Files
Delta-v/Content.Server/Station/Systems/StationSpawningSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

270 lines
11 KiB
C#

using Content.Server.Access.Systems;
using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
using Content.Server.Mind;
using Content.Server.PDA;
using Content.Server.Spawners.Components; // DeltaV
using Content.Server.Station.Components;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.CCVar;
using Content.Shared.Clothing;
using Content.Shared.DetailExaminable;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Station;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Station.Systems;
/// <summary>
/// Manages spawning into the game, tracking available spawn points.
/// Also provides helpers for spawning in the player's mob.
/// </summary>
[PublicAPI]
public sealed class StationSpawningSystem : SharedStationSpawningSystem
{
[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
[Dependency] private readonly ActorSystem _actors = default!;
[Dependency] private readonly IdCardSystem _cardSystem = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly MetaDataSystem _metaSystem = default!;
[Dependency] private readonly PdaSystem _pdaSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MindSystem _mindSystem = default!;
/// <summary>
/// Attempts to spawn a player character onto the given station.
/// </summary>
/// <param name="station">Station to spawn onto.</param>
/// <param name="job">The job to assign, if any.</param>
/// <param name="profile">The character profile to use, if any.</param>
/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
/// <param name="spawnPointType">Delta-V: Set desired spawn point type.</param>
/// <returns>The resulting player character, if any.</returns>
/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
/// <remarks>
/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
/// </remarks>
public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, ProtoId<JobPrototype>? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null, SpawnPointType spawnPointType = SpawnPointType.Unset)
{
if (station != null && !Resolve(station.Value, ref stationSpawning))
throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
// Delta-V: Set desired spawn point type.
var ev = new PlayerSpawningEvent(job, profile, station, spawnPointType);
RaiseLocalEvent(ev);
DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
return ev.SpawnResult;
}
//TODO: Figure out if everything in the player spawning region belongs somewhere else.
#region Player spawning helpers
/// <summary>
/// Spawns in a player's mob according to their job and character information at the given coordinates.
/// Used by systems that need to handle spawning players.
/// </summary>
/// <param name="coordinates">Coordinates to spawn the character at.</param>
/// <param name="job">Job to assign to the character, if any.</param>
/// <param name="profile">Appearance profile to use for the character.</param>
/// <param name="station">The station this player is being spawned on.</param>
/// <param name="entity">The entity to use, if one already exists.</param>
/// <returns>The spawned entity</returns>
public EntityUid SpawnPlayerMob(
EntityCoordinates coordinates,
ProtoId<JobPrototype>? job,
HumanoidCharacterProfile? profile,
EntityUid? station,
EntityUid? entity = null)
{
// Delta-V, prevent errors if this is an empty job.
JobPrototype? prototype = null;
if (!string.IsNullOrWhiteSpace(job))
_prototypeManager.TryIndex(job ?? string.Empty, out prototype);
// Delta-V end
RoleLoadout? loadout = null;
// Need to get the loadout up-front to handle names if we use an entity spawn override.
var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
if (_prototypeManager.TryIndex(jobLoadout, out RoleLoadoutPrototype? roleProto))
{
profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
// Set to default if not present
if (loadout == null)
{
loadout = new RoleLoadout(jobLoadout);
loadout.SetDefault(profile, _actors.GetSession(entity), _prototypeManager);
}
}
// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
if (prototype?.JobEntity != null)
{
DebugTools.Assert(entity is null);
var jobEntity = Spawn(prototype.JobEntity, coordinates);
_mindSystem.MakeSentient(jobEntity);
// Make sure custom names get handled, what is gameticker control flow whoopy.
if (loadout != null)
{
EquipRoleName(jobEntity, loadout, roleProto!);
}
DoJobSpecials(job, jobEntity);
_identity.QueueIdentityUpdate(jobEntity);
return jobEntity;
}
string speciesId = profile != null ? profile.Species : SharedHumanoidAppearanceSystem.DefaultSpecies;
if (!_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
entity ??= Spawn(species.Prototype, coordinates);
if (profile != null)
{
_humanoidSystem.LoadProfile(entity.Value, profile);
_metaSystem.SetEntityName(entity.Value, profile.Name);
if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText))
{
AddComp<DetailExaminableComponent>(entity.Value).Content = profile.FlavorText;
}
}
if (loadout != null)
{
EquipRoleLoadout(entity.Value, loadout, roleProto!);
}
if (prototype?.StartingGear != null)
{
var startingGear = _prototypeManager.Index<StartingGearPrototype>(prototype.StartingGear);
EquipStartingGear(entity.Value, startingGear, raiseEvent: false);
}
var gearEquippedEv = new StartingGearEquippedEvent(entity.Value);
RaiseLocalEvent(entity.Value, ref gearEquippedEv);
if (prototype != null && TryComp(entity.Value, out MetaDataComponent? metaData))
{
SetPdaAndIdCardData(entity.Value, metaData.EntityName, prototype, station);
}
if (!string.IsNullOrWhiteSpace(job)) // Delta-V, empty job is okay, actually
DoJobSpecials(job, entity.Value);
_identity.QueueIdentityUpdate(entity.Value);
return entity.Value;
}
private void DoJobSpecials(ProtoId<JobPrototype>? job, EntityUid entity)
{
if (!_prototypeManager.TryIndex(job ?? string.Empty, out JobPrototype? prototype))
return;
foreach (var jobSpecial in prototype.Special)
{
jobSpecial.AfterEquip(entity);
}
}
/// <summary>
/// Sets the ID card and PDA name, job, and access data.
/// </summary>
/// <param name="entity">Entity to load out.</param>
/// <param name="characterName">Character name to use for the ID.</param>
/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
/// <param name="station">The station this player is being spawned on.</param>
public void SetPdaAndIdCardData(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station)
{
if (!InventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
return;
var cardId = idUid.Value;
if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
cardId = pdaComponent.ContainedId.Value;
if (!TryComp<IdCardComponent>(cardId, out var card))
return;
_cardSystem.TryChangeFullName(cardId, characterName, card);
if (card.JobTitle == null) // DeltaV
_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
// DeltaV
if (card.JobIcon == "JobIconUnknown" && _prototypeManager.TryIndex(jobPrototype.Icon, out var jobIcon))
_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
var extendedAccess = false;
if (station != null)
{
var data = Comp<StationJobsComponent>(station.Value);
extendedAccess = data.ExtendedAccess;
}
_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
if (pdaComponent != null)
_pdaSystem.SetOwner(idUid.Value, pdaComponent, entity, characterName);
}
#endregion Player spawning helpers
}
/// <summary>
/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
/// This event's success is measured by if SpawnResult is not null.
/// You should not make this event's success rely on random chance.
/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
/// </summary>
[PublicAPI]
public sealed class PlayerSpawningEvent : EntityEventArgs
{
/// <summary>
/// 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.
/// </summary>
public EntityUid? SpawnResult;
/// <summary>
/// The job to use, if any.
/// </summary>
public readonly ProtoId<JobPrototype>? Job;
/// <summary>
/// The profile to use, if any.
/// </summary>
public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
/// <summary>
/// The target station, if any.
/// </summary>
public readonly EntityUid? Station;
/// <summary>
/// Delta-V: Desired SpawnPointType, if any.
/// </summary>
public readonly SpawnPointType DesiredSpawnPointType;
public PlayerSpawningEvent(ProtoId<JobPrototype>? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station, SpawnPointType spawnPointType = SpawnPointType.Unset)
{
Job = job;
HumanoidCharacterProfile = humanoidCharacterProfile;
Station = station;
DesiredSpawnPointType = spawnPointType;
}
}