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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Check the changelog for the full list. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added Holopads (unmapped) - add: Intellicards are now useful for removing/adding a Station AI's brain. - add: Added the Communications Console to Station AI actions. - add: AI now has a warp point. - add: Added more things for the AI to press. - add: More AI laws have been added. - fix: Fixed the mail system - fix: Fixed AI actions - fix: Fixed invalid spawns for station AI breaking and ruining your ability to play it. - fix: The Station AI's name will now properly send in "arrived to the station" announcements. - fix: Changed the CPR sound to simply not loop until fixed. - fix: Fixed unlocalized messages being sent for the random sentience event. --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: Zachary Higgs <compgeek223@gmail.com> Co-authored-by: MendaxxDev <153332064+MendaxxDev@users.noreply.github.com> Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> (cherry picked from commit 3e8a7d9b00e19e160321eb81d69a884189dfa4e6)
109 lines
4.4 KiB
C#
109 lines
4.4 KiB
C#
using Content.Server.GameTicking;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Spawners.EntitySystems;
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public sealed class ContainerSpawnPointSystem : EntitySystem
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{
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: [ typeof(SpawnPointSystem) ]);
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}
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public void HandlePlayerSpawning(PlayerSpawningEvent args)
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{
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if (args.SpawnResult != null)
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return;
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JobPrototype? jobProto = null;
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// If it's just a spawn pref check if it's for cryo (silly).
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if (args.HumanoidCharacterProfile?.SpawnPriority != SpawnPriorityPreference.Cryosleep &&
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(!_proto.TryIndex(args.Job?.Prototype, out jobProto) || jobProto.JobEntity == null))
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return;
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if (jobProto == null && !_proto.TryIndex(args.Job?.Prototype, out jobProto))
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return;
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var query = EntityQueryEnumerator<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>();
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var possibleContainers = new List<Entity<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>>();
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while (query.MoveNext(out var uid, out var spawnPoint, out var container, out var xform))
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{
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if (args.Station != null && _station.GetOwningStation(uid, xform) != args.Station)
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continue;
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// DeltaV - Custom override for override spawnpoints, only used for prisoners currently. This shouldn't run for any other jobs
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if (args.DesiredSpawnPointType == SpawnPointType.Job
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&& spawnPoint.SpawnType == SpawnPointType.Job
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&& args.Job is not null
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&& spawnPoint.Job is not ""
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&& spawnPoint.Job == args.Job.Prototype)
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{
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possibleContainers.Add((uid, spawnPoint, container, xform));
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continue;
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}
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// If it's unset, then we allow it to be used for both roundstart and midround joins
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if (spawnPoint.SpawnType == SpawnPointType.Unset)
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{
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// make sure we also check the job here for various reasons.
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if (spawnPoint.Job == null || spawnPoint.Job == args.Job?.Prototype)
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possibleContainers.Add((uid, spawnPoint, container, xform));
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continue;
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}
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if (_gameTicker.RunLevel == GameRunLevel.InRound
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&& spawnPoint.SpawnType == SpawnPointType.LateJoin
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&& jobProto.JobEntity == null)
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possibleContainers.Add((uid, spawnPoint, container, xform));
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if (_gameTicker.RunLevel != GameRunLevel.InRound &&
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spawnPoint.SpawnType == SpawnPointType.Job &&
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(args.Job == null || spawnPoint.Job == args.Job.Prototype))
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possibleContainers.Add((uid, spawnPoint, container, xform));
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}
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if (possibleContainers.Count == 0)
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return;
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// we just need some default coords so we can spawn the player entity.
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var baseCoords = possibleContainers[0].Comp3.Coordinates;
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(
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baseCoords,
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args.Job,
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args.HumanoidCharacterProfile,
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args.Station);
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_random.Shuffle(possibleContainers);
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foreach (var (uid, spawnPoint, manager, xform) in possibleContainers)
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{
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if (!_container.TryGetContainer(uid, spawnPoint.ContainerId, out var container, manager))
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continue;
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if (!_container.Insert(args.SpawnResult.Value, container, containerXform: xform))
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continue;
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return;
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}
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Del(args.SpawnResult);
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args.SpawnResult = null;
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}
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}
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