using Content.Server.Access.Systems; using Content.Server.CharacterAppearance.Systems; using Content.Server.DetailExaminable; using Content.Server.Hands.Components; using Content.Server.Hands.Systems; using Content.Server.PDA; using Content.Server.Roles; using Content.Server.Station.Components; using Content.Shared.Access.Components; using Content.Shared.Access.Systems; using Content.Shared.CCVar; using Content.Shared.Inventory; using Content.Shared.PDA; using Content.Shared.Preferences; using Content.Shared.Roles; using Content.Shared.Species; using JetBrains.Annotations; using Robust.Shared.Configuration; using Robust.Shared.Map; using Robust.Shared.Prototypes; using Robust.Shared.Utility; namespace Content.Server.Station.Systems; /// /// Manages spawning into the game, tracking available spawn points. /// Also provides helpers for spawning in the player's mob. /// [PublicAPI] public sealed class StationSpawningSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IConfigurationManager _configurationManager = default!; [Dependency] private readonly HandsSystem _handsSystem = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearanceSystem = default!; [Dependency] private readonly IdCardSystem _cardSystem = default!; [Dependency] private readonly InventorySystem _inventorySystem = default!; [Dependency] private readonly PDASystem _pdaSystem = default!; [Dependency] private readonly AccessSystem _accessSystem = default!; /// public override void Initialize() { SubscribeLocalEvent(OnStationInitialized); } private void OnStationInitialized(StationInitializedEvent ev) { AddComp(ev.Station); } /// /// Attempts to spawn a player character onto the given station. /// /// Station to spawn onto. /// The job to assign, if any. /// The character profile to use, if any. /// Resolve pattern, the station spawning component for the station. /// The resulting player character, if any. /// Thrown when the given station is not a station. /// /// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable. /// public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, Job? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null) { if (station != null && !Resolve(station.Value, ref stationSpawning)) throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station)); var ev = new PlayerSpawningEvent(job, profile, station); RaiseLocalEvent(ev); DebugTools.Assert(ev.SpawnResult is {Valid: true} or null); return ev.SpawnResult; } //TODO: Figure out if everything in the player spawning region belongs somewhere else. #region Player spawning helpers /// /// Spawns in a player's mob according to their job and character information at the given coordinates. /// Used by systems that need to handle spawning players. /// /// Coordinates to spawn the character at. /// Job to assign to the character, if any. /// Appearance profile to use for the character. /// The station this player is being spawned on. /// The spawned entity public EntityUid SpawnPlayerMob( EntityCoordinates coordinates, Job? job, HumanoidCharacterProfile? profile, EntityUid? station) { var entity = EntityManager.SpawnEntity( _prototypeManager.Index(profile?.Species ?? SpeciesManager.DefaultSpecies).Prototype, coordinates); if (job?.StartingGear != null) { var startingGear = _prototypeManager.Index(job.StartingGear); EquipStartingGear(entity, startingGear, profile); if (profile != null) EquipIdCard(entity, profile.Name, job.Prototype, station); } if (profile != null) { _humanoidAppearanceSystem.UpdateFromProfile(entity, profile); EntityManager.GetComponent(entity).EntityName = profile.Name; if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText)) { EntityManager.AddComponent(entity).Content = profile.FlavorText; } } foreach (var jobSpecial in job?.Prototype.Special ?? Array.Empty()) { jobSpecial.AfterEquip(entity); } return entity; } /// /// Equips starting gear onto the given entity. /// /// Entity to load out. /// Starting gear to use. /// Character profile to use, if any. public void EquipStartingGear(EntityUid entity, StartingGearPrototype startingGear, HumanoidCharacterProfile? profile) { if (_inventorySystem.TryGetSlots(entity, out var slotDefinitions)) { foreach (var slot in slotDefinitions) { var equipmentStr = startingGear.GetGear(slot.Name, profile); if (!string.IsNullOrEmpty(equipmentStr)) { var equipmentEntity = EntityManager.SpawnEntity(equipmentStr, EntityManager.GetComponent(entity).Coordinates); _inventorySystem.TryEquip(entity, equipmentEntity, slot.Name, true); } } } if (!TryComp(entity, out HandsComponent? handsComponent)) return; var inhand = startingGear.Inhand; var coords = EntityManager.GetComponent(entity).Coordinates; foreach (var (hand, prototype) in inhand) { var inhandEntity = EntityManager.SpawnEntity(prototype, coords); _handsSystem.TryPickup(entity, inhandEntity, hand, checkActionBlocker: false, handsComp: handsComponent); } } /// /// Equips an ID card and PDA onto the given entity. /// /// Entity to load out. /// Character name to use for the ID. /// Job prototype to use for the PDA and ID. /// The station this player is being spawned on. public void EquipIdCard(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station) { if (!_inventorySystem.TryGetSlotEntity(entity, "id", out var idUid)) return; if (!EntityManager.TryGetComponent(idUid, out PDAComponent? pdaComponent) || pdaComponent.ContainedID == null) return; var card = pdaComponent.ContainedID; var cardId = card.Owner; _cardSystem.TryChangeFullName(cardId, characterName, card); _cardSystem.TryChangeJobTitle(cardId, jobPrototype.Name, card); var extendedAccess = false; if (station != null) { var data = Comp(station.Value); extendedAccess = data.ExtendedAccess; } _accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess); _pdaSystem.SetOwner(pdaComponent, characterName); } #endregion Player spawning helpers } /// /// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player. /// This event's success is measured by if SpawnResult is not null. /// You should not make this event's success rely on random chance. /// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler. /// [PublicAPI] public sealed class PlayerSpawningEvent : EntityEventArgs { /// /// 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. /// public EntityUid? SpawnResult; /// /// The job to use, if any. /// public readonly Job? Job; /// /// The profile to use, if any. /// public readonly HumanoidCharacterProfile? HumanoidCharacterProfile; /// /// The target station, if any. /// public readonly EntityUid? Station; public PlayerSpawningEvent(Job? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station) { Job = job; HumanoidCharacterProfile = humanoidCharacterProfile; Station = station; } }