using System.Linq;
using Content.Server.Afk;
using Content.Server.Afk.Events;
using Content.Server.GameTicking;
using Content.Server.Roles;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Roles;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Players.PlayTimeTracking;
///
/// Connects to the simulation state. Reports trackers and such.
///
public sealed class PlayTimeTrackingSystem : EntitySystem
{
[Dependency] private readonly IAfkManager _afk = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypes = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly PlayTimeTrackingManager _tracking = default!;
public override void Initialize()
{
base.Initialize();
_tracking.CalcTrackers += CalcTrackers;
SubscribeLocalEvent(OnRoundEnd);
SubscribeLocalEvent(OnPlayerAttached);
SubscribeLocalEvent(OnPlayerDetached);
SubscribeLocalEvent(OnRoleAdd);
SubscribeLocalEvent(OnRoleRemove);
SubscribeLocalEvent(OnAFK);
SubscribeLocalEvent(OnUnAFK);
SubscribeLocalEvent(OnMobStateChanged);
SubscribeLocalEvent(OnPlayerJoinedLobby);
}
public override void Shutdown()
{
base.Shutdown();
_tracking.CalcTrackers -= CalcTrackers;
}
private void CalcTrackers(IPlayerSession player, HashSet trackers)
{
if (_afk.IsAfk(player))
return;
if (!IsPlayerAlive(player))
return;
trackers.Add(PlayTimeTrackingShared.TrackerOverall);
trackers.UnionWith(GetTimedRoles(player));
}
private bool IsPlayerAlive(IPlayerSession session)
{
var attached = session.AttachedEntity;
if (attached == null)
return false;
if (!TryComp(attached, out var state))
return false;
return state.CurrentState is MobState.Alive or MobState.Critical;
}
public IEnumerable GetTimedRoles(Mind.Mind mind)
{
foreach (var role in mind.AllRoles)
{
if (role is not IRoleTimer timer)
continue;
yield return _prototypes.Index(timer.Timer).ID;
}
}
private IEnumerable GetTimedRoles(IPlayerSession session)
{
var contentData = _playerManager.GetPlayerData(session.UserId).ContentData();
if (contentData?.Mind == null)
return Enumerable.Empty();
return GetTimedRoles(contentData.Mind);
}
private void OnRoleRemove(RoleRemovedEvent ev)
{
if (ev.Mind.Session == null)
return;
_tracking.QueueRefreshTrackers(ev.Mind.Session);
}
private void OnRoleAdd(RoleAddedEvent ev)
{
if (ev.Mind.Session == null)
return;
_tracking.QueueRefreshTrackers(ev.Mind.Session);
}
private void OnRoundEnd(RoundRestartCleanupEvent ev)
{
_tracking.Save();
}
private void OnUnAFK(ref UnAFKEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Session);
}
private void OnAFK(ref AFKEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Session);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// This doesn't fire if the player doesn't leave their body. I guess it's fine?
_tracking.QueueRefreshTrackers(ev.Player);
}
private void OnMobStateChanged(MobStateChangedEvent ev)
{
if (!TryComp(ev.Target, out ActorComponent? actor))
return;
_tracking.QueueRefreshTrackers(actor.PlayerSession);
}
private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
{
_tracking.QueueRefreshTrackers(ev.PlayerSession);
// Send timers to client when they join lobby, so the UIs are up-to-date.
_tracking.QueueSendTimers(ev.PlayerSession);
}
public bool IsAllowed(IPlayerSession player, string role)
{
if (!_prototypes.TryIndex(role, out var job) ||
job.Requirements == null ||
!_cfg.GetCVar(CCVars.GameRoleTimers))
return true;
var playTimes = _tracking.GetTrackerTimes(player);
return JobRequirements.TryRequirementsMet(job, playTimes, out _, _prototypes);
}
public HashSet GetDisallowedJobs(IPlayerSession player)
{
var roles = new HashSet();
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
return roles;
var playTimes = _tracking.GetTrackerTimes(player);
foreach (var job in _prototypes.EnumeratePrototypes())
{
if (job.Requirements != null)
{
foreach (var requirement in job.Requirements)
{
if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
continue;
goto NoRole;
}
}
roles.Add(job.ID);
NoRole:;
}
return roles;
}
public void RemoveDisallowedJobs(NetUserId userId, ref List jobs)
{
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
return;
var player = _playerManager.GetSessionByUserId(userId);
var playTimes = _tracking.GetTrackerTimes(player);
for (var i = 0; i < jobs.Count; i++)
{
var job = jobs[i];
if (!_prototypes.TryIndex(job, out var jobber) ||
jobber.Requirements == null ||
jobber.Requirements.Count == 0)
continue;
foreach (var requirement in jobber.Requirements)
{
if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
continue;
jobs.RemoveSwap(i);
i--;
break;
}
}
}
public void PlayerRolesChanged(IPlayerSession player)
{
_tracking.QueueRefreshTrackers(player);
}
}