Files
tbd-station-14/Content.Shared/Station/SharedStationSpawningSystem.cs
Ed e522bbf90d New event: Approaching unknown shuttle (#24490)
* setup codebase

* Add first shuttle

* tak

* sync striker

* sync 2

* pipipi

* Preloaded roundstart shuttles!

* Make it abstract "PreloaderGrid" not "PreloaderShuttle"

* to do

* added china cuisin shuttle

* fixes

* add disaster evacpod

* remove enemy

* final shuttles

* weight 5 -> 10

* move data to component

* remove autotrailer touching

* doc, respath

* fix frozen positioning

* fixes + cvar

* finally

* fix evacpod

* remove blacklistrules

* remove `UnknownShuttleSpawnRule`, refactor `LoadMapRule` to support preloaded grids

* use tryload

* cleanup

* fixes

* use preloadedgrid for loneops

* weight unknown shuttles differently (preliminal)

* leftover

* cleanup and raffling

* partial review

* singleton gridpreloader no station coupling

* fix grid atmoses

* `roleLoadout` support for `LoadoutComponent`, fix missing gear

* weighting changes

* init logic fix

---------

Co-authored-by: Kara <lunarautomaton6@gmail.com>
2024-05-10 04:35:59 -07:00

149 lines
5.8 KiB
C#

using System.Linq;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Inventory;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Storage;
using Content.Shared.Storage.EntitySystems;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
namespace Content.Shared.Station;
public abstract class SharedStationSpawningSystem : EntitySystem
{
[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
[Dependency] protected readonly InventorySystem InventorySystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedStorageSystem _storage = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
private EntityQuery<HandsComponent> _handsQuery;
private EntityQuery<InventoryComponent> _inventoryQuery;
private EntityQuery<StorageComponent> _storageQuery;
private EntityQuery<TransformComponent> _xformQuery;
public override void Initialize()
{
base.Initialize();
_handsQuery = GetEntityQuery<HandsComponent>();
_inventoryQuery = GetEntityQuery<InventoryComponent>();
_storageQuery = GetEntityQuery<StorageComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
}
/// <summary>
/// Equips the given starting gears from a `RoleLoadout` onto an entity.
/// </summary>
public void EquipRoleLoadout(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
{
// Order loadout selections by the order they appear on the prototype.
foreach (var group in loadout.SelectedLoadouts.OrderBy(x => roleProto.Groups.FindIndex(e => e == x.Key)))
{
foreach (var items in group.Value)
{
if (!PrototypeManager.TryIndex(items.Prototype, out var loadoutProto))
{
Log.Error($"Unable to find loadout prototype for {items.Prototype}");
continue;
}
if (!PrototypeManager.TryIndex(loadoutProto.Equipment, out var startingGear))
{
Log.Error($"Unable to find starting gear {loadoutProto.Equipment} for loadout {loadoutProto}");
continue;
}
// Handle any extra data here.
EquipStartingGear(entity, startingGear, raiseEvent: false);
}
}
}
/// <summary>
/// <see cref="EquipStartingGear(Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.Prototypes.ProtoId{Content.Shared.Roles.StartingGearPrototype}},bool)"/>
/// </summary>
public void EquipStartingGear(EntityUid entity, ProtoId<StartingGearPrototype>? startingGear, bool raiseEvent = true)
{
PrototypeManager.TryIndex(startingGear, out var gearProto);
EquipStartingGear(entity, gearProto);
}
/// <summary>
/// Equips starting gear onto the given entity.
/// </summary>
/// <param name="entity">Entity to load out.</param>
/// <param name="startingGear">Starting gear to use.</param>
/// <param name="raiseEvent">Should we raise the event for equipped. Set to false if you will call this manually</param>
public void EquipStartingGear(EntityUid entity, StartingGearPrototype? startingGear, bool raiseEvent = true)
{
if (startingGear == null)
return;
var xform = _xformQuery.GetComponent(entity);
if (InventorySystem.TryGetSlots(entity, out var slotDefinitions))
{
foreach (var slot in slotDefinitions)
{
var equipmentStr = startingGear.GetGear(slot.Name);
if (!string.IsNullOrEmpty(equipmentStr))
{
var equipmentEntity = EntityManager.SpawnEntity(equipmentStr, xform.Coordinates);
InventorySystem.TryEquip(entity, equipmentEntity, slot.Name, silent: true, force:true);
}
}
}
if (_handsQuery.TryComp(entity, out var handsComponent))
{
var inhand = startingGear.Inhand;
var coords = xform.Coordinates;
foreach (var prototype in inhand)
{
var inhandEntity = EntityManager.SpawnEntity(prototype, coords);
if (_handsSystem.TryGetEmptyHand(entity, out var emptyHand, handsComponent))
{
_handsSystem.TryPickup(entity, inhandEntity, emptyHand, checkActionBlocker: false, handsComp: handsComponent);
}
}
}
if (startingGear.Storage.Count > 0)
{
var coords = _xformSystem.GetMapCoordinates(entity);
var ents = new ValueList<EntityUid>();
_inventoryQuery.TryComp(entity, out var inventoryComp);
foreach (var (slot, entProtos) in startingGear.Storage)
{
if (entProtos.Count == 0)
continue;
foreach (var ent in entProtos)
{
ents.Add(Spawn(ent, coords));
}
if (inventoryComp != null &&
InventorySystem.TryGetSlotEntity(entity, slot, out var slotEnt, inventoryComponent: inventoryComp) &&
_storageQuery.TryComp(slotEnt, out var storage))
{
foreach (var ent in ents)
{
_storage.Insert(slotEnt.Value, ent, out _, storageComp: storage, playSound: false);
}
}
}
}
if (raiseEvent)
{
var ev = new StartingGearEquippedEvent(entity);
RaiseLocalEvent(entity, ref ev, true);
}
}
}