CatStation/Content.Server/Tabletop/TabletopSystem.Session.cs
riccardi48 95a5f7c7de
Table top prediction (#44348)
* TabletopSystem-move-to-shared

* final refactor

* Update TabletopHologramComponent.cs

* Update AdminVerbSystem.Smites.cs

* merge

* line

* prediction fix

* Fix the scrunkly

* Also noticed this

---------

Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2026-06-27 11:17:13 +00:00

143 lines
5.7 KiB
C#

using System.Numerics;
using Content.Shared.Tabletop;
using Content.Shared.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 (!TryComp(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)
QueueDel(euid);
tabletop.Session = null;
}
public override void OpenSessionFor(ICommonSession player, EntityUid uid)
{
if (!TryComp(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 (TryComp(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 (!TryComp(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 && TryComp(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.......
RemComp<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.
QueueDel(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;
}
}