# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
324 lines
13 KiB
C#
324 lines
13 KiB
C#
using Content.Server.Access.Systems;
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using Content.Server.Holiday;
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.Mind.Commands;
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using Content.Server.PDA;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Clothing;
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using Content.Shared.DetailExaminable;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Content.Sunrise.Interfaces.Shared; // Sunrise-Sponsors
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namespace Content.Server.Station.Systems;
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/// <summary>
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/// Manages spawning into the game, tracking available spawn points.
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/// Also provides helpers for spawning in the player's mob.
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/// </summary>
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[PublicAPI]
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public sealed class StationSpawningSystem : SharedStationSpawningSystem
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{
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[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
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[Dependency] private readonly ActorSystem _actors = default!;
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly PdaSystem _pdaSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private ISharedSponsorsManager? _sponsorsManager; // Sunrise-Sponsors
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private bool _randomizeCharacters;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.Instance!.TryResolveType(out _sponsorsManager); // Sunrise-Sponsors
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Subs.CVar(_configurationManager, CCVars.ICRandomCharacters, e => _randomizeCharacters = e, true);
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}
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/// <summary>
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/// Attempts to spawn a player character onto the given station.
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/// </summary>
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/// <param name="station">Station to spawn onto.</param>
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/// <param name="job">The job to assign, if any.</param>
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/// <param name="profile">The character profile to use, if any.</param>
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/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
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/// <returns>The resulting player character, if any.</returns>
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/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
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/// <remarks>
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/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
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/// </remarks>
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public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, ProtoId<JobPrototype>? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null, SpawnPointType spawnPointType = SpawnPointType.Unset)
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{
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if (station != null && !Resolve(station.Value, ref stationSpawning))
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throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
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var ev = new PlayerSpawningEvent(job, profile, station, spawnPointType);
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RaiseLocalEvent(ev);
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DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
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return ev.SpawnResult;
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}
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//TODO: Figure out if everything in the player spawning region belongs somewhere else.
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#region Player spawning helpers
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/// <summary>
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/// Spawns in a player's mob according to their job and character information at the given coordinates.
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/// Used by systems that need to handle spawning players.
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/// </summary>
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/// <param name="coordinates">Coordinates to spawn the character at.</param>
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/// <param name="job">Job to assign to the character, if any.</param>
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/// <param name="profile">Appearance profile to use for the character.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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/// <param name="entity">The entity to use, if one already exists.</param>
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/// <returns>The spawned entity</returns>
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public EntityUid SpawnPlayerMob(
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EntityCoordinates coordinates,
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ProtoId<JobPrototype>? job,
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HumanoidCharacterProfile? profile,
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EntityUid? station,
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EntityUid? entity = null)
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{
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_prototypeManager.TryIndex(job ?? string.Empty, out var prototype);
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RoleLoadout? loadout = null;
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// Need to get the loadout up-front to handle names if we use an entity spawn override.
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var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
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if (_prototypeManager.TryIndex(jobLoadout, out RoleLoadoutPrototype? roleProto))
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{
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profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
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// Set to default if not present
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if (loadout == null)
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{
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// Sunrise-Start
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var session = _actors.GetSession(entity);
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string [] sponsorsPrototypes = [];
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if (_sponsorsManager != null && session != null)
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{
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if (_sponsorsManager.TryGetPrototypes(session.UserId, out var prototypes))
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{
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sponsorsPrototypes = prototypes.ToArray();
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}
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}
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// Sunrise-End
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loadout = new RoleLoadout(jobLoadout);
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loadout.SetDefault(profile, _actors.GetSession(entity), _prototypeManager, sponsorsPrototypes);
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}
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}
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// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
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if (prototype?.JobEntity != null)
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{
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DebugTools.Assert(entity is null);
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var jobEntity = EntityManager.SpawnEntity(prototype.JobEntity, coordinates);
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MakeSentientCommand.MakeSentient(jobEntity, EntityManager);
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// Make sure custom names get handled, what is gameticker control flow whoopy.
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if (loadout != null)
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{
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EquipRoleName(jobEntity, loadout, roleProto!);
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}
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DoJobSpecials(job, jobEntity);
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_identity.QueueIdentityUpdate(jobEntity);
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return jobEntity;
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}
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string speciesId = profile != null ? profile.Species : SharedHumanoidAppearanceSystem.DefaultSpecies;
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if (!_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
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throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
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entity ??= Spawn(species.Prototype, coordinates);
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if (profile != null)
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{
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_humanoidSystem.LoadProfile(entity.Value, profile);
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_metaSystem.SetEntityName(entity.Value, profile.Name);
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// Sunrise-Start
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if (!string.IsNullOrEmpty(profile.FlavorText) && _configurationManager.GetCVar(CCVars.FlavorText))
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{
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var session = _actors.GetSession(entity);
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var flavortext = profile.FlavorText;
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if (_sponsorsManager != null && session != null)
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{
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var maxDescLength = _sponsorsManager.GetSizeFlavor(session.UserId);
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if (flavortext.Length > maxDescLength)
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{
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flavortext = FormattedMessage.RemoveMarkupOrThrow(flavortext)[..maxDescLength];
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}
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}
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if (!_configurationManager.GetCVar(SunriseCCVars.FlavorTextSponsorOnly) ||
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_sponsorsManager != null && session != null && _sponsorsManager.IsAllowedFlavor(session.UserId))
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{
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AddComp<DetailExaminableComponent>(entity.Value).Content = flavortext;
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}
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}
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// Sunrise-End
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}
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if (loadout != null)
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{
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EquipRoleLoadout(entity.Value, loadout, roleProto!);
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}
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if (prototype?.StartingGear != null)
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{
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(prototype.StartingGear);
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EquipStartingGear(entity.Value, startingGear, raiseEvent: false);
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}
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var gearEquippedEv = new StartingGearEquippedEvent(entity.Value);
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RaiseLocalEvent(entity.Value, ref gearEquippedEv);
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if (prototype != null && TryComp(entity.Value, out MetaDataComponent? metaData))
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{
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SetPdaAndIdCardData(entity.Value, metaData.EntityName, prototype, station);
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}
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DoJobSpecials(job, entity.Value);
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_identity.QueueIdentityUpdate(entity.Value);
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return entity.Value;
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}
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private void DoJobSpecials(ProtoId<JobPrototype>? job, EntityUid entity)
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{
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if (!_prototypeManager.TryIndex(job ?? string.Empty, out JobPrototype? prototype))
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return;
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foreach (var jobSpecial in prototype.Special)
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{
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jobSpecial.AfterEquip(entity);
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}
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// Sunrise-Start
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foreach (var giveaway in _prototypeManager.EnumeratePrototypes<HolidayGiveawayItemPrototype>())
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{
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if (string.IsNullOrEmpty(giveaway.Holiday) || string.IsNullOrEmpty(giveaway.Prototype))
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continue;
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var sysMan = IoCManager.Resolve<IEntitySystemManager>();
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if (!sysMan.GetEntitySystem<HolidaySystem>().IsCurrentlyHoliday(giveaway.Holiday))
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continue;
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var entMan = IoCManager.Resolve<IEntityManager>();
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var ent = entMan.SpawnEntity(giveaway.Prototype, entMan.GetComponent<TransformComponent>(entity).Coordinates);
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sysMan.GetEntitySystem<SharedHandsSystem>().PickupOrDrop(entity, ent);
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}
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// Sunrise-End
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}
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/// <summary>
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/// Sets the ID card and PDA name, job, and access data.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="characterName">Character name to use for the ID.</param>
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/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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public void SetPdaAndIdCardData(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station)
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{
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if (!InventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
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return;
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var cardId = idUid.Value;
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if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
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cardId = pdaComponent.ContainedId.Value;
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if (!TryComp<IdCardComponent>(cardId, out var card))
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return;
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_cardSystem.TryChangeFullName(cardId, characterName, card);
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_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
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if (_prototypeManager.TryIndex(jobPrototype.Icon, out var jobIcon))
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_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
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var extendedAccess = false;
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if (station != null)
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{
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var data = Comp<StationJobsComponent>(station.Value);
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extendedAccess = data.ExtendedAccess;
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}
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_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
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if (pdaComponent != null)
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_pdaSystem.SetOwner(idUid.Value, pdaComponent, entity, characterName);
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}
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#endregion Player spawning helpers
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}
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/// <summary>
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/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
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/// This event's success is measured by if SpawnResult is not null.
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/// You should not make this event's success rely on random chance.
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/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
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/// </summary>
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[PublicAPI]
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public sealed class PlayerSpawningEvent : EntityEventArgs
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{
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/// <summary>
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/// 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.
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/// </summary>
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public EntityUid? SpawnResult;
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/// <summary>
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/// The job to use, if any.
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/// </summary>
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public readonly ProtoId<JobPrototype>? Job;
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/// <summary>
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/// The profile to use, if any.
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/// </summary>
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public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
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/// <summary>
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/// The target station, if any.
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/// </summary>
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public readonly EntityUid? Station;
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/// <summary>
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/// Delta-V: Desired SpawnPointType, if any.
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/// </summary>
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public readonly SpawnPointType DesiredSpawnPointType;
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public PlayerSpawningEvent(ProtoId<JobPrototype>? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station, SpawnPointType spawnPointType = SpawnPointType.Unset)
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{
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Job = job;
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HumanoidCharacterProfile = humanoidCharacterProfile;
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Station = station;
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DesiredSpawnPointType = spawnPointType;
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}
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}
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