* crossing the pond * share some station records * share some criminal records * single system * comments * minor touchups * I always forget this part * requested changes * revert predicted spawn * requested changes --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
255 lines
10 KiB
C#
255 lines
10 KiB
C#
using Content.Server.Access.Systems;
|
|
using Content.Server.Humanoid;
|
|
using Content.Server.Mind;
|
|
using Content.Server.PDA;
|
|
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.DetailExaminable;
|
|
using Content.Shared.Humanoid;
|
|
using Content.Shared.Humanoid.Prototypes;
|
|
using Content.Shared.IdentityManagement;
|
|
using Content.Shared.PDA;
|
|
using Content.Shared.Preferences;
|
|
using Content.Shared.Preferences.Loadouts;
|
|
using Content.Shared.Roles;
|
|
using Content.Shared.Station;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Prototypes;
|
|
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 SharedAccessSystem _accessSystem = default!;
|
|
[Dependency] private readonly ActorSystem _actors = default!;
|
|
[Dependency] private readonly IdCardSystem _cardSystem = default!;
|
|
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
|
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
|
|
[Dependency] private readonly IdentitySystem _identity = default!;
|
|
[Dependency] private readonly MetaDataSystem _metaSystem = default!;
|
|
[Dependency] private readonly PdaSystem _pdaSystem = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly MindSystem _mindSystem = default!;
|
|
|
|
/// <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, ProtoId<JobPrototype>? 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);
|
|
|
|
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,
|
|
ProtoId<JobPrototype>? job,
|
|
HumanoidCharacterProfile? profile,
|
|
EntityUid? station,
|
|
EntityUid? entity = null)
|
|
{
|
|
_prototypeManager.Resolve(job, out var prototype);
|
|
RoleLoadout? loadout = null;
|
|
|
|
// Need to get the loadout up-front to handle names if we use an entity spawn override.
|
|
var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
|
|
|
|
if (_prototypeManager.TryIndex(jobLoadout, out RoleLoadoutPrototype? roleProto))
|
|
{
|
|
profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
|
|
|
|
// Set to default if not present
|
|
if (loadout == null)
|
|
{
|
|
loadout = new RoleLoadout(jobLoadout);
|
|
loadout.SetDefault(profile, _actors.GetSession(entity), _prototypeManager);
|
|
}
|
|
}
|
|
|
|
// 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 = Spawn(prototype.JobEntity, coordinates);
|
|
_mindSystem.MakeSentient(jobEntity);
|
|
|
|
// Make sure custom names get handled, what is gameticker control flow whoopy.
|
|
if (loadout != null)
|
|
{
|
|
EquipRoleName(jobEntity, loadout, roleProto!);
|
|
}
|
|
|
|
DoJobSpecials(job, jobEntity);
|
|
_identity.QueueIdentityUpdate(jobEntity);
|
|
return jobEntity;
|
|
}
|
|
|
|
string speciesId = profile != null ? profile.Species : 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 (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;
|
|
}
|
|
}
|
|
|
|
if (loadout != null)
|
|
{
|
|
EquipRoleLoadout(entity.Value, loadout, roleProto!);
|
|
}
|
|
|
|
if (prototype?.StartingGear != null)
|
|
{
|
|
var startingGear = _prototypeManager.Index<StartingGearPrototype>(prototype.StartingGear);
|
|
EquipStartingGear(entity.Value, startingGear, raiseEvent: false);
|
|
}
|
|
|
|
var gearEquippedEv = new StartingGearEquippedEvent(entity.Value);
|
|
RaiseLocalEvent(entity.Value, ref gearEquippedEv);
|
|
|
|
if (prototype != null && TryComp(entity.Value, out MetaDataComponent? metaData))
|
|
{
|
|
SetPdaAndIdCardData(entity.Value, metaData.EntityName, prototype, station);
|
|
}
|
|
|
|
DoJobSpecials(job, entity.Value);
|
|
_identity.QueueIdentityUpdate(entity.Value);
|
|
return entity.Value;
|
|
}
|
|
|
|
private void DoJobSpecials(ProtoId<JobPrototype>? job, EntityUid entity)
|
|
{
|
|
if (!_prototypeManager.Resolve(job, out JobPrototype? prototype))
|
|
return;
|
|
|
|
foreach (var jobSpecial in prototype.Special)
|
|
{
|
|
jobSpecial.AfterEquip(entity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the ID card and PDA name, job, and access data.
|
|
/// </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 SetPdaAndIdCardData(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.Resolve(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, entity, 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 ProtoId<JobPrototype>? 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(ProtoId<JobPrototype>? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station)
|
|
{
|
|
Job = job;
|
|
HumanoidCharacterProfile = humanoidCharacterProfile;
|
|
Station = station;
|
|
}
|
|
}
|