* Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using System.Collections.Generic;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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namespace Content.Server.Tabletop
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{
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/// <summary>
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/// A struct for storing data about a running tabletop game.
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/// </summary>
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public struct TabletopSession
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{
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/// <summary>
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/// The map ID associated with this tabletop game session.
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/// </summary>
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public MapId MapId;
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/// <summary>
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/// The set of players currently playing this tabletop game.
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/// </summary>
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private readonly HashSet<IPlayerSession> _currentPlayers;
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/// <param name="mapId">The map ID associated with this tabletop game.</param>
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public TabletopSession(MapId mapId)
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{
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MapId = mapId;
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_currentPlayers = new();
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}
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/// <summary>
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/// Returns true if the given player is currently playing this tabletop game.
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/// </summary>
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public bool IsPlaying(IPlayerSession playerSession)
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{
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return _currentPlayers.Contains(playerSession);
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}
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/// <summary>
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/// Store that this player has started playing this tabletop game. If the player was already playing, nothing
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/// happens.
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/// </summary>
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public void StartPlaying(IPlayerSession playerSession)
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{
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_currentPlayers.Add(playerSession);
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}
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/// <summary>
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/// Store that this player has stopped playing this tabletop game. If the player was not playing, nothing
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/// happens.
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/// </summary>
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public void StopPlaying(IPlayerSession playerSession)
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{
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_currentPlayers.Remove(playerSession);
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}
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}
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}
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