using Content.Server.GameTicking; using Content.Server.Spawners.Components; using Content.Server.Station.Systems; using Robust.Shared.Map; using Robust.Shared.Random; namespace Content.Server.Spawners.EntitySystems; public sealed class SpawnPointSystem : EntitySystem { [Dependency] private readonly GameTicker _gameTicker = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly StationSystem _stationSystem = default!; [Dependency] private readonly StationSpawningSystem _stationSpawning = default!; public override void Initialize() { SubscribeLocalEvent(OnPlayerSpawning); } private void OnPlayerSpawning(PlayerSpawningEvent args) { if (args.SpawnResult != null) return; // TODO: Cache all this if it ends up important. var points = EntityQueryEnumerator(); var possiblePositions = new List(); while ( points.MoveNext(out var uid, out var spawnPoint, out var xform)) { if (args.Station != null && _stationSystem.GetOwningStation(uid, xform) != args.Station) continue; if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin) { possiblePositions.Add(xform.Coordinates); } if (_gameTicker.RunLevel != GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.Job && (args.Job == null || spawnPoint.Job == args.Job)) { possiblePositions.Add(xform.Coordinates); } } if (possiblePositions.Count == 0) { // Ok we've still not returned, but we need to put them /somewhere/. // TODO: Refactor gameticker spawning code so we don't have to do this! var points2 = EntityQueryEnumerator(); if (points2.MoveNext(out var spawnPoint, out var xform)) { possiblePositions.Add(xform.Coordinates); } else { Log.Error("No spawn points were available!"); return; } } var spawnLoc = _random.Pick(possiblePositions); args.SpawnResult = _stationSpawning.SpawnPlayerMob( spawnLoc, args.Job, args.HumanoidCharacterProfile, args.Station); } }