Files
tbd-station-14/Content.Client/Entry/EntryPoint.cs
Pancake f334f4a4b9 Accents (#5720)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Paul <ritter.paul1@googlemail.com>
2021-12-21 21:31:20 +01:00

246 lines
9.7 KiB
C#

using System;
using Content.Client.Administration.Managers;
using Content.Client.Changelog;
using Content.Client.CharacterInterface;
using Content.Client.Chat.Managers;
using Content.Client.EscapeMenu;
using Content.Client.Eui;
using Content.Client.Flash;
using Content.Client.HUD;
using Content.Client.Info;
using Content.Client.Input;
using Content.Client.IoC;
using Content.Client.Launcher;
using Content.Client.MainMenu;
using Content.Client.MobState.Overlays;
using Content.Client.Parallax;
using Content.Client.Parallax.Managers;
using Content.Client.Preferences;
using Content.Client.Sandbox;
using Content.Client.Screenshot;
using Content.Client.Singularity;
using Content.Client.StationEvents;
using Content.Client.StationEvents.Managers;
using Content.Client.Stylesheets;
using Content.Client.Viewport;
using Content.Client.Voting;
using Content.Shared.Actions;
using Content.Shared.Administration;
using Content.Shared.Alert;
using Content.Shared.AME;
using Content.Shared.Cargo.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Dispenser;
using Content.Shared.Gravity;
using Content.Shared.Lathe;
using Content.Shared.Markers;
using Content.Shared.Research.Components;
using Content.Shared.VendingMachines;
using Content.Shared.Wires;
using Robust.Client;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Entry
{
public class EntryPoint : GameClient
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IBaseClient _baseClient = default!;
[Dependency] private readonly IEscapeMenuOwner _escapeMenuOwner = default!;
[Dependency] private readonly IGameController _gameController = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public override void Init()
{
var factory = IoCManager.Resolve<IComponentFactory>();
var prototypes = IoCManager.Resolve<IPrototypeManager>();
factory.DoAutoRegistrations();
foreach (var ignoreName in IgnoredComponents.List)
{
factory.RegisterIgnore(ignoreName);
}
factory.RegisterClass<SharedResearchConsoleComponent>();
factory.RegisterClass<SharedLatheComponent>();
factory.RegisterClass<SharedSpawnPointComponent>();
factory.RegisterClass<SharedVendingMachineComponent>();
factory.RegisterClass<SharedWiresComponent>();
factory.RegisterClass<SharedCargoConsoleComponent>();
factory.RegisterClass<SharedReagentDispenserComponent>();
factory.RegisterClass<SharedChemMasterComponent>();
factory.RegisterClass<SharedGravityGeneratorComponent>();
factory.RegisterClass<SharedAMEControllerComponent>();
prototypes.RegisterIgnore("accent");
prototypes.RegisterIgnore("material");
prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
prototypes.RegisterIgnore("gasReaction");
prototypes.RegisterIgnore("seed"); // Seeds prototypes are server-only.
prototypes.RegisterIgnore("barSign");
prototypes.RegisterIgnore("objective");
prototypes.RegisterIgnore("holiday");
prototypes.RegisterIgnore("aiFaction");
prototypes.RegisterIgnore("gameMap");
prototypes.RegisterIgnore("behaviorSet");
prototypes.RegisterIgnore("advertisementsPack");
prototypes.RegisterIgnore("metabolizerType");
prototypes.RegisterIgnore("metabolismGroup");
prototypes.RegisterIgnore("gamePreset");
prototypes.RegisterIgnore("gameRule");
ClientContentIoC.Register();
foreach (var callback in TestingCallbacks)
{
var cast = (ClientModuleTestingCallbacks) callback;
cast.ClientBeforeIoC?.Invoke();
}
IoCManager.BuildGraph();
factory.GenerateNetIds();
IoCManager.Resolve<IClientAdminManager>().Initialize();
IoCManager.Resolve<IParallaxManager>().LoadParallax();
IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
IoCManager.Resolve<IStylesheetManager>().Initialize();
IoCManager.Resolve<IScreenshotHook>().Initialize();
IoCManager.Resolve<ChangelogManager>().Initialize();
IoCManager.Resolve<RulesManager>().Initialize();
IoCManager.Resolve<ViewportManager>().Initialize();
IoCManager.InjectDependencies(this);
_escapeMenuOwner.Initialize();
_baseClient.PlayerJoinedServer += (_, _) =>
{
IoCManager.Resolve<IMapManager>().CreateNewMapEntity(MapId.Nullspace);
};
}
/// <summary>
/// Subscribe events to the player manager after the player manager is set up
/// </summary>
/// <param name="sender"></param>
/// <param name="args"></param>
public void SubscribePlayerAttachmentEvents(object? sender, EventArgs args)
{
if (_playerManager.LocalPlayer != null)
{
_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
}
}
/// <summary>
/// Add the character interface master which combines all character interfaces into one window
/// </summary>
public void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
{
// TODO This is shitcode. Move this to an entity system, FOR FUCK'S SAKE
_entityManager.AddComponent<CharacterInterfaceComponent>(eventArgs.NewEntity);
}
/// <summary>
/// Remove the character interface master from this entity now that we have detached ourselves from it
/// </summary>
public void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
{
// TODO This is shitcode. Move this to an entity system, FOR FUCK'S SAKE
if (!_entityManager.Deleted(eventArgs.OldEntity))
{
_entityManager.RemoveComponent<CharacterInterfaceComponent>(eventArgs.OldEntity);
}
}
public override void PostInit()
{
base.PostInit();
// Setup key contexts
var inputMan = IoCManager.Resolve<IInputManager>();
ContentContexts.SetupContexts(inputMan.Contexts);
IoCManager.Resolve<IGameHud>().Initialize();
var overlayMgr = IoCManager.Resolve<IOverlayManager>();
overlayMgr.AddOverlay(new ParallaxOverlay());
overlayMgr.AddOverlay(new SingularityOverlay());
overlayMgr.AddOverlay(new CritOverlay()); //Hopefully we can cut down on this list... don't see why a death overlay needs to be instantiated here.
overlayMgr.AddOverlay(new CircleMaskOverlay());
overlayMgr.AddOverlay(new FlashOverlay());
overlayMgr.AddOverlay(new RadiationPulseOverlay());
IoCManager.Resolve<IChatManager>().Initialize();
IoCManager.Resolve<ISandboxManager>().Initialize();
IoCManager.Resolve<IClientPreferencesManager>().Initialize();
IoCManager.Resolve<IStationEventManager>().Initialize();
IoCManager.Resolve<EuiManager>().Initialize();
IoCManager.Resolve<AlertManager>().Initialize();
IoCManager.Resolve<ActionManager>().Initialize();
IoCManager.Resolve<IVoteManager>().Initialize();
IoCManager.Resolve<IGamePrototypeLoadManager>().Initialize();
_baseClient.RunLevelChanged += (_, args) =>
{
if (args.NewLevel == ClientRunLevel.Initialize)
{
SwitchToDefaultState(args.OldLevel == ClientRunLevel.Connected ||
args.OldLevel == ClientRunLevel.InGame);
}
};
// Disable engine-default viewport since we use our own custom viewport control.
IoCManager.Resolve<IUserInterfaceManager>().MainViewport.Visible = false;
SwitchToDefaultState();
}
private void SwitchToDefaultState(bool disconnected = false)
{
// Fire off into state dependent on launcher or not.
if (_gameController.LaunchState.FromLauncher)
{
_stateManager.RequestStateChange<LauncherConnecting>();
var state = (LauncherConnecting) _stateManager.CurrentState;
if (disconnected)
{
state.SetDisconnected();
}
}
else
{
_stateManager.RequestStateChange<MainScreen>();
}
}
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
base.Update(level, frameEventArgs);
switch (level)
{
case ModUpdateLevel.FramePreEngine:
// TODO: Turn IChatManager into an EntitySystem and remove the line below.
IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
break;
}
}
}
}