using Content.Server.Humanoid.Components;
using Content.Server.RandomMetadata;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
namespace Content.Server.Humanoid.Systems;
///
/// This deals with spawning and setting up random humanoids.
///
public sealed class RandomHumanoidSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IComponentFactory _compFactory = default!;
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly HumanoidSystem _humanoid = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnMapInit,
after: new []{ typeof(RandomMetadataSystem) });
}
private void OnMapInit(EntityUid uid, RandomHumanoidSpawnerComponent component, MapInitEvent args)
{
QueueDel(uid);
SpawnRandomHumanoid(component.SettingsPrototypeId, Transform(uid).Coordinates, MetaData(uid).EntityName);
}
public EntityUid SpawnRandomHumanoid(string prototypeId, EntityCoordinates coordinates, string name)
{
if (!_prototypeManager.TryIndex(prototypeId, out var prototype))
{
throw new ArgumentException("Could not get random humanoid settings");
}
var profile = HumanoidCharacterProfile.Random(prototype.SpeciesBlacklist);
var speciesProto = _prototypeManager.Index(profile.Species);
var humanoid = Spawn(speciesProto.Prototype, coordinates);
MetaData(humanoid).EntityName = prototype.RandomizeName
? profile.Name
: name;
_humanoid.LoadProfile(humanoid, profile);
if (prototype.Components == null)
{
return humanoid;
}
foreach (var entry in prototype.Components.Values)
{
var comp = (Component) _serialization.CreateCopy(entry.Component);
comp.Owner = humanoid;
EntityManager.AddComponent(humanoid, comp, true);
}
return humanoid;
}
}