Files
tbd-station-14/Content.Server/GameTicking/GameTicker.cs

631 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Markers;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameTicking.GamePresets;
using Content.Server.Interfaces;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Mobs;
using Content.Server.Mobs.Roles;
using Content.Server.Players;
using Content.Shared;
using Content.Shared.Chat;
using Content.Shared.Jobs;
using Content.Shared.Preferences;
using Robust.Server.Interfaces.Maps;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timers;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameTicking
{
public partial class GameTicker : SharedGameTicker, IGameTicker
{
private const string PlayerPrototypeName = "HumanMob_Content";
private const string ObserverPrototypeName = "MobObserver";
private const string MapFile = "Maps/stationstation.yml";
[ViewVariables] private readonly List<GameRule> _gameRules = new List<GameRule>();
[ViewVariables] private readonly List<ManifestEntry> _manifest = new List<ManifestEntry>();
// Value is whether they're ready.
[ViewVariables]
private readonly Dictionary<IPlayerSession, bool> _playersInLobby = new Dictionary<IPlayerSession, bool>();
[ViewVariables] private bool _initialized;
[ViewVariables] private Type _presetType;
[ViewVariables] private bool _roundStartCountdownHasNotStartedYetDueToNoPlayers;
private DateTime _roundStartTimeUtc;
[ViewVariables] private GameRunLevel _runLevel;
[ViewVariables(VVAccess.ReadWrite)] private GridCoordinates _spawnPoint;
[ViewVariables] private bool LobbyEnabled => _configurationManager.GetCVar<bool>("game.lobbyenabled");
[ViewVariables]
public GameRunLevel RunLevel
{
get => _runLevel;
private set
{
if (_runLevel == value) return;
var old = _runLevel;
_runLevel = value;
OnRunLevelChanged?.Invoke(new GameRunLevelChangedEventArgs(old, value));
}
}
public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
private TimeSpan LobbyDuration =>
TimeSpan.FromSeconds(_configurationManager.GetCVar<int>("game.lobbyduration"));
public void Initialize()
{
DebugTools.Assert(!_initialized);
_configurationManager.RegisterCVar("game.lobbyenabled", false, CVar.ARCHIVE);
_configurationManager.RegisterCVar("game.lobbyduration", 20, CVar.ARCHIVE);
_configurationManager.RegisterCVar("game.defaultpreset", "Sandbox", CVar.ARCHIVE);
_playerManager.PlayerStatusChanged += _handlePlayerStatusChanged;
_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby));
_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame));
_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus));
_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo));
SetStartPreset(_configurationManager.GetCVar<string>("game.defaultpreset"));
RestartRound();
_initialized = true;
JobControllerInit();
}
public void Update(FrameEventArgs frameEventArgs)
{
if (RunLevel != GameRunLevel.PreRoundLobby || _roundStartTimeUtc > DateTime.UtcNow ||
_roundStartCountdownHasNotStartedYetDueToNoPlayers)
return;
StartRound();
}
public void RestartRound()
{
Logger.InfoS("ticker", "Restarting round!");
SendServerMessage("Restarting round...");
RunLevel = GameRunLevel.PreRoundLobby;
_resettingCleanup();
_preRoundSetup();
if (!LobbyEnabled)
{
StartRound();
}
else
{
if (_playerManager.PlayerCount == 0)
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
else
_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
_sendStatusToAll();
}
}
public void StartRound()
{
DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
Logger.InfoS("ticker", "Starting round!");
SendServerMessage("The round is starting now...");
RunLevel = GameRunLevel.InRound;
var preset = MakeGamePreset();
preset.Start();
List<IPlayerSession> readyPlayers;
if (LobbyEnabled)
{
readyPlayers = _playersInLobby.Where(p => p.Value).Select(p => p.Key).ToList();
}
else
{
readyPlayers = _playersInLobby.Keys.ToList();
}
// Get the profiles for each player for easier lookup.
var profiles = readyPlayers.ToDictionary(p => p, GetPlayerProfile);
var assignedJobs = AssignJobs(readyPlayers, profiles);
// For players without jobs, give them the overflow job if they have that set...
foreach (var player in readyPlayers)
{
if (assignedJobs.ContainsKey(player))
{
continue;
}
var profile = profiles[player];
if (profile.PreferenceUnavailable == PreferenceUnavailableMode.SpawnAsOverflow)
{
assignedJobs.Add(player, OverflowJob);
}
}
// Spawn everybody in!
foreach (var (player, job) in assignedJobs)
{
SpawnPlayer(player, job, false);
}
_sendStatusToAll();
}
private void SendServerMessage(string message)
{
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Server;
msg.Message = message;
IoCManager.Resolve<IServerNetManager>().ServerSendToAll(msg);
}
private HumanoidCharacterProfile GetPlayerProfile(IPlayerSession p) =>
(HumanoidCharacterProfile) _prefsManager.GetPreferences(p.SessionId.Username).SelectedCharacter;
public void EndRound()
{
DebugTools.Assert(RunLevel == GameRunLevel.InRound);
Logger.InfoS("ticker", "Ending round!");
RunLevel = GameRunLevel.PostRound;
SendServerMessage("The round has ended!");
}
public void Respawn(IPlayerSession targetPlayer)
{
targetPlayer.ContentData().WipeMind();
if (LobbyEnabled)
_playerJoinLobby(targetPlayer);
else
SpawnPlayer(targetPlayer);
}
public void MakeObserve(IPlayerSession player)
{
if (!_playersInLobby.ContainsKey(player)) return;
_spawnObserver(player);
}
public void MakeJoinGame(IPlayerSession player)
{
if (!_playersInLobby.ContainsKey(player)) return;
SpawnPlayer(player);
}
public void ToggleReady(IPlayerSession player, bool ready)
{
if (!_playersInLobby.ContainsKey(player)) return;
_playersInLobby[player] = ready;
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
}
public T AddGameRule<T>() where T : GameRule, new()
{
var instance = _dynamicTypeFactory.CreateInstance<T>();
_gameRules.Add(instance);
instance.Added();
return instance;
}
public void RemoveGameRule(GameRule rule)
{
if (_gameRules.Contains(rule)) return;
rule.Removed();
_gameRules.Remove(rule);
}
public IEnumerable<GameRule> ActiveGameRules => _gameRules;
public void SetStartPreset(Type type)
{
if (!typeof(GamePreset).IsAssignableFrom(type)) throw new ArgumentException("type must inherit GamePreset");
_presetType = type;
UpdateInfoText();
}
public void SetStartPreset(string type) =>
SetStartPreset(type switch
{
"Sandbox" => typeof(PresetSandbox),
"DeathMatch" => typeof(PresetDeathMatch),
_ => throw new NotSupportedException()
});
private IEntity _spawnPlayerMob(Job job, bool lateJoin = true)
{
GridCoordinates coordinates = lateJoin ? _getLateJoinSpawnPoint() : _getJobSpawnPoint(job.Prototype.ID);
var entity = _entityManager.SpawnEntity(PlayerPrototypeName, coordinates);
if (entity.TryGetComponent(out InventoryComponent inventory))
{
var gear = _prototypeManager.Index<StartingGearPrototype>(job.StartingGear).Equipment;
foreach (var (slot, equipmentStr) in gear)
{
var equipmentEntity = _entityManager.SpawnEntity(equipmentStr, entity.Transform.GridPosition);
inventory.Equip(slot, equipmentEntity.GetComponent<ItemComponent>());
}
}
return entity;
}
private void ApplyCharacterProfile(IEntity entity, ICharacterProfile profile)
{
if (profile is null)
return;
entity.GetComponent<HumanoidAppearanceComponent>().UpdateFromProfile(profile);
entity.Name = profile.Name;
}
private IEntity _spawnObserverMob()
{
GridCoordinates coordinates = _getLateJoinSpawnPoint();
return _entityManager.SpawnEntity(ObserverPrototypeName, coordinates);
}
private GridCoordinates _getLateJoinSpawnPoint()
{
var location = _spawnPoint;
var possiblePoints = new List<GridCoordinates>();
foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
{
var point = entity.GetComponent<SpawnPointComponent>();
if (point.SpawnType == SpawnPointType.LateJoin) possiblePoints.Add(entity.Transform.GridPosition);
}
if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
return location;
}
private GridCoordinates _getJobSpawnPoint(string jobId)
{
var location = _spawnPoint;
var possiblePoints = new List<GridCoordinates>();
foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
{
var point = entity.GetComponent<SpawnPointComponent>();
if (point.SpawnType == SpawnPointType.Job && point.Job.ID == jobId)
possiblePoints.Add(entity.Transform.GridPosition);
}
if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
return location;
}
/// <summary>
/// Cleanup that has to run to clear up anything from the previous round.
/// Stuff like wiping the previous map clean.
/// </summary>
private void _resettingCleanup()
{
// Delete all entities.
foreach (var entity in _entityManager.GetEntities().ToList())
// TODO: Maybe something less naive here?
// FIXME: Actually, definitely.
entity.Delete();
_mapManager.Restart();
// Delete the minds of everybody.
// TODO: Maybe move this into a separate manager?
foreach (var unCastData in _playerManager.GetAllPlayerData()) unCastData.ContentData().WipeMind();
// Clear up any game rules.
foreach (var rule in _gameRules) rule.Removed();
_gameRules.Clear();
// Move everybody currently in the server to lobby.
foreach (var player in _playerManager.GetAllPlayers())
{
if (_playersInLobby.ContainsKey(player)) continue;
_playerJoinLobby(player);
}
_spawnedPositions.Clear();
_manifest.Clear();
}
private void _preRoundSetup()
{
var newMapId = _mapManager.CreateMap();
var startTime = _gameTiming.RealTime;
var grid = _mapLoader.LoadBlueprint(newMapId, MapFile);
_spawnPoint = new GridCoordinates(Vector2.Zero, grid);
var timeSpan = _gameTiming.RealTime - startTime;
Logger.InfoS("ticker", $"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
}
private void _handlePlayerStatusChanged(object sender, SessionStatusEventArgs args)
{
var session = args.Session;
switch (args.NewStatus)
{
case SessionStatus.Connected:
{
// Always make sure the client has player data. Mind gets assigned on spawn.
if (session.Data.ContentDataUncast == null)
session.Data.ContentDataUncast = new PlayerData(session.SessionId);
// timer time must be > tick length
Timer.Spawn(0, args.Session.JoinGame);
_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} joined server!");
if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
_roundStartCountdownHasNotStartedYetDueToNoPlayers = false;
_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
}
break;
}
case SessionStatus.InGame:
{
var data = session.ContentData();
if (data.Mind == null)
{
if (LobbyEnabled)
{
_playerJoinLobby(session);
return;
}
SpawnPlayer(session);
}
else
{
if (data.Mind.CurrentEntity == null)
{
SpawnPlayer(session);
}
else
{
session.AttachToEntity(data.Mind.CurrentEntity);
_playerJoinGame(session);
}
}
break;
}
case SessionStatus.Disconnected:
{
if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} left server!");
break;
}
}
}
private void SpawnPlayer(IPlayerSession session, string jobId = null, bool lateJoin = true)
{
var character = (HumanoidCharacterProfile) _prefsManager
.GetPreferences(session.SessionId.Username)
.SelectedCharacter;
_playerJoinGame(session);
var data = session.ContentData();
data.WipeMind();
data.Mind = new Mind(session.SessionId);
if (jobId == null)
{
// Pick best job best on prefs.
jobId = PickBestAvailableJob(character);
}
var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
var job = new Job(data.Mind, jobPrototype);
data.Mind.AddRole(job);
var mob = _spawnPlayerMob(job, lateJoin);
data.Mind.TransferTo(mob);
ApplyCharacterProfile(mob, character);
AddManifestEntry(character.Name, jobId);
AddSpawnedPosition(jobId);
EquipIdCard(mob, character.Name, jobPrototype);
}
private void EquipIdCard(IEntity mob, string characterName, JobPrototype jobPrototype)
{
var inventory = mob.GetComponent<InventoryComponent>();
if (!inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent cardItem))
{
return;
}
var card = cardItem.Owner;
var cardComponent = card.GetComponent<IdCardComponent>();
cardComponent.FullName = characterName;
cardComponent.JobTitle = jobPrototype.Name;
var access = card.GetComponent<AccessComponent>();
access.Tags.Clear();
access.Tags.AddRange(jobPrototype.Access);
}
private void AddManifestEntry(string characterName, string jobId)
{
_manifest.Add(new ManifestEntry(characterName, jobId));
}
private void _spawnObserver(IPlayerSession session)
{
_playerJoinGame(session);
var data = session.ContentData();
data.WipeMind();
data.Mind = new Mind(session.SessionId);
var mob = _spawnObserverMob();
data.Mind.TransferTo(mob);
}
private void _playerJoinLobby(IPlayerSession session)
{
_playersInLobby.Add(session, false);
_prefsManager.OnClientConnected(session);
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinLobby>(), session.ConnectedClient);
_netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient);
_netManager.ServerSendMessage(GetInfoMsg(), session.ConnectedClient);
}
private void _playerJoinGame(IPlayerSession session)
{
_chatManager.DispatchServerMessage(session,
"Welcome to Space Station 14! If this is your first time checking out the game, be sure to check out the tutorial in the top left!");
if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinGame>(), session.ConnectedClient);
}
private MsgTickerLobbyStatus _getStatusMsg(IPlayerSession session)
{
_playersInLobby.TryGetValue(session, out var ready);
var msg = _netManager.CreateNetMessage<MsgTickerLobbyStatus>();
msg.IsRoundStarted = RunLevel != GameRunLevel.PreRoundLobby;
msg.StartTime = _roundStartTimeUtc;
msg.YouAreReady = ready;
return msg;
}
private MsgTickerLobbyInfo GetInfoMsg()
{
var msg = _netManager.CreateNetMessage<MsgTickerLobbyInfo>();
msg.TextBlob = GetInfoText();
return msg;
}
private void _sendStatusToAll()
{
foreach (var player in _playersInLobby.Keys)
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
}
private string GetInfoText()
{
var gameMode = MakeGamePreset().Description;
return _localization.GetString(@"Hi and welcome to [color=white]Space Station 14![/color]
The current game mode is [color=white]{0}[/color]", gameMode);
}
private void UpdateInfoText()
{
var infoMsg = GetInfoMsg();
_netManager.ServerSendToMany(infoMsg, _playersInLobby.Keys.Select(p => p.ConnectedClient).ToList());
}
private GamePreset MakeGamePreset()
{
return _dynamicTypeFactory.CreateInstance<GamePreset>(_presetType ?? typeof(PresetSandbox));
}
#pragma warning disable 649
[Dependency] private IEntityManager _entityManager;
[Dependency] private IMapManager _mapManager;
[Dependency] private IMapLoader _mapLoader;
[Dependency] private IGameTiming _gameTiming;
[Dependency] private IConfigurationManager _configurationManager;
[Dependency] private IPlayerManager _playerManager;
[Dependency] private IChatManager _chatManager;
[Dependency] private IServerNetManager _netManager;
[Dependency] private IDynamicTypeFactory _dynamicTypeFactory;
[Dependency] private IPrototypeManager _prototypeManager;
[Dependency] private readonly ILocalizationManager _localization;
[Dependency] private readonly IRobustRandom _robustRandom;
[Dependency] private readonly IServerPreferencesManager _prefsManager;
#pragma warning restore 649
}
public enum GameRunLevel
{
PreRoundLobby = 0,
InRound = 1,
PostRound = 2
}
public class GameRunLevelChangedEventArgs : EventArgs
{
public GameRunLevelChangedEventArgs(GameRunLevel oldRunLevel, GameRunLevel newRunLevel)
{
OldRunLevel = oldRunLevel;
NewRunLevel = newRunLevel;
}
public GameRunLevel OldRunLevel { get; }
public GameRunLevel NewRunLevel { get; }
}
}