Files
tbd-station-14/Content.Server/EntryPoint.cs
clusterfack 1f22f8ab6a Power System (Complete) (#25)
* Power Commit 1

* Commit 2

* Powernet Part2, All components essentially complete

* Commit 4

* Commit 5

* Commit 6

Creates prototypes

* Finishes powernet code alpha

Adds prototypes and logic for powernet updating and regeneration

* Adds onremove functionality to all components

Without these bits of logic nothing makes any sense!

* And this

* Fixes a lot of bugs

* Fix powernet thinking devices are duplicates

* Fix bug and add comments

* woop woop thats the sound of the police
2018-02-03 21:35:42 -07:00

184 lines
6.9 KiB
C#

using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Power;
using Content.Server.Interfaces.GameObjects;
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;
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 System.Diagnostics;
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.RegisterReference<InventoryComponent, IInventoryComponent>();
factory.Register<ItemComponent>();
factory.RegisterReference<ItemComponent, IItemComponent>();
factory.Register<InteractableComponent>();
factory.RegisterReference<InteractableComponent, IInteractableComponent>();
factory.Register<DamageableComponent>();
factory.Register<DestructibleComponent>();
factory.Register<TemperatureComponent>();
factory.Register<ServerDoorComponent>();
factory.Register<PowerTransferComponent>();
factory.Register<PowerProviderComponent>();
factory.Register<PowerNodeComponent>();
factory.Register<PowerStorageComponent>();
factory.Register<PowerDeviceComponent>();
factory.Register<PowerGeneratorComponent>();
}
/// <inheritdoc />
public override void Dispose()
{
_server.RunLevelChanged -= HandleRunLevelChanged;
_players.PlayerStatusChanged -= HandlePlayerStatusChanged;
base.Dispose();
}
private void HandleRunLevelChanged(object sender, RunLevelChangedEventArgs args)
{
switch (args.NewLevel)
{
case ServerRunLevel.PreGame:
IoCManager.Resolve<IPlayerManager>().FallbackSpawnPoint = new LocalCoordinates(0, 0, GridId.DefaultGrid, new MapId(1));
NewDemoGrid(new GridId(1), new MapId(1));
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;
}
}
//TODO: This whole method should be removed once file loading/saving works, and replaced with a 'Demo' map.
/// <summary>
/// Generates 'Demo' grid and inserts it into the map manager.
/// </summary>
private void NewDemoGrid(GridId gridId, MapId mapId)
{
var mapManager = IoCManager.Resolve<IMapManager>();
var defManager = IoCManager.Resolve<ITileDefinitionManager>();
mapManager.SuppressOnTileChanged = true;
Logger.Log("Cannot find map. Generating blank map.", LogLevel.Warning);
var floor = defManager["Floor"].TileId;
Debug.Assert(floor > 0);
var map = mapManager.CreateMap(mapId);
var grid = map.CreateGrid(gridId);
for (var y = -32; y <= 32; ++y)
{
for (var x = -32; x <= 32; ++x)
{
grid.SetTile(new LocalCoordinates(x, y, gridId, mapId), new Tile(floor));
}
}
// load entities
IoCManager.Resolve<IMapLoader>().Load(_server.MapName, map);
mapManager.SuppressOnTileChanged = false;
}
}
}