CatStation/Content.Shared/Spawners/EntitySystems/ContainerSpawnPointSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

96 lines
3.7 KiB
C#

using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Spawners.Components;
using Content.Shared.Station.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Random;
namespace Content.Shared.Spawners.EntitySystems;
public sealed partial class ContainerSpawnPointSystem : EntitySystem
{
[Dependency] private SharedContainerSystem _container = default!;
[Dependency] private GameTicker _gameTicker = default!;
[Dependency] private IRobustRandom _random = default!;
[Dependency] private StationSystem _station = default!;
[Dependency] private StationSpawningSystem _stationSpawning = default!;
[SubscribeLocalEvent(before: new []{typeof(SpawnPointSystem)})]
public void HandlePlayerSpawning(PlayerSpawningEvent args)
{
if (args.SpawnResult != null)
return;
// If it's just a spawn pref check if it's for cryo (silly).
if (args.HumanoidCharacterProfile?.SpawnPriority != SpawnPriorityPreference.Cryosleep &&
(!ProtoMan.Resolve(args.Job, out var jobProto) || jobProto.JobEntity == null))
{
return;
}
var query = EntityQueryEnumerator<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>();
var possibleContainers = new List<Entity<ContainerSpawnPointComponent, ContainerManagerComponent, TransformComponent>>();
while (query.MoveNext(out var uid, out var spawnPoint, out var container, out var xform))
{
if (args.Station != null && _station.GetOwningStation(uid, xform) != args.Station)
continue;
// If it's unset, then we allow it to be used for both roundstart and midround joins
if (spawnPoint.SpawnType == SpawnPointType.Unset)
{
// make sure we also check the job here for various reasons.
if (spawnPoint.Job == null || spawnPoint.Job == args.Job)
possibleContainers.Add((uid, spawnPoint, container, xform));
continue;
}
if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
{
possibleContainers.Add((uid, spawnPoint, container, xform));
}
if (_gameTicker.RunLevel != GameRunLevel.InRound &&
spawnPoint.SpawnType == SpawnPointType.Job &&
(args.Job == null || spawnPoint.Job == args.Job))
{
possibleContainers.Add((uid, spawnPoint, container, xform));
}
}
if (possibleContainers.Count == 0)
return;
// we just need some default coords so we can spawn the player entity.
var baseCoords = possibleContainers[0].Comp3.Coordinates;
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
baseCoords,
args.Job,
args.HumanoidCharacterProfile,
args.Station);
_random.Shuffle(possibleContainers);
foreach (var (uid, spawnPoint, manager, xform) in possibleContainers)
{
if (!_container.TryGetContainer(uid, spawnPoint.ContainerId, out var container, manager))
continue;
if (!_container.Insert(args.SpawnResult.Value, container, containerXform: xform))
continue;
var ev = new ContainerSpawnEvent(args.SpawnResult.Value);
RaiseLocalEvent(uid, ref ev);
return;
}
Del(args.SpawnResult);
args.SpawnResult = null;
}
}
/// <summary>
/// Raised on a container when a player is spawned into it.
/// </summary>
[ByRefEvent]
public record struct ContainerSpawnEvent(EntityUid Player);