|
2022-06-28 15:55:05 +03:00
|
|
|
_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
|
2022-05-27 06:01:07 +02:00
|
|
|
|
2023-07-29 10:25:27 +02:00
|
|
|
if (_prototypeManager.TryIndex<StatusIconPrototype>(jobPrototype.Icon, out var jobIcon))
|
|
|
|
|
{
|
|
|
|
|
_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
|
|
|
|
|
}
|
|
|
|
|
|
2022-05-27 06:01:07 +02:00
|
|
|
var extendedAccess = false;
|
|
|
|
|
if (station != null)
|
|
|
|
|
{
|
|
|
|
|
var data = Comp<StationJobsComponent>(station.Value);
|
|
|
|
|
extendedAccess = data.ExtendedAccess;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
|
2022-05-10 13:43:30 -05:00
|
|
|
|
2024-01-23 19:02:24 -05:00
|
|
|
if (pdaComponent != null)
|
|
|
|
|
_pdaSystem.SetOwner(idUid.Value, pdaComponent, characterName);
|
2022-05-10 13:43:30 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#endregion Player spawning helpers
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
|
|
|
|
|
/// This event's success is measured by if SpawnResult is not null.
|
|
|
|
|
/// You should not make this event's success rely on random chance.
|
|
|
|
|
/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[PublicAPI]
|
|
|
|
|
public sealed class PlayerSpawningEvent : EntityEventArgs
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The entity spawned, if any. You should set this if you succeed at spawning the character, and leave it alone if it's not null.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public EntityUid? SpawnResult;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The job to use, if any.
|
|
|
|
|
/// </summary>
|
2023-08-28 16:53:24 -07:00
|
|
|
public readonly JobComponent? Job;
|
2022-05-10 13:43:30 -05:00
|
|
|
/// <summary>
|
|
|
|
|
/// The profile to use, if any.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The target station, if any.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public readonly EntityUid? Station;
|
|
|
|
|
|
2023-08-28 16:53:24 -07:00
|
|
|
public PlayerSpawningEvent(JobComponent? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station)
|
2022-05-10 13:43:30 -05:00
|
|
|
{
|
|
|
|
|
Job = job;
|
|
|
|
|
HumanoidCharacterProfile = humanoidCharacterProfile;
|
|
|
|
|
Station = station;
|
|
|
|
|
}
|
|
|
|
|
}
|