208 lines
9.5 KiB
C#
208 lines
9.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.Tabletop.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Interaction;
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using Content.Shared.Tabletop;
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using Content.Shared.Tabletop.Events;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Server.Tabletop
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{
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[UsedImplicitly]
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public partial class TabletopSystem : SharedTabletopSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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/// <summary>
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/// All tabletop games currently in progress. Sessions are associated with an entity UID, which acts as a
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/// key, such that an entity can only have one running tabletop game session.
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/// </summary>
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private readonly Dictionary<EntityUid, TabletopSession> _gameSessions = new();
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public override void Initialize()
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{
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SubscribeNetworkEvent<TabletopMoveEvent>(OnTabletopMove);
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SubscribeNetworkEvent<TabletopDraggingPlayerChangedEvent>(OnDraggingPlayerChanged);
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SubscribeNetworkEvent<TabletopStopPlayingEvent>(OnStopPlaying);
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SubscribeLocalEvent<TabletopGameComponent, ActivateInWorldEvent>(OnTabletopActivate);
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SubscribeLocalEvent<TabletopGameComponent, ComponentShutdown>(OnGameShutdown);
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SubscribeLocalEvent<TabletopDraggableComponent, ComponentGetState>(GetCompState);
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}
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private void OnTabletopActivate(EntityUid uid, TabletopGameComponent component, ActivateInWorldEvent args)
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{
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if(_actionBlockerSystem.CanInteract(args.User))
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OpenTable(args.User, args.Target);
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}
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private void GetCompState(EntityUid uid, TabletopDraggableComponent component, ref ComponentGetState args)
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{
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args.State = new TabletopDraggableComponentState(component.DraggingPlayer);
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}
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/// <summary>
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/// For a specific user, create a table if it does not exist yet and let the user open a UI window to play it.
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/// </summary>
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/// <param name="user">The user entity for which to open the window.</param>
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/// <param name="table">The entity with which the tabletop game session will be associated.</param>
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public void OpenTable(IEntity user, IEntity table)
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{
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if (user.PlayerSession() is not { } playerSession
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|| !table.TryGetComponent(out TabletopGameComponent? tabletop)) return;
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// Make sure we have a session, and add the player to it
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var session = EnsureSession(table.Uid, tabletop);
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session.StartPlaying(playerSession);
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// Create a camera for the user to use
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// TODO: set correct coordinates, depending on the piece the game was started from
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IEntity camera = CreateCamera(tabletop, user, new MapCoordinates(0, 0, session.MapId));
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// Tell the client to open a viewport for the tabletop game
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RaiseNetworkEvent(new TabletopPlayEvent(table.Uid, camera.Uid, Loc.GetString(tabletop.BoardName), tabletop.Size), playerSession.ConnectedClient);
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}
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/// <summary>
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/// Create a session associated to this entity UID, if it does not already exist, and return it.
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/// </summary>
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/// <param name="uid">The entity UID to ensure a session for.</param>
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/// <returns>The created/stored tabletop game session.</returns>
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private TabletopSession EnsureSession(EntityUid uid, TabletopGameComponent tabletop)
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{
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// We already have a session, return it
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// TODO: if tables are connected, treat them as a single entity
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if (_gameSessions.ContainsKey(uid))
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{
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return _gameSessions[uid];
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}
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// Session does not exist for this entity yet, create a map and create a session
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var mapId = _mapManager.CreateMap();
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// Tabletop maps do not need lighting, turn it off
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var mapComponent = _mapManager.GetMapEntity(mapId).GetComponent<IMapComponent>();
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mapComponent.LightingEnabled = false;
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mapComponent.Dirty();
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_gameSessions.Add(uid, new TabletopSession(mapId));
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var session = _gameSessions[uid];
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// Since this is the first time opening this session, set up the game
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tabletop.Setup.SetupTabletop(session.MapId, EntityManager);
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return session;
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}
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#region Event handlers
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// Move an entity which is dragged by the user, but check if they are allowed to do so and to these coordinates
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private void OnTabletopMove(TabletopMoveEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession as IPlayerSession is not { AttachedEntity: { } playerEntity } playerSession) return;
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// Check if player is actually playing at this table
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if (!_gameSessions.TryGetValue(msg.TableUid, out var tableUid) ||
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!tableUid.IsPlaying(playerSession)) return;
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// Return if can not see table or stunned/no hands
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if (!EntityManager.TryGetEntity(msg.TableUid, out var table)) return;
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if (!CanSeeTable(playerEntity, table) || StunnedOrNoHands(playerEntity)) return;
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// Check if moved entity exists and has tabletop draggable component
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if (!EntityManager.TryGetEntity(msg.MovedEntityUid, out var movedEntity)) return;
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if (!ComponentManager.HasComponent<TabletopDraggableComponent>(movedEntity.Uid)) return;
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// TODO: some permission system, disallow movement if you're not permitted to move the item
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// Move the entity and dirty it (we use the map ID from the entity so noone can try to be funny and move the item to another map)
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var transform = ComponentManager.GetComponent<ITransformComponent>(movedEntity.Uid);
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var entityCoordinates = new EntityCoordinates(_mapManager.GetMapEntityId(transform.MapID), msg.Coordinates.Position);
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transform.Coordinates = entityCoordinates;
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movedEntity.Dirty();
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}
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private void OnDraggingPlayerChanged(TabletopDraggingPlayerChangedEvent msg)
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{
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var draggedEntity = EntityManager.GetEntity(msg.DraggedEntityUid);
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if (!draggedEntity.TryGetComponent<TabletopDraggableComponent>(out var draggableComponent)) return;
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draggableComponent.DraggingPlayer = msg.DraggingPlayer;
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if (!draggedEntity.TryGetComponent<AppearanceComponent>(out var appearance)) return;
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if (draggableComponent.DraggingPlayer != null)
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{
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appearance.SetData(TabletopItemVisuals.Scale, new Vector2(1.25f, 1.25f));
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appearance.SetData(TabletopItemVisuals.DrawDepth, (int) DrawDepth.Items + 1);
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}
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else
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{
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appearance.SetData(TabletopItemVisuals.Scale, Vector2.One);
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appearance.SetData(TabletopItemVisuals.DrawDepth, (int) DrawDepth.Items);
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}
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}
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private void OnStopPlaying(TabletopStopPlayingEvent msg, EntitySessionEventArgs args)
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{
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if (_gameSessions.ContainsKey(msg.TableUid) && args.SenderSession as IPlayerSession is { } playerSession)
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{
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_gameSessions[msg.TableUid].StopPlaying(playerSession);
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}
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}
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// TODO: needs to be refactored such that the corresponding entity on the table gets removed, instead of the whole map
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private void OnGameShutdown(EntityUid uid, TabletopGameComponent component, ComponentShutdown args)
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{
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if (!_gameSessions.ContainsKey(uid)) return;
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// Delete the map and remove it from the list of sessions
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_mapManager.DeleteMap(_gameSessions[uid].MapId);
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_gameSessions.Remove(uid);
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}
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#endregion
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#region Utility
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/// <summary>
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/// Create a camera entity for a user to control, and add the user to the view subscribers.
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/// </summary>
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/// <param name="tabletop">The tabletop to create the camera for.</param>
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/// <param name="user">The user entity to create this camera for and add to the view subscribers.</param>
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/// <param name="coordinates">The map coordinates to spawn this camera at.</param>
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// TODO: this can probably be generalized into a "CctvSystem" or whatever
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private IEntity CreateCamera(TabletopGameComponent tabletop, IEntity user, MapCoordinates coordinates)
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{
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// Spawn an empty entity at the coordinates
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var camera = EntityManager.SpawnEntity(null, coordinates);
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// Add an eye component and disable FOV
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var eyeComponent = camera.EnsureComponent<EyeComponent>();
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eyeComponent.DrawFov = false;
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eyeComponent.Zoom = tabletop.CameraZoom;
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// Add the user to the view subscribers. If there is no player session, just skip this step
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if (user.PlayerSession() is { } playerSession)
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{
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_viewSubscriberSystem.AddViewSubscriber(camera.Uid, playerSession);
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}
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return camera;
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}
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#endregion
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}
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}
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