перенос файлов сервера из папки White в _White
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206
Content.Server/_White/GhostRecruitment/GhostRecruitmentSystem.cs
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206
Content.Server/_White/GhostRecruitment/GhostRecruitmentSystem.cs
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using System.Linq;
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using Content.Server.EUI;
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using Content.Server.Ghost.Components;
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using Content.Server.Humanoid.Components;
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using Content.Server.Mind;
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using Content.Server.Players;
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using Content.Shared.Ghost;
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using Content.Shared.Players;
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using Content.Shared.White.GhostRecruitment;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server._White.GhostRecruitment;
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/// <summary>
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/// responsible for recruiting guests for all sorts of roles
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/// </summary>
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public sealed class GhostRecruitmentSystem : EntitySystem
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{
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[Dependency] private readonly EuiManager _eui = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private readonly Dictionary<ICommonSession, GhostRecruitmentEuiAccept> _openUis = new();
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/// <summary>
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/// starts recruiting ghosts, showing them a menu with a choice to recruit.
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/// </summary>
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/// <param name="recruitmentName">name of recruitment. <see cref="GhostRecruitmentSpawnPointComponent"/></param>
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public void StartRecruitment(string recruitmentName)
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{
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var query = EntityQueryEnumerator<GhostComponent,ActorComponent>();
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while (query.MoveNext(out var uid,out _,out var actorComponent))
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{
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OpenEui(uid,recruitmentName,actorComponent);
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}
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}
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/// <summary>
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/// if the ghost agrees, then he queues up for the role
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="recruitmentName">name of recruitment. <see cref="GhostRecruitmentSpawnPointComponent"/></param>
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public void Recruit(EntityUid uid,string recruitmentName)
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{
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EnsureComp<GhostRecruitedComponent>(uid).RecruitmentName = recruitmentName;
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}
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/// <summary>
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/// Arranges the ghosts that agreed by roles.
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/// </summary>
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/// <param name="recruitmentName">name of recruitment. <see cref="GhostRecruitmentSpawnPointComponent"/></param>
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/// <returns>is success?</returns>
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public bool EndRecruitment(string recruitmentName)
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{
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var spawners = GetEventSpawners(recruitmentName).ToList();
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// We prioritize the queue, for example, the commander first, and then the engineer
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spawners = spawners.OrderBy(o => o.Item2.Priority).ThenBy(_ => _random.Next()).ToList();
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var count = 0;
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var maxCount = Math.Max(3, _playerManager.PlayerCount / 6);
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var query = EntityQueryEnumerator<GhostRecruitedComponent>();
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while (query.MoveNext(out var uid,out var ghostRecruitedComponent))
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{
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if(ghostRecruitedComponent.RecruitmentName != recruitmentName)
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continue;
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if (!TryComp<ActorComponent>(uid, out var actorComponent))
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continue;
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// if there are too many recruited, then just skip
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if(count >= spawners.Count || count >= maxCount)
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continue;
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var (spawnerUid, spawnerComponent) = spawners[count];
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TransferMind(uid,spawnerUid,spawnerComponent);
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count++;
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EnsureComp<RecruitedComponent>(uid).RecruitmentName = recruitmentName;
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var ghostEvent = new GhostRecruitmentSuccessEvent(recruitmentName,actorComponent.PlayerSession);
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RaiseLocalEvent(uid,ghostEvent);
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}
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var ghostsEvent = new GhostsRecruitmentSuccessEvent(recruitmentName);
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RaiseLocalEvent(ghostsEvent);
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Cleanup(recruitmentName);
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return true;
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}
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public void Cleanup(string recruitmentName)
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{
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ClearEui(recruitmentName);
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var query = EntityQueryEnumerator<GhostRecruitedComponent>();
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while (query.MoveNext(out var uid, out var ghostRecruitedComponent))
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{
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if (ghostRecruitedComponent.RecruitmentName != recruitmentName)
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continue;
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RemComp<GhostRecruitedComponent>(uid);
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}
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}
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private void TransferMind(EntityUid from,EntityUid spawnerUid,GhostRecruitmentSpawnPointComponent? component = null)
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{
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if (!Resolve(spawnerUid, ref component) || !TryComp<ActorComponent>(from,out var actorComponent))
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return;
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var entityUid = Spawn(spawnerUid, component);
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if(!entityUid.HasValue)
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return;
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var mind = actorComponent.PlayerSession.GetMind();
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if (!mind.HasValue)
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return;
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_mind.TransferTo(mind.Value, entityUid.Value);
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_mind.UnVisit(mind.Value);
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}
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private EntityUid? Spawn(EntityUid spawnerUid,GhostRecruitmentSpawnPointComponent? component = null)
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{
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if (!Resolve(spawnerUid, ref component))
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return null;
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var uid = EntityManager.SpawnEntity(component.EntityPrototype, Transform(spawnerUid).Coordinates);
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if (HasComp<RandomHumanoidSpawnerComponent>(uid))
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{
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uid = new EntityUid((int) uid + 1);
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}
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return uid;
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}
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public IEnumerable<(EntityUid, GhostRecruitmentSpawnPointComponent)> GetEventSpawners(string recruitmentName)
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{
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var query = EntityQueryEnumerator<GhostRecruitmentSpawnPointComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (component.RecruitmentName == recruitmentName)
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yield return (uid, component);
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}
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}
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public IEnumerable<(EntityUid, GhostRecruitedComponent)> GetAllRecruited(string recruitmentName)
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{
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var query = EntityQueryEnumerator<GhostRecruitedComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (component.RecruitmentName == recruitmentName)
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yield return (uid, component);
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}
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}
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public void OpenEui(EntityUid uid,string recruitmentName,ActorComponent? actorComponent = null)
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{
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if(!Resolve(uid,ref actorComponent))
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return;
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var eui = new GhostRecruitmentEuiAccept(uid, recruitmentName, this);
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Logger.Debug("Added EUI to "+ uid);
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if(_openUis.TryAdd(actorComponent.PlayerSession,eui))
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_eui.OpenEui(eui,actorComponent.PlayerSession);
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}
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public void ClearEui(string recruitmentName)
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{
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foreach (var (session,eui) in _openUis)
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{
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if (session.AttachedEntity != null)
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CloseEui(session.AttachedEntity.Value, recruitmentName);
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}
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}
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public void CloseEui(EntityUid uid,string recruitmentName,ActorComponent? actorComponent = null)
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{
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if (!Resolve(uid, ref actorComponent))
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return;
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var session = actorComponent.PlayerSession;
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if (!_openUis.ContainsKey(session))
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return;
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Logger.Debug("Removed EUI from "+ uid);
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_openUis.Remove(session, out var eui);
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eui?.Close();
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}
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}
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