Files
crystall-punk-14/Content.Server/Spawners/EntitySystems/SpawnPointSystem.cs
Ed 3409e0f752 Merge remote-tracking branch 'upstream/stable' into ed-15-09-2025-upstream-sync
# Conflicts:
#	.github/CODEOWNERS
#	Content.Client/Overlays/StencilOverlay.cs
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/GameTicking/Commands/SetGamePresetCommand.cs
#	Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs
#	Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs
#	Content.Shared/Clothing/Components/ClothingComponent.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/Humanoid/SkinColor.cs
#	Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/bowl.yml
2025-09-15 13:50:49 +03:00

84 lines
3.1 KiB
C#

using Content.Server.GameTicking;
using Content.Server.Spawners.Components;
using Content.Server.Station.Systems;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Spawners.EntitySystems;
public sealed class SpawnPointSystem : EntitySystem
{
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
public override void Initialize()
{
SubscribeLocalEvent<PlayerSpawningEvent>(OnPlayerSpawning);
}
private void OnPlayerSpawning(PlayerSpawningEvent args)
{
if (args.SpawnResult != null)
return;
// TODO: Cache all this if it ends up important.
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
var possiblePositions = new List<EntityCoordinates>();
while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (args.Station != null && _stationSystem.GetOwningStation(uid, xform) != args.Station)
continue;
//CP14 always spawn gods on gods spawnpoints
if (spawnPoint.SpawnType == SpawnPointType.Unset && (args.Job == null || spawnPoint.Job == args.Job))
{
possiblePositions.Clear();
possiblePositions.Add(xform.Coordinates);
break;
}
//CP14end
if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
{
possiblePositions.Add(xform.Coordinates);
}
if (_gameTicker.RunLevel != GameRunLevel.InRound &&
spawnPoint.SpawnType == SpawnPointType.Job &&
(args.Job == null || spawnPoint.Job == null || spawnPoint.Job == args.Job))
{
possiblePositions.Add(xform.Coordinates);
}
}
if (possiblePositions.Count == 0)
{
// Ok we've still not returned, but we need to put them /somewhere/.
// TODO: Refactor gameticker spawning code so we don't have to do this!
var points2 = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
if (points2.MoveNext(out _, out var xform))
{
Log.Error($"Unable to pick a valid spawn point, picking random spawner as a backup.\nRunLevel: {_gameTicker.RunLevel} Station: {ToPrettyString(args.Station)} Job: {args.Job}");
possiblePositions.Add(xform.Coordinates);
}
else
{
Log.Error($"No spawn points were available!\nRunLevel: {_gameTicker.RunLevel} Station: {ToPrettyString(args.Station)} Job: {args.Job}");
return;
}
}
var spawnLoc = _random.Pick(possiblePositions);
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
spawnLoc,
args.Job,
args.HumanoidCharacterProfile,
args.Station);
}
}