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