* Fixup playerspawn stuff - Also removed arrivals forcing, this should just turn containerspawnpoint off. * fix this one * test fix * really fix
86 lines
3.3 KiB
C#
86 lines
3.3 KiB
C#
using Content.Server.GameTicking;
|
|
using Content.Server.Spawners.Components;
|
|
using Content.Server.Station.Systems;
|
|
using Robust.Server.Containers;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Spawners.EntitySystems;
|
|
|
|
public sealed class ContainerSpawnPointSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly GameTicker _gameTicker = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly ContainerSystem _container = default!;
|
|
[Dependency] private readonly StationSystem _station = default!;
|
|
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: new []{ typeof(SpawnPointSystem) });
|
|
}
|
|
|
|
public void HandlePlayerSpawning(PlayerSpawningEvent args)
|
|
{
|
|
if (args.SpawnResult != null)
|
|
return;
|
|
|
|
var query = EntityQueryEnumerator<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>();
|
|
var possibleContainers = new List<Entity<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>>();
|
|
|
|
while (query.MoveNext(out var uid, out var spawnPoint, out var container, out var xform))
|
|
{
|
|
if (args.Station != null && _station.GetOwningStation(uid, xform) != args.Station)
|
|
continue;
|
|
|
|
// If it's unset, then we allow it to be used for both roundstart and midround joins
|
|
if (spawnPoint.SpawnType == SpawnPointType.Unset)
|
|
{
|
|
// make sure we also check the job here for various reasons.
|
|
if (spawnPoint.Job == null || spawnPoint.Job == args.Job?.Prototype)
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
continue;
|
|
}
|
|
|
|
if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
|
|
{
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
}
|
|
|
|
if (_gameTicker.RunLevel != GameRunLevel.InRound &&
|
|
spawnPoint.SpawnType == SpawnPointType.Job &&
|
|
(args.Job == null || spawnPoint.Job == args.Job.Prototype))
|
|
{
|
|
possibleContainers.Add((uid, spawnPoint, container, xform));
|
|
}
|
|
}
|
|
|
|
if (possibleContainers.Count == 0)
|
|
return;
|
|
// we just need some default coords so we can spawn the player entity.
|
|
var baseCoords = possibleContainers[0].Comp3.Coordinates;
|
|
|
|
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
|
|
baseCoords,
|
|
args.Job,
|
|
args.HumanoidCharacterProfile,
|
|
args.Station);
|
|
|
|
_random.Shuffle(possibleContainers);
|
|
foreach (var (uid, spawnPoint, manager, xform) in possibleContainers)
|
|
{
|
|
if (!_container.TryGetContainer(uid, spawnPoint.ContainerId, out var container, manager))
|
|
continue;
|
|
|
|
if (!_container.Insert(args.SpawnResult.Value, container, containerXform: xform))
|
|
continue;
|
|
|
|
return;
|
|
}
|
|
|
|
Del(args.SpawnResult);
|
|
args.SpawnResult = null;
|
|
}
|
|
}
|