Fix ghosts getting spawned in nullspace (#27617)
* Add tests for ghost spawn position * Make ghosts spawn immediately * Format mind system * Move ghost spawning to GhostSystem * Spawn ghost on grid or map This fixes the ghosts being attached the parent entity instead of the grid. * Move logging out of the ghost system * Make round start observer spawn using GhostSystem * Move GameTicker ghost spawning to GhostSystem Moved the more robust character name selection code over. Moved the TimeOfDeath code over. Added canReturn logic. * Add overrides and default for ghost spawn coordinates * Add warning log to ghost spawn fail * Clean up test * Dont spawn ghost on map delete * Minor changes to the role test * Fix role test failing to spawn ghost It was failing the map check due to using Nullspace * Fix ghost tests when running in parallel Not sure what happened, but it seems to be because they were running simultaneously and overwriting values. * Clean up ghost tests * Test that map deletion does not spawn ghosts * Spawn ghost on the next available map * Disallow spawning on deleted maps * Fix map deletion ghost test * Cleanup
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@@ -19,6 +19,7 @@ using Content.Shared.Movement.Systems;
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using Content.Shared.Storage.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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@@ -42,6 +43,8 @@ namespace Content.Server.Ghost
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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private EntityQuery<GhostComponent> _ghostQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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@@ -389,5 +392,59 @@ namespace Content.Server.Ghost
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return ghostBoo.Handled;
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}
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public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityUid targetEntity,
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bool canReturn = false)
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{
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_transformSystem.TryGetMapOrGridCoordinates(targetEntity, out var spawnPosition);
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return SpawnGhost(mind, spawnPosition, canReturn);
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}
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public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityCoordinates? spawnPosition = null,
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bool canReturn = false)
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{
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if (!Resolve(mind, ref mind.Comp))
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return null;
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// Test if the map is being deleted
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var mapUid = spawnPosition?.GetMapUid(EntityManager);
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if (mapUid == null || TerminatingOrDeleted(mapUid.Value))
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spawnPosition = null;
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spawnPosition ??= _ticker.GetObserverSpawnPoint();
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if (!spawnPosition.Value.IsValid(EntityManager))
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{
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Log.Warning($"No spawn valid ghost spawn position found for {mind.Comp.CharacterName}"
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+ " \"{ToPrettyString(mind)}\"");
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_minds.TransferTo(mind.Owner, null, createGhost: false, mind: mind.Comp);
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return null;
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}
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var ghost = SpawnAtPosition(GameTicker.ObserverPrototypeName, spawnPosition.Value);
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var ghostComponent = Comp<GhostComponent>(ghost);
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// Try setting the ghost entity name to either the character name or the player name.
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// If all else fails, it'll default to the default entity prototype name, "observer".
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// However, that should rarely happen.
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if (!string.IsNullOrWhiteSpace(mind.Comp.CharacterName))
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_metaData.SetEntityName(ghost, mind.Comp.CharacterName);
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else if (!string.IsNullOrWhiteSpace(mind.Comp.Session?.Name))
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_metaData.SetEntityName(ghost, mind.Comp.Session.Name);
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if (mind.Comp.TimeOfDeath.HasValue)
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{
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SetTimeOfDeath(ghost, mind.Comp.TimeOfDeath!.Value, ghostComponent);
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}
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SetCanReturnToBody(ghostComponent, canReturn);
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if (canReturn)
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_minds.Visit(mind.Owner, ghost, mind.Comp);
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else
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_minds.TransferTo(mind.Owner, ghost, mind: mind.Comp);
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Log.Debug($"Spawned ghost \"{ToPrettyString(ghost)}\" for {mind.Comp.CharacterName}.");
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return ghost;
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}
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}
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}
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