Improves and cleans up TabletopSystem further. (#4633)
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Content.Server/Tabletop/TabletopSystem.Session.cs
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156
Content.Server/Tabletop/TabletopSystem.Session.cs
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using Content.Server.Tabletop.Components;
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using Content.Shared.Tabletop.Events;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Content.Server.Tabletop
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{
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public partial class TabletopSystem
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{
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/// <summary>
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/// Ensures that a <see cref="TabletopSession"/> exists on a <see cref="TabletopGameComponent"/>.
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/// Creates it and sets it up if it doesn't.
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/// </summary>
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/// <param name="tabletop">The tabletop game in question.</param>
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/// <returns>The session for the given tabletop game.</returns>
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private TabletopSession EnsureSession(TabletopGameComponent tabletop)
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{
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// We already have a session, return it
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// TODO: if tables are connected, treat them as a single entity. This can be done by sharing the session.
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if (tabletop.Session != null)
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return tabletop.Session;
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// We make sure that the tabletop map exists before continuing.
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EnsureTabletopMap();
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// Create new session.
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var session = new TabletopSession(TabletopMap, GetNextTabletopPosition());
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tabletop.Session = session;
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// Since this is the first time opening this session, set up the game
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tabletop.Setup.SetupTabletop(session, EntityManager);
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Logger.Info($"Created tabletop session number {tabletop} at position {session.Position}.");
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return session;
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}
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/// <summary>
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/// Cleans up a tabletop game session, deleting every entity in it.
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/// </summary>
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/// <param name="uid">The UID of the tabletop game entity.</param>
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public void CleanupSession(EntityUid uid)
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{
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if (!ComponentManager.TryGetComponent(uid, out TabletopGameComponent? tabletop))
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return;
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if (tabletop.Session is not { } session)
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return;
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foreach (var (player, _) in session.Players)
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{
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CloseSessionFor(player, uid);
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}
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foreach (var euid in session.Entities)
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{
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EntityManager.QueueDeleteEntity(euid);
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}
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tabletop.Session = null;
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}
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/// <summary>
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/// Adds a player to a tabletop game session, sending a message so the tabletop window opens on their end.
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/// </summary>
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/// <param name="player">The player session in question.</param>
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/// <param name="uid">The UID of the tabletop game entity.</param>
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public void OpenSessionFor(IPlayerSession player, EntityUid uid)
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{
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if (!ComponentManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || player.AttachedEntity is not {} attachedEntity)
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return;
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// Make sure we have a session, and add the player to it if not added already.
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var session = EnsureSession(tabletop);
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if (session.Players.ContainsKey(player))
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return;
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if(attachedEntity.TryGetComponent<TabletopGamerComponent>(out var gamer))
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CloseSessionFor(player, gamer.Tabletop, false);
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// Set the entity as an absolute GAMER.
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attachedEntity.EnsureComponent<TabletopGamerComponent>().Tabletop = uid;
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// Create a camera for the gamer to use
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var camera = CreateCamera(tabletop, player);
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session.Players[player] = new TabletopSessionPlayerData { Camera = camera };
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// Tell the gamer to open a viewport for the tabletop game
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RaiseNetworkEvent(new TabletopPlayEvent(uid, camera, Loc.GetString(tabletop.BoardName), tabletop.Size), player.ConnectedClient);
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}
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/// <summary>
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/// Removes a player from a tabletop game session, and sends them a message so their tabletop window is closed.
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/// </summary>
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/// <param name="player">The player in question.</param>
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/// <param name="uid">The UID of the tabletop game entity.</param>
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/// <param name="removeGamerComponent">Whether to remove the <see cref="TabletopGamerComponent"/> from the player's attached entity.</param>
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public void CloseSessionFor(IPlayerSession player, EntityUid uid, bool removeGamerComponent = true)
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{
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if (!ComponentManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || tabletop.Session is not { } session)
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return;
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if (!session.Players.TryGetValue(player, out var data))
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return;
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if(removeGamerComponent && player.AttachedEntity is {} attachedEntity && attachedEntity.TryGetComponent(out TabletopGamerComponent? gamer))
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{
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// We invalidate this to prevent an infinite feedback from removing the component.
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gamer.Tabletop = EntityUid.Invalid;
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// You stop being a gamer.......
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attachedEntity.RemoveComponent<TabletopGamerComponent>();
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}
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session.Players.Remove(player);
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session.Entities.Remove(data.Camera);
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// Deleting the view subscriber automatically cleans up subscriptions, no need to do anything else.
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EntityManager.QueueDeleteEntity(data.Camera);
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}
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/// <summary>
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/// A helper method that creates a camera for a specified player, in a tabletop game session.
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/// </summary>
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/// <param name="tabletop">The tabletop game component in question.</param>
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/// <param name="player">The player in question.</param>
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/// <param name="offset">An offset from the tabletop position for the camera. Zero by default.</param>
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/// <returns>The UID of the camera entity.</returns>
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private EntityUid CreateCamera(TabletopGameComponent tabletop, IPlayerSession player, Vector2 offset = default)
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{
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DebugTools.AssertNotNull(tabletop.Session);
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var session = tabletop.Session!;
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// Spawn an empty entity at the coordinates
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var camera = EntityManager.SpawnEntity(null, session.Position.Offset(offset));
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// Add an eye component and disable FOV
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var eyeComponent = camera.EnsureComponent<EyeComponent>();
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eyeComponent.DrawFov = false;
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eyeComponent.Zoom = tabletop.CameraZoom;
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// Add the user to the view subscribers. If there is no player session, just skip this step
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_viewSubscriberSystem.AddViewSubscriber(camera.Uid, player);
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return camera.Uid;
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}
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}
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}
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