* Initial commit, requires server restart to take effect * Exposes callbacks directly instead, takes effect immediately * Cleaned up control flow, swapped cvar for client customization * Switched to int, dictionary of callbacks, migration * Update Content.Shared/Preferences/SpawnPriorityPreference.cs * krunkle stan --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
287 lines
11 KiB
C#
287 lines
11 KiB
C#
using Content.Server.Access.Systems;
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using Content.Server.DetailExaminable;
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.Mind.Commands;
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using Content.Server.PDA;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Station.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Station;
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using Content.Shared.StatusIcon;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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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.Server.Station.Systems;
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/// <summary>
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/// Manages spawning into the game, tracking available spawn points.
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/// Also provides helpers for spawning in the player's mob.
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/// </summary>
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[PublicAPI]
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public sealed class StationSpawningSystem : SharedStationSpawningSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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[Dependency] private readonly PdaSystem _pdaSystem = default!;
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[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly ArrivalsSystem _arrivalsSystem = default!;
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[Dependency] private readonly ContainerSpawnPointSystem _containerSpawnPointSystem = default!;
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private bool _randomizeCharacters;
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private Dictionary<SpawnPriorityPreference, Action<PlayerSpawningEvent>> _spawnerCallbacks = new();
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/// <inheritdoc/>
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public override void Initialize()
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{
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_configurationManager.OnValueChanged(CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true);
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_spawnerCallbacks = new Dictionary<SpawnPriorityPreference, Action<PlayerSpawningEvent>>()
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{
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{ SpawnPriorityPreference.Arrivals, _arrivalsSystem.HandlePlayerSpawning },
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{ SpawnPriorityPreference.Cryosleep, _containerSpawnPointSystem.HandlePlayerSpawning }
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};
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}
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/// <summary>
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/// Attempts to spawn a player character onto the given station.
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/// </summary>
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/// <param name="station">Station to spawn onto.</param>
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/// <param name="job">The job to assign, if any.</param>
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/// <param name="profile">The character profile to use, if any.</param>
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/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
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/// <returns>The resulting player character, if any.</returns>
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/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
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/// <remarks>
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/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
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/// </remarks>
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public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, JobComponent? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null)
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{
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if (station != null && !Resolve(station.Value, ref stationSpawning))
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throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
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var ev = new PlayerSpawningEvent(job, profile, station);
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if (station != null && profile != null)
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{
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/// Try to call the character's preferred spawner first.
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if (_spawnerCallbacks.TryGetValue(profile.SpawnPriority, out var preferredSpawner))
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{
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preferredSpawner(ev);
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foreach (var (key, remainingSpawner) in _spawnerCallbacks)
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{
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if (key == profile.SpawnPriority)
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continue;
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remainingSpawner(ev);
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}
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}
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else
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{
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/// Call all of them in the typical order.
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foreach (var typicalSpawner in _spawnerCallbacks.Values)
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typicalSpawner(ev);
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}
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}
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RaiseLocalEvent(ev);
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DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
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return ev.SpawnResult;
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}
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//TODO: Figure out if everything in the player spawning region belongs somewhere else.
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#region Player spawning helpers
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/// <summary>
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/// Spawns in a player's mob according to their job and character information at the given coordinates.
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/// Used by systems that need to handle spawning players.
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/// </summary>
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/// <param name="coordinates">Coordinates to spawn the character at.</param>
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/// <param name="job">Job to assign to the character, if any.</param>
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/// <param name="profile">Appearance profile to use for the character.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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/// <param name="entity">The entity to use, if one already exists.</param>
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/// <returns>The spawned entity</returns>
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public EntityUid SpawnPlayerMob(
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EntityCoordinates coordinates,
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JobComponent? job,
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HumanoidCharacterProfile? profile,
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EntityUid? station,
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EntityUid? entity = null)
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{
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_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype);
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// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
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if (prototype?.JobEntity != null)
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{
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DebugTools.Assert(entity is null);
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var jobEntity = EntityManager.SpawnEntity(prototype.JobEntity, coordinates);
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MakeSentientCommand.MakeSentient(jobEntity, EntityManager);
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DoJobSpecials(job, jobEntity);
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_identity.QueueIdentityUpdate(jobEntity);
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return jobEntity;
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}
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string speciesId;
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if (_randomizeCharacters)
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{
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var weightId = _configurationManager.GetCVar(CCVars.ICRandomSpeciesWeights);
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var weights = _prototypeManager.Index<WeightedRandomSpeciesPrototype>(weightId);
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speciesId = weights.Pick(_random);
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}
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else if (profile != null)
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{
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speciesId = profile.Species;
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}
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else
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{
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speciesId = SharedHumanoidAppearanceSystem.DefaultSpecies;
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}
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if (!_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
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throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
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entity ??= Spawn(species.Prototype, coordinates);
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if (_randomizeCharacters)
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{
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profile = HumanoidCharacterProfile.RandomWithSpecies(speciesId);
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}
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if (prototype?.StartingGear != null)
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{
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(prototype.StartingGear);
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EquipStartingGear(entity.Value, startingGear, profile);
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if (profile != null)
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EquipIdCard(entity.Value, profile.Name, prototype, station);
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}
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if (profile != null)
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{
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_humanoidSystem.LoadProfile(entity.Value, profile);
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_metaSystem.SetEntityName(entity.Value, profile.Name);
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if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText))
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{
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AddComp<DetailExaminableComponent>(entity.Value).Content = profile.FlavorText;
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}
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}
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DoJobSpecials(job, entity.Value);
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_identity.QueueIdentityUpdate(entity.Value);
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return entity.Value;
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}
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private void DoJobSpecials(JobComponent? job, EntityUid entity)
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{
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if (!_prototypeManager.TryIndex(job?.Prototype ?? string.Empty, out JobPrototype? prototype))
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return;
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foreach (var jobSpecial in prototype.Special)
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{
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jobSpecial.AfterEquip(entity);
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}
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}
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/// <summary>
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/// Equips an ID card and PDA 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="characterName">Character name to use for the ID.</param>
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/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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public void EquipIdCard(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station)
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{
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if (!InventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
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return;
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var cardId = idUid.Value;
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if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
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cardId = pdaComponent.ContainedId.Value;
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if (!TryComp<IdCardComponent>(cardId, out var card))
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return;
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_cardSystem.TryChangeFullName(cardId, characterName, card);
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_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
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if (_prototypeManager.TryIndex<StatusIconPrototype>(jobPrototype.Icon, out var jobIcon))
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{
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_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
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}
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var extendedAccess = false;
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if (station != null)
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{
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var data = Comp<StationJobsComponent>(station.Value);
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extendedAccess = data.ExtendedAccess;
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}
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_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
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if (pdaComponent != null)
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_pdaSystem.SetOwner(idUid.Value, pdaComponent, characterName);
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}
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#endregion Player spawning helpers
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}
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/// <summary>
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/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
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/// This event's success is measured by if SpawnResult is not null.
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/// You should not make this event's success rely on random chance.
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/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
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/// </summary>
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[PublicAPI]
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public sealed class PlayerSpawningEvent : EntityEventArgs
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{
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/// <summary>
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/// 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.
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/// </summary>
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public EntityUid? SpawnResult;
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/// <summary>
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/// The job to use, if any.
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/// </summary>
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public readonly JobComponent? Job;
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/// <summary>
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/// The profile to use, if any.
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/// </summary>
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public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
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/// <summary>
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/// The target station, if any.
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/// </summary>
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public readonly EntityUid? Station;
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public PlayerSpawningEvent(JobComponent? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station)
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{
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Job = job;
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HumanoidCharacterProfile = humanoidCharacterProfile;
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Station = station;
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}
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}
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