Files
tbd-station-14/Content.Server/GameTicking/GameTicker.Spawning.cs
2023-06-20 14:29:26 +10:00

432 lines
16 KiB
C#

using System.Globalization;
using System.Linq;
using Content.Server.Ghost;
using Content.Server.Ghost.Components;
using Content.Server.Players;
using Content.Server.Shuttles.Systems;
using Content.Server.Spawners.Components;
using Content.Server.Speech.Components;
using Content.Server.Station.Components;
using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.Ghost;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Job = Content.Server.Roles.Job;
namespace Content.Server.GameTicking
{
public sealed partial class GameTicker
{
private const string ObserverPrototypeName = "MobObserver";
/// <summary>
/// How many players have joined the round through normal methods.
/// Useful for game rules to look at. Doesn't count observers, people in lobby, etc.
/// </summary>
public int PlayersJoinedRoundNormally = 0;
// Mainly to avoid allocations.
private readonly List<EntityCoordinates> _possiblePositions = new();
private void SpawnPlayers(List<IPlayerSession> readyPlayers, Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
{
// Allow game rules to spawn players by themselves if needed. (For example, nuke ops or wizard)
RaiseLocalEvent(new RulePlayerSpawningEvent(readyPlayers, profiles, force));
var playerNetIds = readyPlayers.Select(o => o.UserId).ToHashSet();
// RulePlayerSpawning feeds a readonlydictionary of profiles.
// We need to take these players out of the pool of players available as they've been used.
if (readyPlayers.Count != profiles.Count)
{
var toRemove = new RemQueue<NetUserId>();
foreach (var (player, _) in profiles)
{
if (playerNetIds.Contains(player))
continue;
toRemove.Add(player);
}
foreach (var player in toRemove)
{
profiles.Remove(player);
}
}
var spawnableStations = EntityQuery<StationJobsComponent, StationSpawningComponent>().Select(x => x.Item1.Owner).ToList();
var assignedJobs = _stationJobs.AssignJobs(profiles, spawnableStations);
_stationJobs.AssignOverflowJobs(ref assignedJobs, playerNetIds, profiles, spawnableStations);
// Calculate extended access for stations.
var stationJobCounts = spawnableStations.ToDictionary(e => e, _ => 0);
foreach (var (netUser, (job, station)) in assignedJobs)
{
if (job == null)
{
var playerSession = _playerManager.GetSessionByUserId(netUser);
_chatManager.DispatchServerMessage(playerSession, Loc.GetString("job-not-available-wait-in-lobby"));
}
else
{
stationJobCounts[station] += 1;
}
}
_stationJobs.CalcExtendedAccess(stationJobCounts);
// Spawn everybody in!
foreach (var (player, (job, station)) in assignedJobs)
{
if (job == null)
continue;
SpawnPlayer(_playerManager.GetSessionByUserId(player), profiles[player], station, job, false);
}
RefreshLateJoinAllowed();
// Allow rules to add roles to players who have been spawned in. (For example, on-station traitors)
RaiseLocalEvent(new RulePlayerJobsAssignedEvent(assignedJobs.Keys.Select(x => _playerManager.GetSessionByUserId(x)).ToArray(), profiles, force));
}
private void SpawnPlayer(IPlayerSession player, EntityUid station, string? jobId = null, bool lateJoin = true)
{
var character = GetPlayerProfile(player);
var jobBans = _roleBanManager.GetJobBans(player.UserId);
if (jobBans == null || jobId != null && jobBans.Contains(jobId))
return;
if (jobId != null && !_playTimeTrackings.IsAllowed(player, jobId))
return;
SpawnPlayer(player, character, station, jobId, lateJoin);
}
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, EntityUid station, string? jobId = null, bool lateJoin = true)
{
// Can't spawn players with a dummy ticker!
if (DummyTicker)
return;
if (station == EntityUid.Invalid)
{
var stations = EntityQuery<StationJobsComponent, StationSpawningComponent>().Select(x => x.Item1.Owner).ToList();
_robustRandom.Shuffle(stations);
if (stations.Count == 0)
station = EntityUid.Invalid;
else
station = stations[0];
}
if (lateJoin && DisallowLateJoin)
{
MakeObserve(player);
return;
}
// We raise this event to allow other systems to handle spawning this player themselves. (e.g. late-join wizard, etc)
var bev = new PlayerBeforeSpawnEvent(player, character, jobId, lateJoin, station);
RaiseLocalEvent(bev);
// Do nothing, something else has handled spawning this player for us!
if (bev.Handled)
{
PlayerJoinGame(player);
return;
}
// Figure out job restrictions
var restrictedRoles = new HashSet<string>();
var getDisallowed = _playTimeTrackings.GetDisallowedJobs(player);
restrictedRoles.UnionWith(getDisallowed);
var jobBans = _roleBanManager.GetJobBans(player.UserId);
if(jobBans != null) restrictedRoles.UnionWith(jobBans);
// Pick best job best on prefs.
jobId ??= _stationJobs.PickBestAvailableJobWithPriority(station, character.JobPriorities, true,
restrictedRoles);
// If no job available, stay in lobby, or if no lobby spawn as observer
if (jobId is null)
{
if (!LobbyEnabled)
{
MakeObserve(player);
}
_chatManager.DispatchServerMessage(player, Loc.GetString("game-ticker-player-no-jobs-available-when-joining"));
return;
}
PlayerJoinGame(player);
var data = player.ContentData();
DebugTools.AssertNotNull(data);
var newMind = _mindSystem.CreateMind(data!.UserId, character.Name);
_mindSystem.SetUserId(newMind, data.UserId);
var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
var job = new Job(newMind, jobPrototype);
_mindSystem.AddRole(newMind, job);
_playTimeTrackings.PlayerRolesChanged(player);
var mobMaybe = _stationSpawning.SpawnPlayerCharacterOnStation(station, job, character);
DebugTools.AssertNotNull(mobMaybe);
var mob = mobMaybe!.Value;
_mindSystem.TransferTo(newMind, mob);
if (lateJoin)
{
_chatSystem.DispatchStationAnnouncement(station,
Loc.GetString(
"latejoin-arrival-announcement",
("character", MetaData(mob).EntityName),
("job", CultureInfo.CurrentCulture.TextInfo.ToTitleCase(job.Name))
), Loc.GetString("latejoin-arrival-sender"),
playDefaultSound: false);
}
if (player.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
{
EntityManager.AddComponent<OwOAccentComponent>(mob);
}
_stationJobs.TryAssignJob(station, jobPrototype);
if (lateJoin)
_adminLogger.Add(LogType.LateJoin, LogImpact.Medium, $"Player {player.Name} late joined as {character.Name:characterName} on station {Name(station):stationName} with {ToPrettyString(mob):entity} as a {job.Name:jobName}.");
else
_adminLogger.Add(LogType.RoundStartJoin, LogImpact.Medium, $"Player {player.Name} joined as {character.Name:characterName} on station {Name(station):stationName} with {ToPrettyString(mob):entity} as a {job.Name:jobName}.");
// Make sure they're aware of extended access.
if (Comp<StationJobsComponent>(station).ExtendedAccess
&& (jobPrototype.ExtendedAccess.Count > 0
|| jobPrototype.ExtendedAccessGroups.Count > 0))
{
_chatManager.DispatchServerMessage(player, Loc.GetString("job-greet-crew-shortages"));
}
if (TryComp(station, out MetaDataComponent? metaData))
{
_chatManager.DispatchServerMessage(player,
Loc.GetString("job-greet-station-name", ("stationName", metaData.EntityName)));
}
// Arrivals is unable to do this during spawning as no actor is attached yet.
// We also want this message last.
if (lateJoin && _arrivals.Enabled)
{
_chatManager.DispatchServerMessage(player, Loc.GetString("latejoin-arrivals-direction"));
}
// We raise this event directed to the mob, but also broadcast it so game rules can do something now.
PlayersJoinedRoundNormally++;
var aev = new PlayerSpawnCompleteEvent(mob, player, jobId, lateJoin, PlayersJoinedRoundNormally, station, character);
RaiseLocalEvent(mob, aev, true);
}
public void Respawn(IPlayerSession player)
{
_mindSystem.WipeMind(player);
_adminLogger.Add(LogType.Respawn, LogImpact.Medium, $"Player {player} was respawned.");
if (LobbyEnabled)
PlayerJoinLobby(player);
else
SpawnPlayer(player, EntityUid.Invalid);
}
public void MakeJoinGame(IPlayerSession player, EntityUid station, string? jobId = null)
{
if (!_playerGameStatuses.ContainsKey(player.UserId))
return;
if (!_userDb.IsLoadComplete(player))
return;
SpawnPlayer(player, station, jobId);
}
public void MakeObserve(IPlayerSession player)
{
// Can't spawn players with a dummy ticker!
if (DummyTicker)
return;
PlayerJoinGame(player);
var name = GetPlayerProfile(player).Name;
var data = player.ContentData();
DebugTools.AssertNotNull(data);
var newMind = _mindSystem.CreateMind(data!.UserId);
_mindSystem.SetUserId(newMind, data.UserId);
_mindSystem.AddRole(newMind, new ObserverRole(newMind));
var mob = SpawnObserverMob();
EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
var ghost = EntityManager.GetComponent<GhostComponent>(mob);
EntitySystem.Get<SharedGhostSystem>().SetCanReturnToBody(ghost, false);
_mindSystem.TransferTo(newMind, mob);
_playerGameStatuses[player.UserId] = PlayerGameStatus.JoinedGame;
RaiseNetworkEvent(GetStatusSingle(player, PlayerGameStatus.JoinedGame));
}
#region Mob Spawning Helpers
private EntityUid SpawnObserverMob()
{
var coordinates = GetObserverSpawnPoint();
return EntityManager.SpawnEntity(ObserverPrototypeName, coordinates);
}
#endregion
#region Spawn Points
public EntityCoordinates GetObserverSpawnPoint()
{
_possiblePositions.Clear();
foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>(true))
{
if (point.SpawnType != SpawnPointType.Observer)
continue;
_possiblePositions.Add(transform.Coordinates);
}
var metaQuery = GetEntityQuery<MetaDataComponent>();
// Fallback to a random grid.
if (_possiblePositions.Count == 0)
{
foreach (var grid in _mapManager.GetAllGrids())
{
if (!metaQuery.TryGetComponent(grid.Owner, out var meta) ||
meta.EntityPaused)
{
continue;
}
_possiblePositions.Add(new EntityCoordinates(grid.Owner, Vector2.Zero));
}
}
if (_possiblePositions.Count != 0)
{
// TODO: This is just here for the eye lerping.
// Ideally engine would just spawn them on grid directly I guess? Right now grid traversal is handling it during
// update which means we need to add a hack somewhere around it.
var spawn = _robustRandom.Pick(_possiblePositions);
var toMap = spawn.ToMap(EntityManager);
if (_mapManager.TryFindGridAt(toMap, out var gridUid, out _))
{
var gridXform = Transform(gridUid);
return new EntityCoordinates(gridUid,
gridXform.InvWorldMatrix.Transform(toMap.Position));
}
return spawn;
}
if (_mapManager.MapExists(DefaultMap))
{
return new EntityCoordinates(_mapManager.GetMapEntityId(DefaultMap), Vector2.Zero);
}
// Just pick a point at this point I guess.
foreach (var map in _mapManager.GetAllMapIds())
{
var mapUid = _mapManager.GetMapEntityId(map);
if (!metaQuery.TryGetComponent(mapUid, out var meta) ||
meta.EntityPaused)
{
continue;
}
return new EntityCoordinates(mapUid, Vector2.Zero);
}
// AAAAAAAAAAAAA
// This should be an error, if it didn't cause tests to start erroring when they delete a player.
_sawmill.Warning("Found no observer spawn points!");
return EntityCoordinates.Invalid;
}
#endregion
}
/// <summary>
/// Event raised broadcast before a player is spawned by the GameTicker.
/// You can use this event to spawn a player off-station on late-join but also at round start.
/// When this event is handled, the GameTicker will not perform its own player-spawning logic.
/// </summary>
[PublicAPI]
public sealed class PlayerBeforeSpawnEvent : HandledEntityEventArgs
{
public IPlayerSession Player { get; }
public HumanoidCharacterProfile Profile { get; }
public string? JobId { get; }
public bool LateJoin { get; }
public EntityUid Station { get; }
public PlayerBeforeSpawnEvent(IPlayerSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, EntityUid station)
{
Player = player;
Profile = profile;
JobId = jobId;
LateJoin = lateJoin;
Station = station;
}
}
/// <summary>
/// Event raised both directed and broadcast when a player has been spawned by the GameTicker.
/// You can use this to handle people late-joining, or to handle people being spawned at round start.
/// Can be used to give random players a role, modify their equipment, etc.
/// </summary>
[PublicAPI]
public sealed class PlayerSpawnCompleteEvent : EntityEventArgs
{
public EntityUid Mob { get; }
public IPlayerSession Player { get; }
public string? JobId { get; }
public bool LateJoin { get; }
public EntityUid Station { get; }
public HumanoidCharacterProfile Profile { get; }
// Ex. If this is the 27th person to join, this will be 27.
public int JoinOrder { get; }
public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, int joinOrder, EntityUid station, HumanoidCharacterProfile profile)
{
Mob = mob;
Player = player;
JobId = jobId;
LateJoin = lateJoin;
Station = station;
Profile = profile;
JoinOrder = joinOrder;
}
}
}