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tbd-station-14/Content.Server/Station/Systems/StationSpawningSystem.cs
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Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
2024-04-16 22:57:43 +10:00

319 lines
12 KiB
C#

using System.Linq;
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.Clothing;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
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;
/// <summary>
/// Manages spawning into the game, tracking available spawn points.
/// Also provides helpers for spawning in the player's mob.
/// </summary>
[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<SpawnPriorityPreference, Action<PlayerSpawningEvent>> _spawnerCallbacks = new();
/// <inheritdoc/>
public override void Initialize()
{
Subs.CVar(_configurationManager, CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true);
_spawnerCallbacks = new Dictionary<SpawnPriorityPreference, Action<PlayerSpawningEvent>>()
{
{ SpawnPriorityPreference.Arrivals, _arrivalsSystem.HandlePlayerSpawning },
{ SpawnPriorityPreference.Cryosleep, _containerSpawnPointSystem.HandlePlayerSpawning }
};
}
/// <summary>
/// Attempts to spawn a player character onto the given station.
/// </summary>
/// <param name="station">Station to spawn onto.</param>
/// <param name="job">The job to assign, if any.</param>
/// <param name="profile">The character profile to use, if any.</param>
/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
/// <returns>The resulting player character, if any.</returns>
/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
/// <remarks>
/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
/// </remarks>
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
/// <summary>
/// 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.
/// </summary>
/// <param name="coordinates">Coordinates to spawn the character at.</param>
/// <param name="job">Job to assign to the character, if any.</param>
/// <param name="profile">Appearance profile to use for the character.</param>
/// <param name="station">The station this player is being spawned on.</param>
/// <param name="entity">The entity to use, if one already exists.</param>
/// <returns>The spawned entity</returns>
public EntityUid SpawnPlayerMob(
EntityCoordinates coordinates,
JobComponent? job,
HumanoidCharacterProfile? profile,
EntityUid? station,
EntityUid? entity = null)
{
_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out var 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<WeightedRandomSpeciesPrototype>(weightId);
speciesId = weights.Pick(_random);
}
else if (profile != null)
{
speciesId = profile.Species;
}
else
{
speciesId = SharedHumanoidAppearanceSystem.DefaultSpecies;
}
if (!_prototypeManager.TryIndex<SpeciesPrototype>(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<StartingGearPrototype>(prototype.StartingGear);
EquipStartingGear(entity.Value, startingGear);
if (profile != null)
EquipIdCard(entity.Value, profile.Name, prototype, station);
}
// Run loadouts after so stuff like storage loadouts can get
var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
if (_prototypeManager.TryIndex(jobLoadout, out RoleLoadoutPrototype? loadoutProto))
{
RoleLoadout? loadout = null;
profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
// Set to default if not present
if (loadout == null)
{
loadout = new RoleLoadout(jobLoadout);
loadout.SetDefault(_prototypeManager);
}
// Order loadout selections by the order they appear on the prototype.
foreach (var group in loadout.SelectedLoadouts.OrderBy(x => loadoutProto.Groups.FindIndex(e => e == x.Key)))
{
foreach (var items in group.Value)
{
// Handle any extra data here.
var startingGear = _prototypeManager.Index<StartingGearPrototype>(items.Prototype);
EquipStartingGear(entity.Value, startingGear);
}
}
}
if (profile != null)
{
_humanoidSystem.LoadProfile(entity.Value, profile);
_metaSystem.SetEntityName(entity.Value, profile.Name);
if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText))
{
AddComp<DetailExaminableComponent>(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);
}
}
/// <summary>
/// Equips an ID card and PDA onto the given entity.
/// </summary>
/// <param name="entity">Entity to load out.</param>
/// <param name="characterName">Character name to use for the ID.</param>
/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
/// <param name="station">The station this player is being spawned on.</param>
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<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
cardId = pdaComponent.ContainedId.Value;
if (!TryComp<IdCardComponent>(cardId, out var card))
return;
_cardSystem.TryChangeFullName(cardId, characterName, card);
_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
if (_prototypeManager.TryIndex<StatusIconPrototype>(jobPrototype.Icon, out var jobIcon))
{
_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
}
var extendedAccess = false;
if (station != null)
{
var data = Comp<StationJobsComponent>(station.Value);
extendedAccess = data.ExtendedAccess;
}
_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
if (pdaComponent != null)
_pdaSystem.SetOwner(idUid.Value, pdaComponent, characterName);
}
#endregion Player spawning helpers
}
/// <summary>
/// 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.
/// </summary>
[PublicAPI]
public sealed class PlayerSpawningEvent : EntityEventArgs
{
/// <summary>
/// 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.
/// </summary>
public EntityUid? SpawnResult;
/// <summary>
/// The job to use, if any.
/// </summary>
public readonly JobComponent? Job;
/// <summary>
/// The profile to use, if any.
/// </summary>
public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
/// <summary>
/// The target station, if any.
/// </summary>
public readonly EntityUid? Station;
public PlayerSpawningEvent(JobComponent? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station)
{
Job = job;
HumanoidCharacterProfile = humanoidCharacterProfile;
Station = station;
}
}