# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
325 lines
13 KiB
C#
325 lines
13 KiB
C#
using Content.Server.Access.Systems;
|
|
using Content.Server.Holiday;
|
|
using Content.Server.Humanoid;
|
|
using Content.Server.IdentityManagement;
|
|
using Content.Server.Mind;
|
|
using Content.Server.PDA;
|
|
using Content.Server.Spawners.Components;
|
|
using Content.Server.Station.Components;
|
|
using Content.Shared._Sunrise.SunriseCCVars;
|
|
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.Hands.EntitySystems;
|
|
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;
|
|
using Content.Sunrise.Interfaces.Shared; // Sunrise-Sponsors
|
|
|
|
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!;
|
|
private ISharedSponsorsManager? _sponsorsManager; // Sunrise-Sponsors
|
|
|
|
private bool _randomizeCharacters;
|
|
|
|
/// <inheritdoc/>
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
IoCManager.Instance!.TryResolveType(out _sponsorsManager); // Sunrise-Sponsors
|
|
Subs.CVar(_configurationManager, CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true);
|
|
}
|
|
|
|
/// <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>
|
|
/// <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));
|
|
|
|
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)
|
|
{
|
|
_prototypeManager.TryIndex(job ?? string.Empty, out var prototype);
|
|
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)
|
|
{
|
|
// Sunrise-Start
|
|
var session = _actors.GetSession(entity);
|
|
|
|
string [] sponsorsPrototypes = [];
|
|
if (_sponsorsManager != null && session != null)
|
|
{
|
|
if (_sponsorsManager.TryGetPrototypes(session.UserId, out var prototypes))
|
|
{
|
|
sponsorsPrototypes = prototypes.ToArray();
|
|
}
|
|
}
|
|
// Sunrise-End
|
|
|
|
loadout = new RoleLoadout(jobLoadout);
|
|
loadout.SetDefault(profile, _actors.GetSession(entity), _prototypeManager, sponsorsPrototypes);
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Sunrise-Start
|
|
if (!string.IsNullOrEmpty(profile.FlavorText) && _configurationManager.GetCVar(CCVars.FlavorText))
|
|
{
|
|
var session = _actors.GetSession(entity);
|
|
var flavortext = profile.FlavorText;
|
|
|
|
if (_sponsorsManager != null && session != null)
|
|
{
|
|
var maxDescLength = _sponsorsManager.GetSizeFlavor(session.UserId);
|
|
if (flavortext.Length > maxDescLength)
|
|
{
|
|
flavortext = FormattedMessage.RemoveMarkupOrThrow(flavortext)[..maxDescLength];
|
|
}
|
|
}
|
|
|
|
if (!_configurationManager.GetCVar(SunriseCCVars.FlavorTextSponsorOnly) ||
|
|
_sponsorsManager != null && session != null && _sponsorsManager.IsAllowedFlavor(session.UserId))
|
|
{
|
|
AddComp<DetailExaminableComponent>(entity.Value).Content = flavortext;
|
|
}
|
|
}
|
|
// Sunrise-End
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// Sunrise-Start
|
|
foreach (var giveaway in _prototypeManager.EnumeratePrototypes<HolidayGiveawayItemPrototype>())
|
|
{
|
|
if (string.IsNullOrEmpty(giveaway.Holiday) || string.IsNullOrEmpty(giveaway.Prototype))
|
|
continue;
|
|
|
|
var sysMan = IoCManager.Resolve<IEntitySystemManager>();
|
|
|
|
if (!sysMan.GetEntitySystem<HolidaySystem>().IsCurrentlyHoliday(giveaway.Holiday))
|
|
continue;
|
|
|
|
var entMan = IoCManager.Resolve<IEntityManager>();
|
|
|
|
var ent = entMan.SpawnEntity(giveaway.Prototype, entMan.GetComponent<TransformComponent>(entity).Coordinates);
|
|
|
|
sysMan.GetEntitySystem<SharedHandsSystem>().PickupOrDrop(entity, ent);
|
|
}
|
|
// Sunrise-End
|
|
}
|
|
|
|
/// <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);
|
|
_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
|
|
|
|
if (_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;
|
|
}
|
|
}
|