* HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
297 lines
9.8 KiB
C#
297 lines
9.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using Content.Server.Access.Components;
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using Content.Server.CharacterAppearance.Components;
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using Content.Server.Ghost.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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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.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameTicking
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{
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public partial class GameTicker
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{
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private const string PlayerPrototypeName = "HumanMob_Content";
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private const string ObserverPrototypeName = "MobObserver";
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[ViewVariables(VVAccess.ReadWrite)]
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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 SpawnPlayer(IPlayerSession player, string? jobId = null, bool lateJoin = true)
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{
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var character = GetPlayerProfile(player);
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SpawnPlayer(player, character, jobId, lateJoin);
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UpdateJobsAvailable();
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}
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private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, 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 (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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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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data.Mind = new Mind.Mind(player.UserId)
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{
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CharacterName = character.Name
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};
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// Pick best job best on prefs.
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jobId ??= PickBestAvailableJob(character);
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var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
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var job = new Job(data.Mind, jobPrototype);
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data.Mind.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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}
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var mob = SpawnPlayerMob(job, character, lateJoin);
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data.Mind.TransferTo(mob);
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if (player.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
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{
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mob.AddComponent<OwOAccentComponent>();
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}
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AddManifestEntry(character.Name, jobId);
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AddSpawnedPosition(jobId);
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EquipIdCard(mob, character.Name, jobPrototype);
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jobPrototype.Special?.AfterEquip(mob);
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Preset?.OnSpawnPlayerCompleted(player, mob, lateJoin);
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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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if (LobbyEnabled)
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PlayerJoinLobby(player);
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else
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SpawnPlayer(player);
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}
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public void MakeJoinGame(IPlayerSession player, 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, 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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if (!_playersInLobby.ContainsKey(player)) 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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data.Mind = new Mind.Mind(player.UserId);
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var mob = SpawnObserverMob();
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mob.Name = name;
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mob.GetComponent<GhostComponent>().CanReturnToBody = false;
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data.Mind.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 IEntity SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, bool lateJoin = true)
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{
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var coordinates = lateJoin ? GetLateJoinSpawnPoint() : GetJobSpawnPoint(job.Prototype.ID);
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var entity = _entityManager.SpawnEntity(PlayerPrototypeName, coordinates);
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if (job.StartingGear != null)
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{
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(job.StartingGear);
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EquipStartingGear(entity, startingGear, profile);
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}
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if (profile != null)
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{
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entity.GetComponent<HumanoidAppearanceComponent>().UpdateFromProfile(profile);
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entity.Name = profile.Name;
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}
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return entity;
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}
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private IEntity 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 Equip Helpers
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public void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear, HumanoidCharacterProfile? profile)
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{
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if (entity.TryGetComponent(out InventoryComponent? inventory))
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{
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foreach (var slot in EquipmentSlotDefines.AllSlots)
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{
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var equipmentStr = startingGear.GetGear(slot, profile);
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if (equipmentStr != string.Empty)
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{
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var equipmentEntity = _entityManager.SpawnEntity(equipmentStr, entity.Transform.Coordinates);
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inventory.Equip(slot, equipmentEntity.GetComponent<ItemComponent>());
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}
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}
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}
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if (entity.TryGetComponent(out HandsComponent? handsComponent))
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{
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var inhand = startingGear.Inhand;
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foreach (var (hand, prototype) in inhand)
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{
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var inhandEntity = _entityManager.SpawnEntity(prototype, entity.Transform.Coordinates);
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handsComponent.TryPickupEntity(hand, inhandEntity, checkActionBlocker: false);
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}
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}
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}
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public void EquipIdCard(IEntity entity, string characterName, JobPrototype jobPrototype)
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{
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if (!entity.TryGetComponent(out InventoryComponent? inventory))
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return;
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if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item))
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{
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return;
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}
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var itemEntity = item.Owner;
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if (!itemEntity.TryGetComponent(out PDAComponent? pdaComponent) || pdaComponent.ContainedID == null)
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return;
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var card = pdaComponent.ContainedID;
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card.FullName = characterName;
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card.JobTitle = jobPrototype.Name;
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var access = card.Owner.GetComponent<AccessComponent>();
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var accessTags = access.Tags;
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accessTags.UnionWith(jobPrototype.Access);
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pdaComponent.SetPDAOwner(characterName);
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}
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#endregion
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private void AddManifestEntry(string characterName, string jobId)
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{
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_manifest.Add(new ManifestEntry(characterName, jobId));
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}
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#region Spawn Points
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public EntityCoordinates GetJobSpawnPoint(string jobId)
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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 ComponentManager.EntityQuery<SpawnPointComponent, ITransformComponent>())
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{
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if (point.SpawnType == SpawnPointType.Job && point.Job?.ID == jobId)
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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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public EntityCoordinates GetLateJoinSpawnPoint()
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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 ComponentManager.EntityQuery<SpawnPointComponent, ITransformComponent>())
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{
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if (point.SpawnType == SpawnPointType.LateJoin) _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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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 ComponentManager.EntityQuery<SpawnPointComponent, ITransformComponent>())
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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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}
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