64 lines
2.4 KiB
C#
64 lines
2.4 KiB
C#
using Content.Server.Humanoid.Components;
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using Content.Server.RandomMetadata;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Humanoid.Systems;
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/// <summary>
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/// This deals with spawning and setting up random humanoids.
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/// </summary>
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public sealed class RandomHumanoidSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<RandomHumanoidSpawnerComponent, MapInitEvent>(OnMapInit,
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after: new []{ typeof(RandomMetadataSystem) });
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}
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private void OnMapInit(EntityUid uid, RandomHumanoidSpawnerComponent component, MapInitEvent args)
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{
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QueueDel(uid);
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if (component.SettingsPrototypeId != null)
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SpawnRandomHumanoid(component.SettingsPrototypeId, Transform(uid).Coordinates, MetaData(uid).EntityName);
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}
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public EntityUid SpawnRandomHumanoid(string prototypeId, EntityCoordinates coordinates, string name)
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{
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if (!_prototypeManager.TryIndex<RandomHumanoidSettingsPrototype>(prototypeId, out var prototype))
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throw new ArgumentException("Could not get random humanoid settings");
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var profile = HumanoidCharacterProfile.Random(prototype.SpeciesBlacklist);
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var speciesProto = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
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var humanoid = EntityManager.CreateEntityUninitialized(speciesProto.Prototype, coordinates);
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_metaData.SetEntityName(humanoid, prototype.RandomizeName ? profile.Name : name);
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_humanoid.LoadProfile(humanoid, profile);
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if (prototype.Components != null)
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{
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foreach (var entry in prototype.Components.Values)
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{
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var comp = (Component) _serialization.CreateCopy(entry.Component, notNullableOverride: true);
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comp.Owner = humanoid; // This .owner must survive for now.
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EntityManager.AddComponent(humanoid, comp);
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}
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}
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EntityManager.InitializeAndStartEntity(humanoid);
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return humanoid;
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}
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}
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