* Make nukies usable - Spawn points that work - Radar default range bumped up - Used the infiltrator instead - Spawning works I playtested it and it was working so anything new pops up then I'm gonna screm. * a
312 lines
12 KiB
C#
312 lines
12 KiB
C#
using System.Globalization;
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using System.Linq;
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using Content.Server.Ghost;
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using Content.Server.Ghost.Components;
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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.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.Preferences;
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using Content.Shared.Roles;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking
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{
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public sealed partial class GameTicker
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{
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private const string ObserverPrototypeName = "MobObserver";
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[ViewVariables(VVAccess.ReadWrite), Obsolete("Due for removal when observer spawning is refactored.")]
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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 SpawnPlayers(List<IPlayerSession> readyPlayers, Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
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{
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// Allow game rules to spawn players by themselves if needed. (For example, nuke ops or wizard)
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RaiseLocalEvent(new RulePlayerSpawningEvent(readyPlayers, profiles, force));
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var playerNetIds = readyPlayers.Select(o => o.UserId).ToHashSet();
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// RulePlayerSpawning feeds a readonlydictionary of profiles.
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// We need to take these players out of the pool of players available as they've been used.
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if (readyPlayers.Count != profiles.Count)
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{
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var toRemove = new RemQueue<NetUserId>();
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foreach (var (player, _) in profiles)
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{
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if (playerNetIds.Contains(player)) continue;
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toRemove.Add(player);
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}
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foreach (var player in toRemove)
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{
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profiles.Remove(player);
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}
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}
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var assignedJobs = _stationJobs.AssignJobs(profiles, _stationSystem.Stations.ToList());
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_stationJobs.AssignOverflowJobs(ref assignedJobs, playerNetIds, profiles, _stationSystem.Stations.ToList());
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// Spawn everybody in!
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foreach (var (player, (job, station)) in assignedJobs)
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{
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SpawnPlayer(_playerManager.GetSessionByUserId(player), profiles[player], station, job, false);
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}
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RefreshLateJoinAllowed();
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// Allow rules to add roles to players who have been spawned in. (For example, on-station traitors)
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RaiseLocalEvent(new RulePlayerJobsAssignedEvent(assignedJobs.Keys.Select(x => _playerManager.GetSessionByUserId(x)).ToArray(), profiles, force));
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}
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private void SpawnPlayer(IPlayerSession player, EntityUid station, string? jobId = null, bool lateJoin = true)
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{
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var character = GetPlayerProfile(player);
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var jobBans = _roleBanManager.GetJobBans(player.UserId);
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if (jobBans == null || (jobId != null && jobBans.Contains(jobId)))
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return;
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SpawnPlayer(player, character, station, jobId, lateJoin);
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}
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private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, EntityUid 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 == EntityUid.Invalid)
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{
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var stations = _stationSystem.Stations.ToList();
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_robustRandom.Shuffle(stations);
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if (stations.Count == 0)
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station = EntityUid.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 ??= _stationJobs.PickBestAvailableJobWithPriority(station, character.JobPriorities, true,
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_roleBanManager.GetJobBans(player.UserId));
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// If no job available, stay in lobby, or if no lobby spawn as observer
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if (jobId is null)
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{
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if (!LobbyEnabled)
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{
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MakeObserve(player);
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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 mobMaybe = _stationSpawning.SpawnPlayerCharacterOnStation(station, job, character);
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DebugTools.AssertNotNull(mobMaybe);
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var mob = mobMaybe!.Value;
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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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_stationJobs.TryAssignJob(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 {Name(station):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 {Name(station):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, EntityUid.Invalid);
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}
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public void MakeJoinGame(IPlayerSession player, EntityUid 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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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 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 Spawn Points
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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>(true))
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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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[PublicAPI]
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public sealed 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 EntityUid Station { get; }
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public PlayerBeforeSpawnEvent(IPlayerSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, EntityUid 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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[PublicAPI]
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public sealed 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 EntityUid Station { get; }
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public HumanoidCharacterProfile Profile { get; }
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public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, EntityUid 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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