420 lines
16 KiB
C#
420 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using Content.Server.Access.Components;
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using Content.Server.Access.Systems;
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using Content.Server.Ghost;
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using Content.Server.Ghost.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Server.Spawners.Components;
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using Content.Server.Speech.Components;
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using Content.Server.Station;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CharacterAppearance.Systems;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Ghost;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using static Content.Server.Station.StationSystem;
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namespace Content.Server.GameTicking
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{
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public partial class GameTicker
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{
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private const string PlayerPrototypeName = "MobHuman";
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private const string ObserverPrototypeName = "MobObserver";
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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/// <summary>
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/// Can't yet be removed because every test ever seems to depend on it. I'll make removing this a different PR.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private EntityCoordinates _spawnPoint;
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// Mainly to avoid allocations.
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private readonly List<EntityCoordinates> _possiblePositions = new();
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private void SpawnPlayer(IPlayerSession player, StationId station, string? jobId = null, bool lateJoin = true)
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{
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var character = GetPlayerProfile(player);
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SpawnPlayer(player, character, station, jobId, lateJoin);
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UpdateJobsAvailable();
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}
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private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, StationId station, string? jobId = null, bool lateJoin = true)
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{
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// Can't spawn players with a dummy ticker!
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if (DummyTicker)
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return;
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if (station == StationId.Invalid)
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{
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var stations = _stationSystem.StationInfo.Keys.ToList();
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_robustRandom.Shuffle(stations);
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if (stations.Count == 0)
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station = StationId.Invalid;
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else
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station = stations[0];
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}
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if (lateJoin && DisallowLateJoin)
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{
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MakeObserve(player);
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return;
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}
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// We raise this event to allow other systems to handle spawning this player themselves. (e.g. late-join wizard, etc)
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var bev = new PlayerBeforeSpawnEvent(player, character, jobId, lateJoin, station);
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RaiseLocalEvent(bev);
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// Do nothing, something else has handled spawning this player for us!
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if (bev.Handled)
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{
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PlayerJoinGame(player);
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return;
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}
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// Pick best job best on prefs.
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jobId ??= PickBestAvailableJob(character, station);
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// If no job available, just bail out.
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if (jobId is null)
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{
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_chatManager.DispatchServerMessage(player, Loc.GetString("game-ticker-player-no-jobs-available-when-joining"));
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return;
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}
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PlayerJoinGame(player);
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var data = player.ContentData();
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DebugTools.AssertNotNull(data);
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data!.WipeMind();
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var newMind = new Mind.Mind(data.UserId)
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{
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CharacterName = character.Name
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};
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newMind.ChangeOwningPlayer(data.UserId);
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var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
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var job = new Job(newMind, jobPrototype);
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newMind.AddRole(job);
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if (lateJoin)
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{
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_chatManager.DispatchStationAnnouncement(Loc.GetString(
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"latejoin-arrival-announcement",
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("character", character.Name),
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("job", CultureInfo.CurrentCulture.TextInfo.ToTitleCase(job.Name))
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), Loc.GetString("latejoin-arrival-sender"),
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playDefaultSound: false);
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}
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var mob = SpawnPlayerMob(job, character, station, lateJoin);
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newMind.TransferTo(mob);
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if (player.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
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{
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EntityManager.AddComponent<OwOAccentComponent>(mob);
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}
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AddManifestEntry(character.Name, jobId);
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AddSpawnedPosition(jobId);
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EquipIdCard(mob, character.Name, jobPrototype);
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foreach (var jobSpecial in jobPrototype.Special)
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{
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jobSpecial.AfterEquip(mob);
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}
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_stationSystem.TryAssignJobToStation(station, jobPrototype);
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if (lateJoin)
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_adminLogSystem.Add(LogType.LateJoin, LogImpact.Medium, $"Player {player.Name} late joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {ToPrettyString(mob):entity} as a {job.Name:jobName}.");
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else
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_adminLogSystem.Add(LogType.RoundStartJoin, LogImpact.Medium, $"Player {player.Name} joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {ToPrettyString(mob):entity} as a {job.Name:jobName}.");
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// We raise this event directed to the mob, but also broadcast it so game rules can do something now.
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var aev = new PlayerSpawnCompleteEvent(mob, player, jobId, lateJoin, station, character);
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RaiseLocalEvent(mob, aev);
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}
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public void Respawn(IPlayerSession player)
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{
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player.ContentData()?.WipeMind();
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_adminLogSystem.Add(LogType.Respawn, LogImpact.Medium, $"Player {player} was respawned.");
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if (LobbyEnabled)
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PlayerJoinLobby(player);
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else
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SpawnPlayer(player, StationId.Invalid);
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}
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public void MakeJoinGame(IPlayerSession player, StationId station, string? jobId = null)
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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if (!_prefsManager.HavePreferencesLoaded(player))
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{
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return;
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}
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SpawnPlayer(player, station, jobId);
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}
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public void MakeObserve(IPlayerSession player)
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{
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// Can't spawn players with a dummy ticker!
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if (DummyTicker)
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return;
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if (!_playersInLobby.ContainsKey(player)) return;
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PlayerJoinGame(player);
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var name = GetPlayerProfile(player).Name;
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var data = player.ContentData();
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DebugTools.AssertNotNull(data);
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data!.WipeMind();
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var newMind = new Mind.Mind(data.UserId);
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newMind.ChangeOwningPlayer(data.UserId);
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newMind.AddRole(new ObserverRole(newMind));
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var mob = SpawnObserverMob();
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EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
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var ghost = EntityManager.GetComponent<GhostComponent>(mob);
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EntitySystem.Get<SharedGhostSystem>().SetCanReturnToBody(ghost, false);
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newMind.TransferTo(mob);
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_playersInLobby[player] = LobbyPlayerStatus.Observer;
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RaiseNetworkEvent(GetStatusSingle(player, LobbyPlayerStatus.Observer));
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}
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#region Mob Spawning Helpers
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private EntityUid SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, StationId station, bool lateJoin = true)
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{
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var coordinates = lateJoin ? GetLateJoinSpawnPoint(station) : GetJobSpawnPoint(job.Prototype.ID, station);
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var entity = EntityManager.SpawnEntity(PlayerPrototypeName, coordinates);
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if (job.StartingGear != null)
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{
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(job.StartingGear);
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EquipStartingGear(entity, startingGear, profile);
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}
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if (profile != null)
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{
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_humanoidAppearanceSystem.UpdateFromProfile(entity, profile);
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EntityManager.GetComponent<MetaDataComponent>(entity).EntityName = profile.Name;
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}
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return entity;
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}
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private EntityUid SpawnObserverMob()
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{
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var coordinates = GetObserverSpawnPoint();
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return EntityManager.SpawnEntity(ObserverPrototypeName, coordinates);
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}
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#endregion
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#region Equip Helpers
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public void EquipStartingGear(EntityUid entity, StartingGearPrototype startingGear, HumanoidCharacterProfile? profile)
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{
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if (EntityManager.TryGetComponent(entity, out InventoryComponent? inventory))
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{
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foreach (var slot in EquipmentSlotDefines.AllSlots)
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{
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var equipmentStr = startingGear.GetGear(slot, profile);
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if (!string.IsNullOrEmpty(equipmentStr))
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{
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var equipmentEntity = EntityManager.SpawnEntity(equipmentStr, EntityManager.GetComponent<TransformComponent>(entity).Coordinates);
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inventory.Equip(slot, EntityManager.GetComponent<ItemComponent>(equipmentEntity));
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}
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}
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}
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if (EntityManager.TryGetComponent(entity, out HandsComponent? handsComponent))
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{
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var inhand = startingGear.Inhand;
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foreach (var (hand, prototype) in inhand)
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{
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var inhandEntity = EntityManager.SpawnEntity(prototype, EntityManager.GetComponent<TransformComponent>(entity).Coordinates);
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handsComponent.TryPickupEntity(hand, inhandEntity, checkActionBlocker: false);
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}
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}
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}
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public void EquipIdCard(EntityUid entity, string characterName, JobPrototype jobPrototype)
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{
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if (!EntityManager.TryGetComponent(entity, out InventoryComponent? inventory))
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return;
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if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item))
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{
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return;
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}
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var itemEntity = item.Owner;
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if (!EntityManager.TryGetComponent(itemEntity, out PDAComponent? pdaComponent) || pdaComponent.ContainedID == null)
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return;
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var card = pdaComponent.ContainedID;
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_cardSystem.TryChangeFullName(card.Owner, characterName, card);
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_cardSystem.TryChangeJobTitle(card.Owner, jobPrototype.Name, card);
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var access = EntityManager.GetComponent<AccessComponent>(card.Owner);
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var accessTags = access.Tags;
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accessTags.UnionWith(jobPrototype.Access);
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_pdaSystem.SetOwner(pdaComponent, characterName);
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}
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#endregion
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private void AddManifestEntry(string characterName, string jobId)
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{
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_manifest.Add(new ManifestEntry(characterName, jobId));
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}
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#region Spawn Points
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public EntityCoordinates GetJobSpawnPoint(string jobId, StationId station)
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{
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var location = _spawnPoint;
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_possiblePositions.Clear();
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foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>())
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{
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var matchingStation =
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EntityManager.TryGetComponent<StationComponent>(transform.ParentUid, out var stationComponent) &&
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stationComponent.Station == station;
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DebugTools.Assert(EntityManager.TryGetComponent<IMapGridComponent>(transform.ParentUid, out _));
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if (point.SpawnType == SpawnPointType.Job && point.Job?.ID == jobId && matchingStation)
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_possiblePositions.Add(transform.Coordinates);
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}
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if (_possiblePositions.Count != 0)
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location = _robustRandom.Pick(_possiblePositions);
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else
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location = GetLateJoinSpawnPoint(station); // We need a sane fallback here, so latejoin it is.
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return location;
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}
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public EntityCoordinates GetLateJoinSpawnPoint(StationId station)
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{
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var location = _spawnPoint;
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_possiblePositions.Clear();
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foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>())
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{
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var matchingStation =
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EntityManager.TryGetComponent<StationComponent>(transform.ParentUid, out var stationComponent) &&
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stationComponent.Station == station;
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DebugTools.Assert(EntityManager.TryGetComponent<IMapGridComponent>(transform.ParentUid, out _));
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if (point.SpawnType == SpawnPointType.LateJoin && matchingStation)
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_possiblePositions.Add(transform.Coordinates);
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}
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if (_possiblePositions.Count != 0)
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location = _robustRandom.Pick(_possiblePositions);
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return location;
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}
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public EntityCoordinates GetObserverSpawnPoint()
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{
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var location = _spawnPoint;
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_possiblePositions.Clear();
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foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>())
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{
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if (point.SpawnType == SpawnPointType.Observer)
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_possiblePositions.Add(transform.Coordinates);
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}
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if (_possiblePositions.Count != 0)
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location = _robustRandom.Pick(_possiblePositions);
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return location;
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}
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#endregion
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}
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/// <summary>
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/// Event raised broadcast before a player is spawned by the GameTicker.
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/// You can use this event to spawn a player off-station on late-join but also at round start.
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/// When this event is handled, the GameTicker will not perform its own player-spawning logic.
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/// </summary>
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public class PlayerBeforeSpawnEvent : HandledEntityEventArgs
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{
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public IPlayerSession Player { get; }
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public HumanoidCharacterProfile Profile { get; }
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public string? JobId { get; }
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public bool LateJoin { get; }
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public StationId Station { get; }
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public PlayerBeforeSpawnEvent(IPlayerSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, StationId station)
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{
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Player = player;
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Profile = profile;
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JobId = jobId;
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LateJoin = lateJoin;
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Station = station;
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}
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}
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/// <summary>
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/// Event raised both directed and broadcast when a player has been spawned by the GameTicker.
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/// You can use this to handle people late-joining, or to handle people being spawned at round start.
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/// Can be used to give random players a role, modify their equipment, etc.
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/// </summary>
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public class PlayerSpawnCompleteEvent : EntityEventArgs
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{
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public EntityUid Mob { get; }
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public IPlayerSession Player { get; }
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public string? JobId { get; }
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public bool LateJoin { get; }
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public StationId Station { get; }
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public HumanoidCharacterProfile Profile { get; }
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public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, StationId station, HumanoidCharacterProfile profile)
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{
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Mob = mob;
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Player = player;
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JobId = jobId;
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LateJoin = lateJoin;
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Station = station;
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Profile = profile;
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}
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}
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}
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