Files
wwdpublic/Content.Server/Arcade/BlockGame/BlockGameArcadeSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

118 lines
4.0 KiB
C#

using Content.Server.Power.Components;
using Content.Shared.UserInterface;
using Content.Server.Advertise;
using Content.Server.Advertise.Components;
using Content.Shared.Arcade;
using Content.Shared.Power;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
namespace Content.Server.Arcade.BlockGame;
public sealed class BlockGameArcadeSystem : EntitySystem
{
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SpeakOnUIClosedSystem _speakOnUIClosed = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BlockGameArcadeComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<BlockGameArcadeComponent, AfterActivatableUIOpenEvent>(OnAfterUIOpen);
SubscribeLocalEvent<BlockGameArcadeComponent, PowerChangedEvent>(OnBlockPowerChanged);
Subs.BuiEvents<BlockGameArcadeComponent>(BlockGameUiKey.Key, subs =>
{
subs.Event<BoundUIClosedEvent>(OnAfterUiClose);
subs.Event<BlockGameMessages.BlockGamePlayerActionMessage>(OnPlayerAction);
});
}
public override void Update(float frameTime)
{
var query = EntityManager.EntityQueryEnumerator<BlockGameArcadeComponent>();
while (query.MoveNext(out var _, out var blockGame))
{
blockGame.Game?.GameTick(frameTime);
}
}
private void UpdatePlayerStatus(EntityUid uid, EntityUid actor, BlockGameArcadeComponent? blockGame = null)
{
if (!Resolve(uid, ref blockGame))
return;
_uiSystem.ServerSendUiMessage(uid, BlockGameUiKey.Key, new BlockGameMessages.BlockGameUserStatusMessage(blockGame.Player == actor), actor);
}
private void OnComponentInit(EntityUid uid, BlockGameArcadeComponent component, ComponentInit args)
{
component.Game = new(uid);
}
private void OnAfterUIOpen(EntityUid uid, BlockGameArcadeComponent component, AfterActivatableUIOpenEvent args)
{
if (component.Player == null)
component.Player = args.Actor;
else
component.Spectators.Add(args.Actor);
UpdatePlayerStatus(uid, args.Actor, component);
component.Game?.UpdateNewPlayerUI(args.Actor);
}
private void OnAfterUiClose(EntityUid uid, BlockGameArcadeComponent component, BoundUIClosedEvent args)
{
if (component.Player != args.Actor)
{
component.Spectators.Remove(args.Actor);
UpdatePlayerStatus(uid, args.Actor, blockGame: component);
return;
}
var temp = component.Player;
if (component.Spectators.Count > 0)
{
component.Player = component.Spectators[0];
component.Spectators.Remove(component.Player.Value);
UpdatePlayerStatus(uid, component.Player.Value, blockGame: component);
}
UpdatePlayerStatus(uid, temp.Value, blockGame: component);
}
private void OnBlockPowerChanged(EntityUid uid, BlockGameArcadeComponent component, ref PowerChangedEvent args)
{
if (args.Powered)
return;
_uiSystem.CloseUi(uid, BlockGameUiKey.Key);
component.Player = null;
component.Spectators.Clear();
}
private void OnPlayerAction(EntityUid uid, BlockGameArcadeComponent component, BlockGameMessages.BlockGamePlayerActionMessage msg)
{
if (component.Game == null)
return;
if (!BlockGameUiKey.Key.Equals(msg.UiKey))
return;
if (msg.Actor != component.Player)
return;
if (msg.PlayerAction == BlockGamePlayerAction.NewGame)
{
if (component.Game.Started == true)
component.Game = new(uid);
component.Game.StartGame();
return;
}
if (TryComp<SpeakOnUIClosedComponent>(uid, out var speakComponent))
_speakOnUIClosed.TrySetFlag((uid, speakComponent));
component.Game.ProcessInput(msg.PlayerAction);
}
}