* Revert "- fix: YAML linter fixes. (#598)" This reverts commit012bf3c357. * Revert "Automatic changelog update" This reverts commitcf1c3a9af5. * Revert "[Fix] Base Layer Prototype (#597)" This reverts commitb000423999. * Revert "Modules update (#596)" This reverts commit00fbdead77. * Revert "Automatic changelog update" This reverts commit0d7a12b2a2. * Revert "Fixes (#593)" This reverts commit943c77031c. * Revert "minor loadout fixes (#594)" This reverts commit143c010a89. * Revert "Update DryDock.yml (#595)" This reverts commit4cd0100ac7. * Revert "Automatic changelog update" This reverts commit08eadc690f. * Revert "fix: Maximum message size (#591)" This reverts commit343f3612eb. * Revert "Черри пики 7 (#592)" This reverts commit3f97bdce2f. * Revert "Automatic changelog update" This reverts commit0678eca250. * Revert "Рандомфиксы (#590)" This reverts commit2b9e5e2437. * Revert "Нижнее бельё в лодауты (#580)" This reverts commite01a47b089. * Revert "add lathe sounds (#588)" This reverts commitc80a2985f2. * Revert "Добавил параметр группы для некоторых реагентов (#585)" This reverts commit713b16bb98. * Revert "add hrp ++++ aspect (#587)" This reverts commita6a69cc60f. * Revert "Новые амбиенты и пару песен (#586)" This reverts commit48c86bd846. * Revert "Сообщения в ПДА 2 (#583)" This reverts commitcced3cc98b. * Revert "Automatic changelog update" This reverts commitabf435b11d. * Revert "Chem stuff and more (#584)" This reverts commit3608960f5c. * Revert "JobRequiremet refactor (#579)" This reverts commit9a9c9598e0. * Revert "Revert "Reapply "Нижнее бельё в лодауты""" This reverts commit44447d573f. * Revert "Reapply "Нижнее бельё в лодауты"" This reverts commit0c4d082ad3. * Revert "Revert "Нижнее бельё в лодауты"" This reverts commit56473c5492. * Revert "Нижнее бельё в лодауты" This reverts commitd1cb0cb364. * Revert "DryDock and WhiteMoose update (#578)" This reverts commit14755808af. * Revert "Automatic changelog update" This reverts commit0133f82722. * Revert "Fixes (#576)" This reverts commitb7cc49896c. * Revert "порт системы регенерации солюшена цинки (#574)" This reverts commita22cf3d50b. * Revert "Воровские перчатки (#573)" This reverts commitbb7140f3d4. * Revert "mood resprite (#572)" This reverts commit4db96dc569. * Revert "fix missing letter (#571)" This reverts commit94ea756794. * Revert "Сообщения в ПДА (#564)" This reverts commitd023d29e54. * Revert "- fix: No visible aghost." This reverts commit27e7f25f7e. * Revert "- tweak: Nerf cult shield." This reverts commit6a384246b8.
380 lines
14 KiB
C#
380 lines
14 KiB
C#
using System.Linq;
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using Content.Server.Access.Systems;
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.Mind.Commands;
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using Content.Server.PDA;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Station.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Clothing;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Station;
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using Content.Shared.StatusIcon;
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using Content.Shared._White.CharacterExamine;
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using Content.Shared.NameIdentifier;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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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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public sealed class StationSpawningSystem : SharedStationSpawningSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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[Dependency] private readonly PdaSystem _pdaSystem = default!;
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[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly ArrivalsSystem _arrivalsSystem = default!;
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[Dependency] private readonly ContainerSpawnPointSystem _containerSpawnPointSystem = default!;
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private bool _randomizeCharacters;
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private Dictionary<SpawnPriorityPreference, Action<PlayerSpawningEvent>> _spawnerCallbacks = new();
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/// <inheritdoc/>
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public override void Initialize()
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{
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Subs.CVar(_configurationManager, CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true);
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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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}
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/// <summary>
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/// Attempts to spawn a player character onto the given station.
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/// </summary>
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/// <param name="station">Station to spawn onto.</param>
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/// <param name="job">The job to assign, if any.</param>
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/// <param name="profile">The character profile to use, if any.</param>
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/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
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/// <returns>The resulting player character, if any.</returns>
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/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
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/// <remarks>
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/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
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/// </remarks>
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public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, JobComponent? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null)
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{
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if (station != null && !Resolve(station.Value, ref stationSpawning))
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throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
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var ev = new PlayerSpawningEvent(job, profile, station);
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if (station != null && profile != null)
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{
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// Try to call the character's preferred spawner first.
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if (_spawnerCallbacks.TryGetValue(profile.SpawnPriority, out var preferredSpawner))
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{
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preferredSpawner(ev);
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foreach (var (key, remainingSpawner) in _spawnerCallbacks)
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{
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if (key == profile.SpawnPriority)
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continue;
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remainingSpawner(ev);
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}
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}
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else
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{
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// Call all of them in the typical order.
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foreach (var typicalSpawner in _spawnerCallbacks.Values)
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{
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typicalSpawner(ev);
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}
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}
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}
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RaiseLocalEvent(ev);
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DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
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return ev.SpawnResult;
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}
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//TODO: Figure out if everything in the player spawning region belongs somewhere else.
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#region Player spawning helpers
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/// <summary>
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/// Spawns in a player's mob according to their job and character information at the given coordinates.
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/// Used by systems that need to handle spawning players.
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/// </summary>
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/// <param name="coordinates">Coordinates to spawn the character at.</param>
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/// <param name="job">Job to assign to the character, if any.</param>
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/// <param name="profile">Appearance profile to use for the character.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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/// <param name="entity">The entity to use, if one already exists.</param>
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/// <returns>The spawned entity</returns>
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public EntityUid SpawnPlayerMob(
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EntityCoordinates coordinates,
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JobComponent? job,
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HumanoidCharacterProfile? profile,
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EntityUid? station,
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EntityUid? entity = null)
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{
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_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out var prototype);
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// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
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if (prototype?.JobEntity != null)
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{
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DebugTools.Assert(entity is null);
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var jobEntity = EntityManager.SpawnEntity(prototype.JobEntity, coordinates);
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MakeSentientCommand.MakeSentient(jobEntity, EntityManager);
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DoJobSpecials(job, jobEntity, profile);
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_identity.QueueIdentityUpdate(jobEntity);
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return jobEntity;
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}
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string speciesId;
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if (_randomizeCharacters)
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{
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var weightId = _configurationManager.GetCVar(CCVars.ICRandomSpeciesWeights);
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var weights = _prototypeManager.Index<WeightedRandomSpeciesPrototype>(weightId);
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speciesId = weights.Pick(_random);
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}
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else if (profile != null)
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{
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speciesId = profile.Species;
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}
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else
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{
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speciesId = SharedHumanoidAppearanceSystem.DefaultSpecies;
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}
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if (!_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
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throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
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entity ??= Spawn(species.Prototype, coordinates);
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if (_randomizeCharacters)
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{
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profile = HumanoidCharacterProfile.RandomWithSpecies(speciesId);
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}
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if (prototype?.StartingGear != null)
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{
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(prototype.StartingGear);
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EquipStartingGear(entity.Value, startingGear);
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}
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// Run loadouts after so stuff like storage loadouts can get
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var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
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if (_prototypeManager.TryIndex(jobLoadout, out RoleLoadoutPrototype? roleProto))
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{
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RoleLoadout? loadout = null;
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profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
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// Set to default if not present
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if (loadout == null)
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{
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loadout = new RoleLoadout(jobLoadout);
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loadout.SetDefault(_prototypeManager);
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}
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// Order loadout selections by the order they appear on the prototype.
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foreach (var group in loadout.SelectedLoadouts.OrderBy(x => roleProto.Groups.FindIndex(e => e == x.Key)))
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{
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foreach (var items in group.Value)
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{
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if (!_prototypeManager.TryIndex(items.Prototype, out var loadoutProto))
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{
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Log.Error($"Unable to find loadout prototype for {items.Prototype}");
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continue;
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}
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if (!_prototypeManager.TryIndex(loadoutProto.Equipment, out var startingGear))
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{
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Log.Error($"Unable to find starting gear {loadoutProto.Equipment} for loadout {loadoutProto}");
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continue;
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}
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// Handle any extra data here.
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EquipStartingGear(entity.Value, startingGear);
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}
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}
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}
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if (profile != null)
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{
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if (prototype != null)
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{
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if (prototype.ID.Contains("Clown"))
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SetPdaAndIdCardData(entity.Value, profile.ClownName, prototype, station);
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else if (prototype.ID.Contains("Mime"))
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SetPdaAndIdCardData(entity.Value, profile.MimeName, prototype, station);
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else
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SetPdaAndIdCardData(entity.Value, profile.Name, prototype, station);
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}
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_humanoidSystem.LoadProfile(entity.Value, profile);
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_metaSystem.SetEntityName(entity.Value, profile.Name);
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if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText))
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{
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var detail = AddComp<DetailExaminableComponent>(entity.Value);
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detail.Content = profile.FlavorText;
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Dirty(detail);
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}
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}
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DoJobSpecials(job, entity.Value, profile);
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_identity.QueueIdentityUpdate(entity.Value);
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return entity.Value;
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}
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private void DoJobSpecials(JobComponent? job, EntityUid entity, HumanoidCharacterProfile? profile)
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{
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if (!_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype))
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return;
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foreach (var jobSpecial in prototype.Special)
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{
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jobSpecial.AfterEquip(entity);
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}
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if (prototype.ID.Contains("Borg"))
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{
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if (!TryComp<NameIdentifierComponent>(entity, out var identifier))
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return;
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if (_randomizeCharacters || profile == null)
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{
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_metaSystem.SetEntityName(entity, $"{HumanoidCharacterProfile.GetBorgName()} {identifier.FullIdentifier}");
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}
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else
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{
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_metaSystem.SetEntityName(entity, $"{profile.BorgName} {identifier.FullIdentifier}");
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}
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}
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if (prototype.ID.Contains("Clown"))
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{
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if (_randomizeCharacters || profile == null)
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{
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_metaSystem.SetEntityName(entity, HumanoidCharacterProfile.GetClownName());
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}
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else
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{
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_metaSystem.SetEntityName(entity, profile.ClownName);
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}
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}
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if (prototype.ID.Contains("Mime"))
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{
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if (_randomizeCharacters || profile == null)
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{
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_metaSystem.SetEntityName(entity, HumanoidCharacterProfile.GetMimeName());
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}
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else
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{
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_metaSystem.SetEntityName(entity, profile.MimeName);
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}
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}
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}
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/// <summary>
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/// Sets the ID card and PDA name, job, and access data.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="characterName">Character name to use for the ID.</param>
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/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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public void SetPdaAndIdCardData(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station)
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{
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if (!InventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
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return;
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var cardId = idUid.Value;
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if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
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cardId = pdaComponent.ContainedId.Value;
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if (!TryComp<IdCardComponent>(cardId, out var card))
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return;
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_cardSystem.TryChangeFullName(cardId, characterName, card);
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_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
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if (_prototypeManager.TryIndex<StatusIconPrototype>(jobPrototype.Icon, out var jobIcon))
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{
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_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
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}
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var extendedAccess = false;
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if (station != null)
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{
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var data = Comp<StationJobsComponent>(station.Value);
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extendedAccess = data.ExtendedAccess;
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}
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_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
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if (pdaComponent != null)
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_pdaSystem.SetOwner(idUid.Value, pdaComponent, characterName);
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}
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#endregion Player spawning helpers
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}
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/// <summary>
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/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
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/// This event's success is measured by if SpawnResult is not null.
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/// You should not make this event's success rely on random chance.
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/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
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/// </summary>
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[PublicAPI]
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public sealed class PlayerSpawningEvent : EntityEventArgs
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{
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/// <summary>
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/// 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.
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/// </summary>
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public EntityUid? SpawnResult;
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/// <summary>
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/// The job to use, if any.
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/// </summary>
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public readonly JobComponent? Job;
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/// <summary>
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/// The profile to use, if any.
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/// </summary>
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public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
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/// <summary>
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/// The target station, if any.
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/// </summary>
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public readonly EntityUid? Station;
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public PlayerSpawningEvent(JobComponent? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station)
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{
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Job = job;
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HumanoidCharacterProfile = humanoidCharacterProfile;
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Station = station;
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}
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}
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