Files
Delta-v/Content.Server/Humanoid/Systems/RandomHumanoidSystem.cs
T
pathetic meowmeow c57721eca5 Visual nubody (humanoid appearance refactor) (#42476)
* initial visual nubody

* oops overlay

* im so pheeming rn

* conversion...

* tests

* comeback of the underwear

* oops eyes

* blabbl

* zeds

* yaml linted

* search and visible count constraints

* reordering

* preserve previously selected markings colors

* fix test

* some ui niceties

* ordering

* make DB changes backwards-compatible/downgrade-friendly

* fix things again

* fix migration

* vulpkanin markings limit increase

* wrapping

* code cleanup and more code cleanup and more code cleanup and more code cleanup and

* fix slop ports

* better sampling API

* make filter work + use the method i made for its intended purpose

* fix test fails real quick

* magic mirror cleanup, remove TODO

* don't 0-init the organ profile data

* remove deltastates

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

# Conflicts:
#	Content.Server/Humanoid/Components/RandomHumanoidAppearanceComponent.cs
#	Content.Server/Humanoid/Systems/RandomHumanoidAppearanceSystem.cs

# Conflicts:
#	Resources/Prototypes/Species/diona.yml

# Conflicts:
#	Content.Server/Zombies/ZombieSystem.Transform.cs
2026-06-29 12:43:35 +02:00

67 lines
2.6 KiB
C#

using Content.Server.Humanoid.Components;
using Content.Server.RandomMetadata;
using Content.Shared.Body;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Humanoid;
using Content.Shared.Preferences;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
namespace Content.Server.Humanoid.Systems;
/// <summary>
/// This deals with spawning and setting up random humanoids.
/// </summary>
public sealed class RandomHumanoidSystem : EntitySystem
{
[Dependency] private readonly HumanoidProfileSystem _humanoidProfile = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly SharedVisualBodySystem _visualBody = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<RandomHumanoidSpawnerComponent, MapInitEvent>(OnMapInit,
after: new []{ typeof(RandomMetadataSystem) });
}
private void OnMapInit(EntityUid uid, RandomHumanoidSpawnerComponent component, MapInitEvent args)
{
QueueDel(uid);
if (component.SettingsPrototypeId != null)
SpawnRandomHumanoid(component.SettingsPrototypeId, Transform(uid).Coordinates, MetaData(uid).EntityName);
}
public EntityUid SpawnRandomHumanoid(string prototypeId, EntityCoordinates coordinates, string name)
{
if (!_prototypeManager.TryIndex<RandomHumanoidSettingsPrototype>(prototypeId, out var prototype))
throw new ArgumentException("Could not get random humanoid settings");
var profile = HumanoidCharacterProfile.Random(prototype.SpeciesBlacklist);
var speciesProto = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
var humanoid = EntityManager.CreateEntityUninitialized(speciesProto.Prototype, coordinates);
_metaData.SetEntityName(humanoid, prototype.RandomizeName ? profile.Name : name);
if (prototype.Components != null)
{
foreach (var entry in prototype.Components.Values)
{
var comp = (Component)_serialization.CreateCopy(entry.Component, notNullableOverride: true);
RemComp(humanoid, comp.GetType());
AddComp(humanoid, comp);
}
}
EntityManager.InitializeAndStartEntity(humanoid);
_visualBody.ApplyProfileTo(humanoid, profile);
_humanoidProfile.ApplyProfileTo(humanoid, profile);
return humanoid;
}
}