using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.Interactable.Tools;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Placement;
using SS14.Server;
using SS14.Server.Interfaces;
using SS14.Server.Interfaces.Chat;
using SS14.Server.Interfaces.Maps;
using SS14.Server.Interfaces.Player;
using SS14.Server.Player;
using SS14.Shared.Console;
using SS14.Shared.ContentPack;
using SS14.Shared.Enums;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Map;
using SS14.Shared.Interfaces.Timers;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Map;
using SS14.Shared.Timers;
using SS14.Shared.Interfaces.Timing;
using SS14.Shared.Maths;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Weapon.Melee;
namespace Content.Server
{
public class EntryPoint : GameServer
{
private IBaseServer _server;
private IPlayerManager _players;
private bool _countdownStarted;
///
public override void Init()
{
base.Init();
_server = IoCManager.Resolve();
_players = IoCManager.Resolve();
_server.RunLevelChanged += HandleRunLevelChanged;
_players.PlayerStatusChanged += HandlePlayerStatusChanged;
_players.PlayerPrototypeName = "HumanMob_Content";
var factory = IoCManager.Resolve();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
//Power Components
factory.Register();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
//Tools
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
}
///
protected override void Dispose(bool disposing)
{
if (disposing)
{
_server.RunLevelChanged -= HandleRunLevelChanged;
_players.PlayerStatusChanged -= HandlePlayerStatusChanged;
}
base.Dispose(disposing);
}
private static void HandleRunLevelChanged(object sender, RunLevelChangedEventArgs args)
{
switch (args.NewLevel)
{
case ServerRunLevel.PreGame:
var timing = IoCManager.Resolve();
var mapLoader = IoCManager.Resolve();
var mapMan = IoCManager.Resolve();
var newMap = mapMan.CreateMap();
var grid = mapLoader.LoadBlueprint(newMap, "Maps/stationstation.yml");
IoCManager.Resolve().FallbackSpawnPoint = new GridLocalCoordinates(Vector2.Zero, grid);
var startTime = timing.RealTime;
var timeSpan = timing.RealTime - startTime;
Logger.Info($"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
IoCManager.Resolve().DispatchMessage(ChatChannel.Server, "Gamemode: Round loaded!");
break;
case ServerRunLevel.Game:
IoCManager.Resolve().SendJoinGameToAll();
IoCManager.Resolve().DispatchMessage(ChatChannel.Server, "Gamemode: Round started!");
break;
case ServerRunLevel.PostGame:
IoCManager.Resolve().DispatchMessage(ChatChannel.Server, "Gamemode: Round over!");
break;
}
}
private void HandlePlayerStatusChanged(object sender, SessionStatusEventArgs args)
{
switch (args.NewStatus)
{
case SessionStatus.Connected:
{
// timer time must be > tick length
Timer.Spawn(250, args.Session.JoinLobby);
IoCManager.Resolve().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined server!", args.Session.Index);
}
break;
case SessionStatus.InLobby:
{
// auto start game when first player joins
if (_server.RunLevel == ServerRunLevel.PreGame && !_countdownStarted)
{
_countdownStarted = true;
Timer.Spawn(2000, () =>
{
_server.RunLevel = ServerRunLevel.Game;
_countdownStarted = false;
});
}
IoCManager.Resolve().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Lobby!", args.Session.Index);
}
break;
case SessionStatus.InGame:
{
//TODO: Check for existing mob and re-attach
IoCManager.Resolve().SpawnPlayerMob(args.Session);
IoCManager.Resolve().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Game!", args.Session.Index);
}
break;
case SessionStatus.Disconnected:
{
IoCManager.Resolve().DispatchMessage(ChatChannel.Server, "Gamemode: Player left!", args.Session.Index);
}
break;
}
}
}
}