* Add loadout names Did it for AI, breaking change for pgsql + migrations in general. Nothing atm uses it. * the box * Spawning cherry pick * Fix nit * revert * Final cleanup * Real * Name UI fix * Migrations * a * Review * Re-run migrations --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
183 lines
6.9 KiB
C#
183 lines
6.9 KiB
C#
using System.Linq;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Shared.Station;
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public abstract class SharedStationSpawningSystem : EntitySystem
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{
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] protected readonly InventorySystem InventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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private EntityQuery<HandsComponent> _handsQuery;
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private EntityQuery<InventoryComponent> _inventoryQuery;
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private EntityQuery<StorageComponent> _storageQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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public override void Initialize()
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{
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base.Initialize();
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_handsQuery = GetEntityQuery<HandsComponent>();
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_inventoryQuery = GetEntityQuery<InventoryComponent>();
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_storageQuery = GetEntityQuery<StorageComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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}
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/// <summary>
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/// Equips the data from a `RoleLoadout` onto an entity.
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/// </summary>
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public void EquipRoleLoadout(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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// Order loadout selections by the order they appear on the prototype.
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foreach (var group in loadout.SelectedLoadouts.OrderBy(x => roleProto.Groups.FindIndex(e => e == x.Key)))
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{
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foreach (var items in group.Value)
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{
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if (!PrototypeManager.TryIndex(items.Prototype, out var loadoutProto))
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{
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Log.Error($"Unable to find loadout prototype for {items.Prototype}");
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continue;
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}
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EquipStartingGear(entity, loadoutProto, raiseEvent: false);
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}
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}
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EquipRoleName(entity, loadout, roleProto);
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}
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/// <summary>
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/// Applies the role's name as applicable to the entity.
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/// </summary>
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public void EquipRoleName(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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string? name = null;
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if (roleProto.CanCustomizeName)
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{
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name = loadout.EntityName;
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}
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if (string.IsNullOrEmpty(name) && PrototypeManager.TryIndex(roleProto.NameDataset, out var nameData))
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{
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name = Loc.GetString(_random.Pick(nameData.Values));
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}
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if (!string.IsNullOrEmpty(name))
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{
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_metadata.SetEntityName(entity, name);
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}
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}
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public void EquipStartingGear(EntityUid entity, LoadoutPrototype loadout, bool raiseEvent = true)
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{
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EquipStartingGear(entity, loadout.StartingGear, raiseEvent);
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EquipStartingGear(entity, (IEquipmentLoadout) loadout, raiseEvent);
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}
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/// <summary>
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/// <see cref="EquipStartingGear(Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.Prototypes.ProtoId{Content.Shared.Roles.StartingGearPrototype}},bool)"/>
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/// </summary>
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public void EquipStartingGear(EntityUid entity, ProtoId<StartingGearPrototype>? startingGear, bool raiseEvent = true)
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{
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PrototypeManager.TryIndex(startingGear, out var gearProto);
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EquipStartingGear(entity, gearProto, raiseEvent);
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}
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/// <summary>
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/// <see cref="EquipStartingGear(Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.Prototypes.ProtoId{Content.Shared.Roles.StartingGearPrototype}},bool)"/>
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/// </summary>
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public void EquipStartingGear(EntityUid entity, StartingGearPrototype? startingGear, bool raiseEvent = true)
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{
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EquipStartingGear(entity, (IEquipmentLoadout?) startingGear, raiseEvent);
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}
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/// <summary>
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/// Equips starting gear onto the given entity.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="startingGear">Starting gear to use.</param>
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/// <param name="raiseEvent">Should we raise the event for equipped. Set to false if you will call this manually</param>
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public void EquipStartingGear(EntityUid entity, IEquipmentLoadout? startingGear, bool raiseEvent = true)
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{
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if (startingGear == null)
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return;
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var xform = _xformQuery.GetComponent(entity);
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if (InventorySystem.TryGetSlots(entity, out var slotDefinitions))
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{
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foreach (var slot in slotDefinitions)
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{
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var equipmentStr = startingGear.GetGear(slot.Name);
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if (!string.IsNullOrEmpty(equipmentStr))
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{
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var equipmentEntity = EntityManager.SpawnEntity(equipmentStr, xform.Coordinates);
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InventorySystem.TryEquip(entity, equipmentEntity, slot.Name, silent: true, force: true);
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}
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}
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}
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if (_handsQuery.TryComp(entity, out var handsComponent))
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{
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var inhand = startingGear.Inhand;
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var coords = xform.Coordinates;
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foreach (var prototype in inhand)
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{
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var inhandEntity = EntityManager.SpawnEntity(prototype, coords);
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if (_handsSystem.TryGetEmptyHand(entity, out var emptyHand, handsComponent))
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{
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_handsSystem.TryPickup(entity, inhandEntity, emptyHand, checkActionBlocker: false, handsComp: handsComponent);
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}
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}
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}
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if (startingGear.Storage.Count > 0)
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{
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var coords = _xformSystem.GetMapCoordinates(entity);
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_inventoryQuery.TryComp(entity, out var inventoryComp);
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foreach (var (slotName, entProtos) in startingGear.Storage)
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{
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if (entProtos == null || entProtos.Count == 0)
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continue;
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if (inventoryComp != null &&
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InventorySystem.TryGetSlotEntity(entity, slotName, out var slotEnt, inventoryComponent: inventoryComp) &&
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_storageQuery.TryComp(slotEnt, out var storage))
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{
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foreach (var entProto in entProtos)
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{
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var spawnedEntity = Spawn(entProto, coords);
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_storage.Insert(slotEnt.Value, spawnedEntity, out _, storageComp: storage, playSound: false);
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}
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}
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}
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}
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if (raiseEvent)
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{
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var ev = new StartingGearEquippedEvent(entity);
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RaiseLocalEvent(entity, ref ev);
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}
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}
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}
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