* Initial commit * Fixing merge conflict * Merge conflict fixed * Anchorable entities can now be marked as 'unanchorable' * Revert "Anchorable entities can now be marked as 'unanchorable'" This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5 This functionality will be made into a separate PR * Error sprite * Update AI core appearance with sustained damage, spawn scrap on destroyed * Added intellicard sprite * AI damage overlays * Added fixtures * AI core accent changes when damaged or low on power * Bug fix and pop up messages for inserting AIs into inoperable cores * Updated 'dead' sprite * Destroying the AI core reduces the number of AI job slots available * AI battery duration set to 10 minutes * Initial commit * Allow MMIs used in the construction of AI cores to take them over * Initial resources commit * Initial code commit * Sprite update * Bug fixes and updates * Basic console UI * Code refactor * Added lock screen * Added all outstanding UI features * Added purge sprites * Better appearance handling * Fixed issue with purge sprite * Finalized UI design * Major components finalized * Bit of clean up * Removed some code that was used for testing * Tweaked some text * Removed extra space * Added the circuitboard to the RD's locker * Addressed reviewer comments plus tweaks * Addressed reviewer comments plus tweaks * Removed instances of granular damage * Various improvements * Removed testing code * Fixed issue with disabled buttons * Finalized code * Addressed review comments * Added a spare Station AI core electronics to the research director's locker * Fixing build failure * Addressed review comments * Addressed review comments * Added reverse path for construction graph * Removed unneeded reference * Parts can be purchased through cargo * Fixing merge conflict * Merge conflict resolved * Fixing merge conflict * Code update * Code updates * Increased AI core health and gave it a sell price to fix test fail * Added screen static sprite * Added better support for ghosted AI players plus code tweaks * Various improvements and clean up * Increased purge duration to 60 seconds * Fixed needless complication * Addressed reviewer comments part 1 * Addressed reviewer comments part 2 * Further fixes * Trying lower battery values to see if it fixes the test fail * Adjusted power values again * Addressed review comments * Addressed review comments * Fixed test fail * Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside. * Added pop up text * Bug fix * Tweaks and fixes * Fixed restoration console not updating when the AI finishes rebooting * Update SharedStationAiSystem.Held.cs --------- Co-authored-by: ScarKy0 <scarky0@onet.eu>
105 lines
3.9 KiB
C#
105 lines
3.9 KiB
C#
using Content.Server.GameTicking;
|
|
using Content.Server.Spawners.Components;
|
|
using Content.Server.Station.Systems;
|
|
using Content.Shared.Preferences;
|
|
using Robust.Server.Containers;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Spawners.EntitySystems;
|
|
|
|
public sealed class ContainerSpawnPointSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly ContainerSystem _container = default!;
|
|
[Dependency] private readonly GameTicker _gameTicker = default!;
|
|
[Dependency] private readonly IPrototypeManager _proto = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly StationSystem _station = default!;
|
|
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: new []{ typeof(SpawnPointSystem) });
|
|
}
|
|
|
|
public void HandlePlayerSpawning(PlayerSpawningEvent args)
|
|
{
|
|
if (args.SpawnResult != null)
|
|
return;
|
|
|
|
// If it's just a spawn pref check if it's for cryo (silly).
|
|
if (args.HumanoidCharacterProfile?.SpawnPriority != SpawnPriorityPreference.Cryosleep &&
|
|
(!_proto.Resolve(args.Job, out var jobProto) || jobProto.JobEntity == null))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var query = EntityQueryEnumerator<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>();
|
|
var possibleContainers = new List<Entity<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>>();
|
|
|
|
while (query.MoveNext(out var uid, out var spawnPoint, out var container, out var xform))
|
|
{
|
|
if (args.Station != null && _station.GetOwningStation(uid, xform) != args.Station)
|
|
continue;
|
|
|
|
// If it's unset, then we allow it to be used for both roundstart and midround joins
|
|
if (spawnPoint.SpawnType == SpawnPointType.Unset)
|
|
{
|
|
// make sure we also check the job here for various reasons.
|
|
if (spawnPoint.Job == null || spawnPoint.Job == args.Job)
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
continue;
|
|
}
|
|
|
|
if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
|
|
{
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
}
|
|
|
|
if (_gameTicker.RunLevel != GameRunLevel.InRound &&
|
|
spawnPoint.SpawnType == SpawnPointType.Job &&
|
|
(args.Job == null || spawnPoint.Job == args.Job))
|
|
{
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
}
|
|
}
|
|
|
|
if (possibleContainers.Count == 0)
|
|
return;
|
|
// we just need some default coords so we can spawn the player entity.
|
|
var baseCoords = possibleContainers[0].Comp3.Coordinates;
|
|
|
|
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
|
|
baseCoords,
|
|
args.Job,
|
|
args.HumanoidCharacterProfile,
|
|
args.Station);
|
|
|
|
_random.Shuffle(possibleContainers);
|
|
foreach (var (uid, spawnPoint, manager, xform) in possibleContainers)
|
|
{
|
|
if (!_container.TryGetContainer(uid, spawnPoint.ContainerId, out var container, manager))
|
|
continue;
|
|
|
|
if (!_container.Insert(args.SpawnResult.Value, container, containerXform: xform))
|
|
continue;
|
|
|
|
var ev = new ContainerSpawnEvent(args.SpawnResult.Value);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return;
|
|
}
|
|
|
|
Del(args.SpawnResult);
|
|
args.SpawnResult = null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on a container when a player is spawned into it.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct ContainerSpawnEvent(EntityUid Player);
|