using Content.Server.Access.Systems; using Content.Server.DetailExaminable; using Content.Server.Humanoid; using Content.Server.IdentityManagement; using Content.Server.Mind.Commands; using Content.Server.PDA; using Content.Server.Shuttles.Systems; using Content.Server.Spawners.EntitySystems; using Content.Server.Station.Components; using Content.Shared.Access.Components; using Content.Shared.Access.Systems; using Content.Shared.CCVar; using Content.Shared.Humanoid; using Content.Shared.Humanoid.Prototypes; using Content.Shared.PDA; using Content.Shared.Preferences; using Content.Shared.Random; using Content.Shared.Random.Helpers; using Content.Shared.Roles; using Content.Shared.Roles.Jobs; using Content.Shared.Station; using Content.Shared.StatusIcon; using JetBrains.Annotations; using Robust.Shared.Configuration; using Robust.Shared.Map; using Robust.Shared.Prototypes; using Robust.Shared.Random; 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 : SharedStationSpawningSystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IConfigurationManager _configurationManager = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!; [Dependency] private readonly IdCardSystem _cardSystem = default!; [Dependency] private readonly PdaSystem _pdaSystem = default!; [Dependency] private readonly SharedAccessSystem _accessSystem = default!; [Dependency] private readonly IdentitySystem _identity = default!; [Dependency] private readonly MetaDataSystem _metaSystem = default!; [Dependency] private readonly ArrivalsSystem _arrivalsSystem = default!; [Dependency] private readonly ContainerSpawnPointSystem _containerSpawnPointSystem = default!; private bool _randomizeCharacters; private Dictionary> _spawnerCallbacks = new(); /// public override void Initialize() { _configurationManager.OnValueChanged(CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true); _spawnerCallbacks = new Dictionary>() { { SpawnPriorityPreference.Arrivals, _arrivalsSystem.HandlePlayerSpawning }, { SpawnPriorityPreference.Cryosleep, _containerSpawnPointSystem.HandlePlayerSpawning } }; } /// /// 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, JobComponent? 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); if (station != null && profile != null) { /// Try to call the character's preferred spawner first. if (_spawnerCallbacks.TryGetValue(profile.SpawnPriority, out var preferredSpawner)) { preferredSpawner(ev); foreach (var (key, remainingSpawner) in _spawnerCallbacks) { if (key == profile.SpawnPriority) continue; remainingSpawner(ev); } } else { /// Call all of them in the typical order. foreach (var typicalSpawner in _spawnerCallbacks.Values) typicalSpawner(ev); } } 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 entity to use, if one already exists. /// The spawned entity public EntityUid SpawnPlayerMob( EntityCoordinates coordinates, JobComponent? job, HumanoidCharacterProfile? profile, EntityUid? station, EntityUid? entity = null) { _prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype); // If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff. if (prototype?.JobEntity != null) { DebugTools.Assert(entity is null); var jobEntity = EntityManager.SpawnEntity(prototype.JobEntity, coordinates); MakeSentientCommand.MakeSentient(jobEntity, EntityManager); DoJobSpecials(job, jobEntity); _identity.QueueIdentityUpdate(jobEntity); return jobEntity; } string speciesId; if (_randomizeCharacters) { var weightId = _configurationManager.GetCVar(CCVars.ICRandomSpeciesWeights); var weights = _prototypeManager.Index(weightId); speciesId = weights.Pick(_random); } else if (profile != null) { speciesId = profile.Species; } else { speciesId = SharedHumanoidAppearanceSystem.DefaultSpecies; } if (!_prototypeManager.TryIndex(speciesId, out var species)) throw new ArgumentException($"Invalid species prototype was used: {speciesId}"); entity ??= Spawn(species.Prototype, coordinates); if (_randomizeCharacters) { profile = HumanoidCharacterProfile.RandomWithSpecies(speciesId); } if (prototype?.StartingGear != null) { var startingGear = _prototypeManager.Index(prototype.StartingGear); EquipStartingGear(entity.Value, startingGear, profile); if (profile != null) EquipIdCard(entity.Value, profile.Name, prototype, station); } if (profile != null) { _humanoidSystem.LoadProfile(entity.Value, profile); _metaSystem.SetEntityName(entity.Value, profile.Name); if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText)) { AddComp(entity.Value).Content = profile.FlavorText; } } DoJobSpecials(job, entity.Value); _identity.QueueIdentityUpdate(entity.Value); return entity.Value; } private void DoJobSpecials(JobComponent? job, EntityUid entity) { if (!_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype)) return; foreach (var jobSpecial in prototype.Special) { jobSpecial.AfterEquip(entity); } } /// /// 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; var cardId = idUid.Value; if (TryComp(idUid, out var pdaComponent) && pdaComponent.ContainedId != null) cardId = pdaComponent.ContainedId.Value; if (!TryComp(cardId, out var card)) return; _cardSystem.TryChangeFullName(cardId, characterName, card); _cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card); if (_prototypeManager.TryIndex(jobPrototype.Icon, out var jobIcon)) { _cardSystem.TryChangeJobIcon(cardId, jobIcon, card); } var extendedAccess = false; if (station != null) { var data = Comp(station.Value); extendedAccess = data.ExtendedAccess; } _accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess); if (pdaComponent != null) _pdaSystem.SetOwner(idUid.Value, 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 JobComponent? Job; /// /// The profile to use, if any. /// public readonly HumanoidCharacterProfile? HumanoidCharacterProfile; /// /// The target station, if any. /// public readonly EntityUid? Station; public PlayerSpawningEvent(JobComponent? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station) { Job = job; HumanoidCharacterProfile = humanoidCharacterProfile; Station = station; } }