Files
tbd-station-14/Content.Server/EntryPoint.cs
Pieter-Jan Briers 147aad5064 Some work on the mess that is this power code.
Jesus.

Tons of fixes, refactors and other things.
The powernet's code is still awful though.
2018-05-27 16:44:50 +02:00

194 lines
7.7 KiB
C#

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;
/// <inheritdoc />
public override void Init()
{
base.Init();
_server = IoCManager.Resolve<IBaseServer>();
_players = IoCManager.Resolve<IPlayerManager>();
_server.RunLevelChanged += HandleRunLevelChanged;
_players.PlayerStatusChanged += HandlePlayerStatusChanged;
_players.PlayerPrototypeName = "HumanMob_Content";
var factory = IoCManager.Resolve<IComponentFactory>();
factory.Register<HandsComponent>();
factory.RegisterReference<HandsComponent, IHandsComponent>();
factory.Register<InventoryComponent>();
factory.Register<StoreableComponent>();
factory.Register<ItemComponent>();
factory.RegisterReference<ItemComponent, StoreableComponent>();
factory.Register<ClothingComponent>();
factory.RegisterReference<ClothingComponent, ItemComponent>();
factory.Register<DamageableComponent>();
factory.Register<DestructibleComponent>();
factory.Register<TemperatureComponent>();
factory.Register<ServerDoorComponent>();
//Power Components
factory.Register<PowerTransferComponent>();
factory.Register<PowerProviderComponent>();
factory.RegisterReference<PowerProviderComponent, PowerDeviceComponent>();
factory.Register<PowerNodeComponent>();
factory.Register<PowerStorageComponent>();
factory.Register<PowerDeviceComponent>();
factory.Register<PowerGeneratorComponent>();
//Tools
factory.Register<MultitoolComponent>();
factory.Register<WirecutterComponent>();
factory.Register<WrenchComponent>();
factory.Register<WelderComponent>();
factory.Register<ScrewdriverComponent>();
factory.Register<CrowbarComponent>();
factory.Register<HitscanWeaponComponent>();
factory.Register<ProjectileWeaponComponent>();
factory.Register<ProjectileComponent>();
factory.Register<MeleeWeaponComponent>();
factory.Register<ServerStorageComponent>();
factory.Register<PowerDebugTool>();
factory.Register<PoweredLightComponent>();
}
/// <inheritdoc />
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<IGameTiming>();
IoCManager.Resolve<IPlayerManager>().FallbackSpawnPoint = new LocalCoordinates(0, 0, GridId.DefaultGrid, new MapId(2));
var mapLoader = IoCManager.Resolve<IMapLoader>();
var mapMan = IoCManager.Resolve<IMapManager>();
var startTime = timing.RealTime;
{
var newMap = mapMan.CreateMap(new MapId(2));
mapLoader.LoadBlueprint(newMap, new GridId(4), "Maps/Demo/DemoGrid.yaml");
var grid = newMap.GetGrid(new GridId(4));
SpawnHelpers.SpawnLightTurret(grid, new Vector2(-15, 15));
}
var timeSpan = timing.RealTime - startTime;
Logger.Info($"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round loaded!");
break;
case ServerRunLevel.Game:
IoCManager.Resolve<IPlayerManager>().SendJoinGameToAll();
IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round started!");
break;
case ServerRunLevel.PostGame:
IoCManager.Resolve<IChatManager>().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
IoCManager.Resolve<ITimerManager>().AddTimer(new Timer(250, false, () =>
{
args.Session.JoinLobby();
}));
IoCManager.Resolve<IChatManager>().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;
IoCManager.Resolve<ITimerManager>().AddTimer(new Timer(2000, false, () =>
{
_server.RunLevel = ServerRunLevel.Game;
_countdownStarted = false;
}));
}
IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Lobby!", args.Session.Index);
}
break;
case SessionStatus.InGame:
{
//TODO: Check for existing mob and re-attach
IoCManager.Resolve<IPlayerManager>().SpawnPlayerMob(args.Session);
IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Game!", args.Session.Index);
}
break;
case SessionStatus.Disconnected:
{
IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player left!", args.Session.Index);
}
break;
}
}
}
}