Actual randomized humanoids (#11574)
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@@ -1,5 +1,6 @@
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Shared.Dataset;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Roles;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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@@ -25,8 +26,8 @@ public sealed class NukeopsRuleConfiguration : GameRuleConfiguration
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[DataField("maxOps")]
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public int MaxOperatives = 5;
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[DataField("spawnEntityProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SpawnEntityPrototype = "MobHumanNukeOp";
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[DataField("randomHumanoidSettings", customTypeSerializer: typeof(PrototypeIdSerializer<RandomHumanoidSettingsPrototype>))]
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public string RandomHumanoidSettingsPrototype = "NukeOp";
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[DataField("spawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
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public string SpawnPointPrototype = "SpawnPointNukies";
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@@ -35,6 +35,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Content.Server.Administration.Commands;
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using Content.Server.Humanoid.Systems;
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using Content.Shared.Preferences;
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using Content.Server.Preferences.Managers;
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@@ -57,6 +58,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly RandomHumanoidSystem _randomHumanoid = default!;
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private enum WinType
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@@ -732,7 +734,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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if (sessions.TryGetValue(i, out var session))
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{
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var mob = EntityManager.SpawnEntity(_nukeopsRuleConfig.SpawnEntityPrototype, _random.Pick(spawns));
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var mob = _randomHumanoid.SpawnRandomHumanoid(_nukeopsRuleConfig.RandomHumanoidSettingsPrototype, _random.Pick(spawns), string.Empty);
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var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
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SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile);
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@@ -0,0 +1,16 @@
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Humanoid.Components;
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/// <summary>
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/// This is added to a marker entity in order to spawn a randomized
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/// humanoid ingame.
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/// </summary>
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[RegisterComponent]
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public sealed class RandomHumanoidSpawnerComponent : Component
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{
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[DataField("settings", customTypeSerializer: typeof(PrototypeIdSerializer<RandomHumanoidSettingsPrototype>))]
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public string SettingsPrototypeId = default!;
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}
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66
Content.Server/Humanoid/Systems/RandomHumanoidSystem.cs
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66
Content.Server/Humanoid/Systems/RandomHumanoidSystem.cs
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@@ -0,0 +1,66 @@
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using Content.Server.Humanoid.Components;
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using Content.Server.RandomMetadata;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Humanoid.Systems;
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/// <summary>
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/// This deals with spawning and setting up random humanoids.
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/// </summary>
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public sealed class RandomHumanoidSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _compFactory = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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[Dependency] private readonly HumanoidSystem _humanoid = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<RandomHumanoidSpawnerComponent, MapInitEvent>(OnMapInit,
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after: new []{ typeof(RandomMetadataSystem) });
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}
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private void OnMapInit(EntityUid uid, RandomHumanoidSpawnerComponent component, MapInitEvent args)
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{
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QueueDel(uid);
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SpawnRandomHumanoid(component.SettingsPrototypeId, Transform(uid).Coordinates, MetaData(uid).EntityName);
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}
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public EntityUid SpawnRandomHumanoid(string prototypeId, EntityCoordinates coordinates, string name)
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{
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if (!_prototypeManager.TryIndex<RandomHumanoidSettingsPrototype>(prototypeId, out var prototype))
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{
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throw new ArgumentException("Could not get random humanoid settings");
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}
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var profile = HumanoidCharacterProfile.Random(prototype.SpeciesBlacklist);
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var speciesProto = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
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var humanoid = Spawn(speciesProto.Prototype, coordinates);
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MetaData(humanoid).EntityName = prototype.RandomizeName
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? profile.Name
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: name;
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_humanoid.LoadProfile(humanoid, profile);
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if (prototype.Components == null)
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{
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return humanoid;
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}
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foreach (var entry in prototype.Components.Values)
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{
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var comp = (Component) _serialization.Copy(entry.Component);
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comp.Owner = humanoid;
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EntityManager.AddComponent(humanoid, comp, true);
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}
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return humanoid;
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}
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}
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