Adds parchís game board, improves tabletop system to support other games. (#4610)

This commit is contained in:
Vera Aguilera Puerto
2021-09-18 10:40:38 +02:00
committed by GitHub
parent 5534aec102
commit e440df03db
18 changed files with 320 additions and 82 deletions

View File

@@ -1,5 +1,7 @@
using System.Collections.Generic;
using Content.Server.Tabletop.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Interaction;
using Content.Shared.Tabletop;
using Content.Shared.Tabletop.Events;
using JetBrains.Annotations;
@@ -8,6 +10,7 @@ using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
@@ -19,6 +22,7 @@ namespace Content.Server.Tabletop
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
/// <summary>
/// All tabletop games currently in progress. Sessions are associated with an entity UID, which acts as a
@@ -31,10 +35,17 @@ namespace Content.Server.Tabletop
SubscribeNetworkEvent<TabletopMoveEvent>(OnTabletopMove);
SubscribeNetworkEvent<TabletopDraggingPlayerChangedEvent>(OnDraggingPlayerChanged);
SubscribeNetworkEvent<TabletopStopPlayingEvent>(OnStopPlaying);
SubscribeLocalEvent<TabletopGameComponent, ActivateInWorldEvent>(OnTabletopActivate);
SubscribeLocalEvent<TabletopGameComponent, ComponentShutdown>(OnGameShutdown);
SubscribeLocalEvent<TabletopDraggableComponent, ComponentGetState>(GetCompState);
}
private void OnTabletopActivate(EntityUid uid, TabletopGameComponent component, ActivateInWorldEvent args)
{
if(_actionBlockerSystem.CanInteract(args.User))
OpenTable(args.User, args.Target);
}
private void GetCompState(EntityUid uid, TabletopDraggableComponent component, ref ComponentGetState args)
{
args.State = new TabletopDraggableComponentState(component.DraggingPlayer);
@@ -47,19 +58,19 @@ namespace Content.Server.Tabletop
/// <param name="table">The entity with which the tabletop game session will be associated.</param>
public void OpenTable(IEntity user, IEntity table)
{
if (user.PlayerSession() is not { } playerSession) return;
if (user.PlayerSession() is not { } playerSession
|| !table.TryGetComponent(out TabletopGameComponent? tabletop)) return;
// Make sure we have a session, and add the player to it
var session = EnsureSession(table.Uid);
var session = EnsureSession(table.Uid, tabletop);
session.StartPlaying(playerSession);
// Create a camera for the user to use
// TODO: set correct coordinates, depending on the piece the game was started from
IEntity camera = CreateCamera(user, new MapCoordinates(0, 0, session.MapId));
IEntity camera = CreateCamera(tabletop, user, new MapCoordinates(0, 0, session.MapId));
// Tell the client to open a viewport for the tabletop game
// TODO: use actual title/size from prototype, for now we assume its chess
RaiseNetworkEvent(new TabletopPlayEvent(table.Uid, camera.Uid, "Chess", (274 + 64, 274)), playerSession.ConnectedClient);
RaiseNetworkEvent(new TabletopPlayEvent(table.Uid, camera.Uid, Loc.GetString(tabletop.BoardName), tabletop.Size), playerSession.ConnectedClient);
}
/// <summary>
@@ -67,7 +78,7 @@ namespace Content.Server.Tabletop
/// </summary>
/// <param name="uid">The entity UID to ensure a session for.</param>
/// <returns>The created/stored tabletop game session.</returns>
private TabletopSession EnsureSession(EntityUid uid)
private TabletopSession EnsureSession(EntityUid uid, TabletopGameComponent tabletop)
{
// We already have a session, return it
// TODO: if tables are connected, treat them as a single entity
@@ -88,8 +99,7 @@ namespace Content.Server.Tabletop
var session = _gameSessions[uid];
// Since this is the first time opening this session, set up the game
// TODO: don't assume we're playing chess
SetupChessBoard(session.MapId);
tabletop.Setup.SetupTabletop(session.MapId, EntityManager);
return session;
}
@@ -169,10 +179,11 @@ namespace Content.Server.Tabletop
/// <summary>
/// Create a camera entity for a user to control, and add the user to the view subscribers.
/// </summary>
/// <param name="tabletop">The tabletop to create the camera for.</param>
/// <param name="user">The user entity to create this camera for and add to the view subscribers.</param>
/// <param name="coordinates">The map coordinates to spawn this camera at.</param>
// TODO: this can probably be generalized into a "CctvSystem" or whatever
private IEntity CreateCamera(IEntity user, MapCoordinates coordinates)
private IEntity CreateCamera(TabletopGameComponent tabletop, IEntity user, MapCoordinates coordinates)
{
// Spawn an empty entity at the coordinates
var camera = EntityManager.SpawnEntity(null, coordinates);
@@ -180,6 +191,7 @@ namespace Content.Server.Tabletop
// Add an eye component and disable FOV
var eyeComponent = camera.EnsureComponent<EyeComponent>();
eyeComponent.DrawFov = false;
eyeComponent.Zoom = tabletop.CameraZoom;
// Add the user to the view subscribers. If there is no player session, just skip this step
if (user.PlayerSession() is { } playerSession)