* Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
158 lines
5.2 KiB
C#
158 lines
5.2 KiB
C#
using System;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Server.Station;
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using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
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using Content.Shared.Preferences;
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using Content.Shared.Station;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking
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{
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[UsedImplicitly]
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public partial class GameTicker
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private void InitializePlayer()
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{
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_playerManager.PlayerStatusChanged += PlayerStatusChanged;
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}
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private void PlayerStatusChanged(object? sender, SessionStatusEventArgs args)
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{
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var session = args.Session;
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switch (args.NewStatus)
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{
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case SessionStatus.Connecting:
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// Cancel shutdown update timer in progress.
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_updateShutdownCts?.Cancel();
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break;
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case SessionStatus.Connected:
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{
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AddPlayerToDb(args.Session.UserId.UserId);
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// Always make sure the client has player data. Mind gets assigned on spawn.
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if (session.Data.ContentDataUncast == null)
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session.Data.ContentDataUncast = new PlayerData(session.UserId, args.Session.Name);
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// Make the player actually join the game.
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// timer time must be > tick length
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Timer.Spawn(0, args.Session.JoinGame);
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_chatManager.SendAdminAnnouncement(Loc.GetString("player-join-message", ("name", args.Session.Name)));
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if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
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{
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_roundStartCountdownHasNotStartedYetDueToNoPlayers = false;
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_roundStartTime = _gameTiming.CurTime + LobbyDuration;
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}
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break;
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}
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case SessionStatus.InGame:
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{
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_prefsManager.OnClientConnected(session);
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var data = session.ContentData();
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DebugTools.AssertNotNull(data);
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if (data!.Mind == null)
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{
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if (LobbyEnabled)
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{
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PlayerJoinLobby(session);
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return;
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}
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SpawnWaitPrefs();
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}
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else
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{
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if (data.Mind.CurrentEntity == null)
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{
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SpawnWaitPrefs();
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}
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else
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{
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session.AttachToEntity(data.Mind.CurrentEntity);
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PlayerJoinGame(session);
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}
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}
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break;
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}
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case SessionStatus.Disconnected:
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{
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if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
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_chatManager.SendAdminAnnouncement(Loc.GetString("player-leave-message", ("name", args.Session.Name)));
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ServerEmptyUpdateRestartCheck();
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_prefsManager.OnClientDisconnected(session);
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break;
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}
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}
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async void SpawnWaitPrefs()
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{
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await _prefsManager.WaitPreferencesLoaded(session);
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SpawnPlayer(session, StationId.Invalid);
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}
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async void AddPlayerToDb(Guid id)
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{
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if (RoundId != 0 && _runLevel != GameRunLevel.PreRoundLobby)
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{
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await _db.AddRoundPlayers(RoundId, id);
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}
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}
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}
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private HumanoidCharacterProfile GetPlayerProfile(IPlayerSession p)
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{
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return (HumanoidCharacterProfile) _prefsManager.GetPreferences(p.UserId).SelectedCharacter;
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}
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private void PlayerJoinGame(IPlayerSession session)
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{
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_chatManager.DispatchServerMessage(session, Loc.GetString("game-ticker-player-join-game-message"));
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if (_playersInLobby.ContainsKey(session))
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_playersInLobby.Remove(session);
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RaiseNetworkEvent(new TickerJoinGameEvent(), session.ConnectedClient);
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}
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private void PlayerJoinLobby(IPlayerSession session)
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{
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_playersInLobby[session] = LobbyPlayerStatus.NotReady;
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var client = session.ConnectedClient;
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RaiseNetworkEvent(new TickerJoinLobbyEvent(), client);
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RaiseNetworkEvent(GetStatusMsg(session), client);
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RaiseNetworkEvent(GetInfoMsg(), client);
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RaiseNetworkEvent(GetPlayerStatus(), client);
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RaiseNetworkEvent(GetJobsAvailable(), client);
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}
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private void ReqWindowAttentionAll()
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{
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RaiseNetworkEvent(new RequestWindowAttentionEvent());
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}
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}
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}
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