397 lines
18 KiB
C#
397 lines
18 KiB
C#
using Content.Server.Access.Systems;
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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.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.Clothing;
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using Content.Shared.DetailExaminable;
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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.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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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.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Content.Server.Spawners.Components;
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using Content.Shared._NF.Bank.Components; // DeltaV
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using Content.Server._NF.Bank; // Frontier
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using Content.Server.Preferences.Managers; // Frontier
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using System.Linq; // Frontier
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using Content.Server.CartridgeLoader; // Frontier
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using Content.Shared.CartridgeLoader; // Frontier
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using Robust.Server.GameObjects; // Frontier
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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 SharedAccessSystem _accessSystem = default!;
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[Dependency] private readonly ActorSystem _actors = default!;
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[Dependency] private readonly IdCardSystem _cardSystem = 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 IdentitySystem _identity = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly PdaSystem _pdaSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IDependencyCollection _dependencyCollection = default!; // Frontier
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[Dependency] private readonly IServerPreferencesManager _preferences = default!; // Frontier
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[Dependency] private readonly BankSystem _bank = default!; // Frontier
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[Dependency] private readonly CartridgeLoaderSystem _cartridgeLoader = default!; // Frontier
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[Dependency] private readonly TransformSystem _xformSystem = default!; // Frontier
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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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/// <param name="spawnPointType">Delta-V: Set desired spawn point type.</param>
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/// <param name="session">Frontier: The session associated with the character, if any.</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, ProtoId<JobPrototype>? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null, SpawnPointType spawnPointType = SpawnPointType.Unset, ICommonSession? session = null) // Frontier: add session
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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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// Delta-V: Set desired spawn point type.
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// Frontier: add session
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var ev = new PlayerSpawningEvent(job, profile, station, spawnPointType, session);
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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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/// <param name="session">Frontier: The session associated with the entity, if one 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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ProtoId<JobPrototype>? job,
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HumanoidCharacterProfile? profile,
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EntityUid? station,
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EntityUid? entity = null,
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ICommonSession? session = null) // Frontier
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{
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_prototypeManager.TryIndex(job ?? string.Empty, out var prototype);
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RoleLoadout? loadout = null;
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// Need to get the loadout up-front to handle names if we use an entity spawn override.
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var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
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if (_prototypeManager.TryIndex(jobLoadout, out RoleLoadoutPrototype? roleProto))
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{
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profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
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// Set to default if not present
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if (loadout == null)
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{
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loadout = new RoleLoadout(jobLoadout);
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loadout.SetDefault(profile, _actors.GetSession(entity), _prototypeManager);
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loadout.EnsureValid(profile!, session, _dependencyCollection); // Frontier - profile must not be null, but if it was, TryGetValue above should fail
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}
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}
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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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// Make sure custom names get handled, what is gameticker control flow whoopy.
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if (loadout != null)
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{
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EquipRoleName(jobEntity, loadout, roleProto!);
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}
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// Frontier: equip loadouts on custom job entities
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if (prototype?.StartingGear is not null)
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EquipStartingGear(jobEntity, prototype.StartingGear, raiseEvent: false);
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// End Frontier: equip loadouts on custom job entities
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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 = profile != null ? profile.Species : SharedHumanoidAppearanceSystem.DefaultSpecies;
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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 (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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// Horizon - немного переписал для флавора всё
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if (/*profile.FlavorText != "" && */_configurationManager.GetCVar(CCVars.FlavorText))
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{
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var examinable = AddComp<DetailExaminableComponent>(entity.Value);
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examinable.Content = profile.FlavorText;
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Dirty(entity.Value, examinable);
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}
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}
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if (loadout != null)
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{
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/// Frontier: overwriting EquipRoleLoadout
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//EquipRoleLoadout(entity.Value, loadout, roleProto!);
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var initialBankBalance = profile!.BankBalance; //Frontier
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var bankBalance = profile!.BankBalance; //Frontier
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bool hasBalance = false; // Frontier
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// Note: since this is stored per character, we don't have a cached
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// reference for randomly generated characters.
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PlayerPreferences? prefs = null;
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if (session != null &&
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_preferences.TryGetCachedPreferences(session.UserId, out prefs) &&
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prefs.IndexOfCharacter(profile) != -1)
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{
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hasBalance = true;
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}
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// Order loadout selections by the order they appear on the prototype.
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foreach (var group in loadout.SelectedLoadouts.OrderBy(x => roleProto!.Groups.FindIndex(e => e == x.Key)))
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{
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List<ProtoId<LoadoutPrototype>> equippedItems = new(); //Frontier - track purchased items (list: few items)
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foreach (var items in group.Value)
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{
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if (!_prototypeManager.TryIndex(items.Prototype, out var loadoutProto))
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{
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Log.Error($"Unable to find loadout prototype for {items.Prototype}");
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continue;
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}
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// Handle any extra data here.
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//Frontier - we handle bank stuff so we are wrapping each item spawn inside our own cached check.
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//If the user's preferences haven't been loaded, only give them free items or fallbacks.
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//This way, we will spawn every item we can afford in the order that they were originally sorted.
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if (loadoutProto.Price <= bankBalance && (loadoutProto.Price <= 0 || hasBalance))
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{
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bankBalance -= int.Max(0, loadoutProto.Price); // Treat negatives as zero.
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EquipStartingGear(entity.Value, loadoutProto, raiseEvent: false);
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equippedItems.Add(loadoutProto.ID);
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}
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}
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// If a character cannot afford their current job loadout, ensure they have fallback items for mandatory categories.
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if (_prototypeManager.TryIndex(group.Key, out var groupPrototype) &&
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equippedItems.Count < groupPrototype.MinLimit)
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{
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foreach (var fallback in groupPrototype.Fallbacks)
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{
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// Do not duplicate items in loadout
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if (equippedItems.Contains(fallback))
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{
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continue;
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}
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if (!_prototypeManager.TryIndex(fallback, out var loadoutProto))
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{
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Log.Error($"Unable to find loadout prototype for fallback {fallback}");
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continue;
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}
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// Validate effects against the current character.
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if (!loadout.IsValid(profile!, _actors.GetSession(entity!), fallback, _dependencyCollection, out var _))
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{
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continue;
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}
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EquipStartingGear(entity.Value, loadoutProto, raiseEvent: false);
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equippedItems.Add(fallback);
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// Minimum number of items equipped, no need to load more prototypes.
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if (equippedItems.Count >= groupPrototype.MinLimit)
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break;
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}
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}
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}
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// Frontier: do not re-equip roleLoadout, make sure we equip job startingGear,
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// and deduct loadout costs from a bank account if we have one.
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if (prototype?.StartingGear is not null)
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EquipStartingGear(entity.Value, prototype.StartingGear, raiseEvent: false);
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var bankComp = EnsureComp<BankAccountComponent>(entity.Value);
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if (hasBalance)
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{
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_bank.TryBankWithdraw(session!, prefs!, profile!, initialBankBalance - bankBalance, out var newBalance);
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}
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EquipRoleName(entity.Value, loadout, roleProto!);
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/// End Frontier: overwriting EquipRoleLoadout
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}
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var gearEquippedEv = new StartingGearEquippedEvent(entity.Value);
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RaiseLocalEvent(entity.Value, ref gearEquippedEv);
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if (prototype != null && TryComp(entity.Value, out MetaDataComponent? metaData))
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{
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SetPdaAndIdCardData(entity.Value, metaData.EntityName, prototype, station);
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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(ProtoId<JobPrototype>? job, EntityUid entity)
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{
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if (!_prototypeManager.TryIndex(job ?? 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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/// Sets the ID card and PDA name, job, and access data.
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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 SetPdaAndIdCardData(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(jobPrototype.Icon, out var jobIcon))
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_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
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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, entity, characterName);
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}
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#endregion Player spawning helpers
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// Frontier: equip cartridges
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protected override void EquipPdaCartridgesIfPossible(EntityUid entity, List<EntProtoId> pdaCartridges)
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{
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if (!InventorySystem.TryGetSlotEntity(entity, "id", out var slotEnt))
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{
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DebugTools.Assert(false, $"Entity {entity} has a non-empty cartridge loadout, but doesn't have anything in their ID slot!");
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return;
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}
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if (!TryComp<CartridgeLoaderComponent>(slotEnt, out var cartridgeLoader))
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{
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DebugTools.Assert(false, $"Entity {entity} has a non-empty cartridge loadout, but the item in their ID slot isn't a cartridge loader!");
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return;
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}
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var coords = _xformSystem.GetMapCoordinates(entity);
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foreach (var entProto in pdaCartridges)
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{
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var spawnedEntity = Spawn(entProto, coords);
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if (!_cartridgeLoader.InstallCartridge(slotEnt.Value, spawnedEntity, cartridgeLoader))
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DebugTools.Assert(false, $"Entity {entity} could not install cartridge {entProto} into their PDA {slotEnt.Value}!");
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QueueDel(spawnedEntity);
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}
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}
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// End Frontier: equip cartridges
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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 ProtoId<JobPrototype>? 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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/// <summary>
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/// Delta-V: Desired SpawnPointType, if any.
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/// </summary>
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public readonly SpawnPointType DesiredSpawnPointType;
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/// <summary>
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/// Frontier: The session associated with the entity, if any.
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/// </summary>
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public readonly ICommonSession? Session;
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public PlayerSpawningEvent(ProtoId<JobPrototype>? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station, SpawnPointType spawnPointType = SpawnPointType.Unset, ICommonSession? session = null) // Frontier: added session
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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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DesiredSpawnPointType = spawnPointType;
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Session = session; // Frontier
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}
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}
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