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