Files
tbd-station-14/Content.Client/GameTicking/Managers/ClientGameTicker.cs
Moony ec68226e99 Refactor how jobs are handed out (#5422)
* 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
2021-11-26 20:02:46 +11:00

134 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Client.Lobby;
using Content.Client.RoundEnd;
using Content.Client.Viewport;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
using Content.Shared.Station;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.State;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameTicking.Managers
{
[UsedImplicitly]
public class ClientGameTicker : SharedGameTicker
{
[Dependency] private readonly IStateManager _stateManager = default!;
[ViewVariables] private bool _initialized;
private Dictionary<StationId, Dictionary<string, int>> _jobsAvailable = new();
private Dictionary<StationId, string> _stationNames = new();
[ViewVariables] public bool AreWeReady { get; private set; }
[ViewVariables] public bool IsGameStarted { get; private set; }
[ViewVariables] public string? LobbySong { get; private set; }
[ViewVariables] public bool DisallowedLateJoin { get; private set; }
[ViewVariables] public string? ServerInfoBlob { get; private set; }
[ViewVariables] public TimeSpan StartTime { get; private set; }
[ViewVariables] public bool Paused { get; private set; }
[ViewVariables] public Dictionary<NetUserId, LobbyPlayerStatus> Status { get; private set; } = new();
[ViewVariables] public IReadOnlyDictionary<StationId, Dictionary<string, int>> JobsAvailable => _jobsAvailable;
[ViewVariables] public IReadOnlyDictionary<StationId, string> StationNames => _stationNames;
public event Action? InfoBlobUpdated;
public event Action? LobbyStatusUpdated;
public event Action? LobbyReadyUpdated;
public event Action? LobbyLateJoinStatusUpdated;
public event Action<IReadOnlyDictionary<StationId, Dictionary<string, int>>>? LobbyJobsAvailableUpdated;
public override void Initialize()
{
DebugTools.Assert(!_initialized);
SubscribeNetworkEvent<TickerJoinLobbyEvent>(JoinLobby);
SubscribeNetworkEvent<TickerJoinGameEvent>(JoinGame);
SubscribeNetworkEvent<TickerLobbyStatusEvent>(LobbyStatus);
SubscribeNetworkEvent<TickerLobbyInfoEvent>(LobbyInfo);
SubscribeNetworkEvent<TickerLobbyCountdownEvent>(LobbyCountdown);
SubscribeNetworkEvent<TickerLobbyReadyEvent>(LobbyReady);
SubscribeNetworkEvent<RoundEndMessageEvent>(RoundEnd);
SubscribeNetworkEvent<RequestWindowAttentionEvent>(msg =>
{
IoCManager.Resolve<IClyde>().RequestWindowAttention();
});
SubscribeNetworkEvent<TickerLateJoinStatusEvent>(LateJoinStatus);
SubscribeNetworkEvent<TickerJobsAvailableEvent>(UpdateJobsAvailable);
Status = new Dictionary<NetUserId, LobbyPlayerStatus>();
_initialized = true;
}
private void LateJoinStatus(TickerLateJoinStatusEvent message)
{
DisallowedLateJoin = message.Disallowed;
LobbyLateJoinStatusUpdated?.Invoke();
}
private void UpdateJobsAvailable(TickerJobsAvailableEvent message)
{
_jobsAvailable = message.JobsAvailableByStation;
_stationNames = message.StationNames;
LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
}
private void JoinLobby(TickerJoinLobbyEvent message)
{
_stateManager.RequestStateChange<LobbyState>();
}
private void LobbyStatus(TickerLobbyStatusEvent message)
{
StartTime = message.StartTime;
IsGameStarted = message.IsRoundStarted;
AreWeReady = message.YouAreReady;
LobbySong = message.LobbySong;
Paused = message.Paused;
if (IsGameStarted)
Status.Clear();
LobbyStatusUpdated?.Invoke();
}
private void LobbyInfo(TickerLobbyInfoEvent message)
{
ServerInfoBlob = message.TextBlob;
InfoBlobUpdated?.Invoke();
}
private void JoinGame(TickerJoinGameEvent message)
{
_stateManager.RequestStateChange<GameScreen>();
}
private void LobbyCountdown(TickerLobbyCountdownEvent message)
{
StartTime = message.StartTime;
Paused = message.Paused;
}
private void LobbyReady(TickerLobbyReadyEvent message)
{
// Merge the Dictionaries
foreach (var p in message.Status)
{
Status[p.Key] = p.Value;
}
LobbyReadyUpdated?.Invoke();
}
private void RoundEnd(RoundEndMessageEvent message)
{
//This is not ideal at all, but I don't see an immediately better fit anywhere else.
var roundEnd = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundEndText, message.RoundDuration, message.AllPlayersEndInfo);
}
}
}