Files
tbd-station-14/Content.Server/Tabletop/TabletopSystem.Session.cs
Vera Aguilera Puerto e0fe09cb46 Inline RemoveComponent
2021-12-03 11:34:00 +01:00

158 lines
6.7 KiB
C#

using Content.Server.Tabletop.Components;
using Content.Shared.Tabletop.Events;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Content.Server.Tabletop
{
public partial class TabletopSystem
{
/// <summary>
/// Ensures that a <see cref="TabletopSession"/> exists on a <see cref="TabletopGameComponent"/>.
/// Creates it and sets it up if it doesn't.
/// </summary>
/// <param name="tabletop">The tabletop game in question.</param>
/// <returns>The session for the given tabletop game.</returns>
private TabletopSession EnsureSession(TabletopGameComponent tabletop)
{
// We already have a session, return it
// TODO: if tables are connected, treat them as a single entity. This can be done by sharing the session.
if (tabletop.Session != null)
return tabletop.Session;
// We make sure that the tabletop map exists before continuing.
EnsureTabletopMap();
// Create new session.
var session = new TabletopSession(TabletopMap, GetNextTabletopPosition());
tabletop.Session = session;
// Since this is the first time opening this session, set up the game
tabletop.Setup.SetupTabletop(session, EntityManager);
Logger.Info($"Created tabletop session number {tabletop} at position {session.Position}.");
return session;
}
/// <summary>
/// Cleans up a tabletop game session, deleting every entity in it.
/// </summary>
/// <param name="uid">The UID of the tabletop game entity.</param>
public void CleanupSession(EntityUid uid)
{
if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop))
return;
if (tabletop.Session is not { } session)
return;
foreach (var (player, _) in session.Players)
{
CloseSessionFor(player, uid);
}
foreach (var euid in session.Entities)
{
EntityManager.QueueDeleteEntity(euid);
}
tabletop.Session = null;
}
/// <summary>
/// Adds a player to a tabletop game session, sending a message so the tabletop window opens on their end.
/// </summary>
/// <param name="player">The player session in question.</param>
/// <param name="uid">The UID of the tabletop game entity.</param>
public void OpenSessionFor(IPlayerSession player, EntityUid uid)
{
if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || player.AttachedEntity is not {} attachedEntity)
return;
// Make sure we have a session, and add the player to it if not added already.
var session = EnsureSession(tabletop);
if (session.Players.ContainsKey(player))
return;
if(attachedEntity.TryGetComponent<TabletopGamerComponent>(out var gamer))
CloseSessionFor(player, gamer.Tabletop, false);
// Set the entity as an absolute GAMER.
attachedEntity.EnsureComponent<TabletopGamerComponent>().Tabletop = uid;
// Create a camera for the gamer to use
var camera = CreateCamera(tabletop, player);
session.Players[player] = new TabletopSessionPlayerData { Camera = camera };
// Tell the gamer to open a viewport for the tabletop game
RaiseNetworkEvent(new TabletopPlayEvent(uid, camera, Loc.GetString(tabletop.BoardName), tabletop.Size), player.ConnectedClient);
}
/// <summary>
/// Removes a player from a tabletop game session, and sends them a message so their tabletop window is closed.
/// </summary>
/// <param name="player">The player in question.</param>
/// <param name="uid">The UID of the tabletop game entity.</param>
/// <param name="removeGamerComponent">Whether to remove the <see cref="TabletopGamerComponent"/> from the player's attached entity.</param>
public void CloseSessionFor(IPlayerSession player, EntityUid uid, bool removeGamerComponent = true)
{
if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || tabletop.Session is not { } session)
return;
if (!session.Players.TryGetValue(player, out var data))
return;
if(removeGamerComponent && player.AttachedEntity is {} attachedEntity && attachedEntity.TryGetComponent(out TabletopGamerComponent? gamer))
{
// We invalidate this to prevent an infinite feedback from removing the component.
gamer.Tabletop = EntityUid.Invalid;
// You stop being a gamer.......
IoCManager.Resolve<IEntityManager>().RemoveComponent<TabletopGamerComponent>(attachedEntity.Uid);
}
session.Players.Remove(player);
session.Entities.Remove(data.Camera);
// Deleting the view subscriber automatically cleans up subscriptions, no need to do anything else.
EntityManager.QueueDeleteEntity(data.Camera);
}
/// <summary>
/// A helper method that creates a camera for a specified player, in a tabletop game session.
/// </summary>
/// <param name="tabletop">The tabletop game component in question.</param>
/// <param name="player">The player in question.</param>
/// <param name="offset">An offset from the tabletop position for the camera. Zero by default.</param>
/// <returns>The UID of the camera entity.</returns>
private EntityUid CreateCamera(TabletopGameComponent tabletop, IPlayerSession player, Vector2 offset = default)
{
DebugTools.AssertNotNull(tabletop.Session);
var session = tabletop.Session!;
// Spawn an empty entity at the coordinates
var camera = EntityManager.SpawnEntity(null, session.Position.Offset(offset));
// Add an eye component and disable FOV
var eyeComponent = camera.EnsureComponent<EyeComponent>();
eyeComponent.DrawFov = false;
eyeComponent.Zoom = tabletop.CameraZoom;
// Add the user to the view subscribers. If there is no player session, just skip this step
_viewSubscriberSystem.AddViewSubscriber(camera.Uid, player);
return camera.Uid;
}
}
}