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- using System.Numerics;
- using Content.Server.Tabletop.Components;
- using Content.Shared.Tabletop.Events;
- using Robust.Shared.Player;
- using Robust.Shared.Utility;
- namespace Content.Server.Tabletop
- {
- public sealed 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>
- public 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);
- Log.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(ICommonSession player, EntityUid uid)
- {
- if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || player.AttachedEntity is not {Valid: true} 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(EntityManager.TryGetComponent(attachedEntity, out TabletopGamerComponent? gamer))
- CloseSessionFor(player, gamer.Tabletop, false);
- // Set the entity as an absolute GAMER.
- EnsureComp<TabletopGamerComponent>(attachedEntity).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(GetNetEntity(uid), GetNetEntity(camera), Loc.GetString(tabletop.BoardName), tabletop.Size), player.Channel);
- }
- /// <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(ICommonSession 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 && EntityManager.TryGetComponent(attachedEntity, out TabletopGamerComponent? gamer))
- {
- // We invalidate this to prevent an infinite feedback from removing the component.
- gamer.Tabletop = EntityUid.Invalid;
- // You stop being a gamer.......
- EntityManager.RemoveComponent<TabletopGamerComponent>(attachedEntity);
- }
- 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, ICommonSession 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 = EnsureComp<EyeComponent>(camera);
- _eye.SetDrawFov(camera, false, eyeComponent);
- _eye.SetZoom(camera, tabletop.CameraZoom, eyeComponent);
- // Add the user to the view subscribers. If there is no player session, just skip this step
- _viewSubscriberSystem.AddViewSubscriber(camera, player);
- return camera;
- }
- }
- }
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