Files
tbd-station-14/Content.Client/GameTicking/ClientGameTicker.cs
DrSmugleaf 435fb2630e Disable job buttons when they aren't available or late join is disallowed (#2251)
* Disable job buttons when they aren't available

In real time too, the technology is overwhelming

* Jobs are all unavailable when late join is disallowed.

* Better ToggleDisallowLateJoin command parsing

* Add togglelatejoin to groups.

Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-10-16 11:22:58 +02:00

130 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Client.Interfaces;
using Content.Client.State;
using Content.Client.UserInterface;
using Content.Shared;
using Content.Shared.GameTicking;
using Content.Shared.Network.NetMessages;
using Robust.Client.Interfaces.Graphics;
using Robust.Client.Interfaces.State;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameTicking
{
public class ClientGameTicker : SharedGameTicker, IClientGameTicker
{
[Dependency] private readonly IClientNetManager _netManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[ViewVariables] private bool _initialized;
private readonly List<string> _jobsAvailable = new List<string>();
[ViewVariables] public bool AreWeReady { get; private set; }
[ViewVariables] public bool IsGameStarted { get; private set; }
[ViewVariables] public bool DisallowedLateJoin { get; private set; }
[ViewVariables] public string ServerInfoBlob { get; private set; }
[ViewVariables] public DateTime StartTime { get; private set; }
[ViewVariables] public bool Paused { get; private set; }
[ViewVariables] public Dictionary<NetUserId, PlayerStatus> Status { get; private set; }
[ViewVariables] public IReadOnlyList<string> JobsAvailable => _jobsAvailable;
public event Action InfoBlobUpdated;
public event Action LobbyStatusUpdated;
public event Action LobbyReadyUpdated;
public event Action LobbyLateJoinStatusUpdated;
public event Action<IReadOnlyList<string>> LobbyJobsAvailableUpdated;
public void Initialize()
{
DebugTools.Assert(!_initialized);
_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby), JoinLobby);
_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame), JoinGame);
_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus), LobbyStatus);
_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo), LobbyInfo);
_netManager.RegisterNetMessage<MsgTickerLobbyCountdown>(nameof(MsgTickerLobbyCountdown), LobbyCountdown);
_netManager.RegisterNetMessage<MsgTickerLobbyReady>(nameof(MsgTickerLobbyReady), LobbyReady);
_netManager.RegisterNetMessage<MsgRoundEndMessage>(nameof(MsgRoundEndMessage), RoundEnd);
_netManager.RegisterNetMessage<MsgRequestWindowAttention>(nameof(MsgRequestWindowAttention), msg =>
{
IoCManager.Resolve<IClyde>().RequestWindowAttention();
});
_netManager.RegisterNetMessage<MsgTickerLateJoinStatus>(nameof(MsgTickerLateJoinStatus), LateJoinStatus);
_netManager.RegisterNetMessage<MsgTickerJobsAvailable>(nameof(MsgTickerJobsAvailable), UpdateJobsAvailable);
Status = new Dictionary<NetUserId, PlayerStatus>();
_initialized = true;
}
private void LateJoinStatus(MsgTickerLateJoinStatus message)
{
DisallowedLateJoin = message.Disallowed;
LobbyLateJoinStatusUpdated?.Invoke();
}
private void UpdateJobsAvailable(MsgTickerJobsAvailable message)
{
_jobsAvailable.Clear();
_jobsAvailable.AddRange(message.JobsAvailable);
LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
}
private void JoinLobby(MsgTickerJoinLobby message)
{
_stateManager.RequestStateChange<LobbyState>();
}
private void LobbyStatus(MsgTickerLobbyStatus message)
{
StartTime = message.StartTime;
IsGameStarted = message.IsRoundStarted;
AreWeReady = message.YouAreReady;
Paused = message.Paused;
if (IsGameStarted)
Status.Clear();
LobbyStatusUpdated?.Invoke();
}
private void LobbyInfo(MsgTickerLobbyInfo message)
{
ServerInfoBlob = message.TextBlob;
InfoBlobUpdated?.Invoke();
}
private void JoinGame(MsgTickerJoinGame message)
{
_stateManager.RequestStateChange<GameScreen>();
}
private void LobbyCountdown(MsgTickerLobbyCountdown message)
{
StartTime = message.StartTime;
Paused = message.Paused;
}
private void LobbyReady(MsgTickerLobbyReady message)
{
// Merge the Dictionaries
foreach (var p in message.PlayerStatus)
{
Status[p.Key] = p.Value;
}
LobbyReadyUpdated?.Invoke();
}
private void RoundEnd(MsgRoundEndMessage message)
{
//This is not ideal at all, but I don't see an immediately better fit anywhere else.
var roundEnd = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundEndText, message.RoundDuration, message.AllPlayersEndInfo);
}
}
}