* init * fax translate * translate * translate cargo panel * road map translate * Fix cargo panel | fix bot craft translate * fix, steal objectives translate * do not break my not localized fax! * fix * radio guide translate * Better DefaultRules * Translate Criminal Records * Space luw fully translate excluding CrimeList(need to rework) * Some Guidebook translate * Перевод глоссария, некоторые термины были переписанны под РУ комьюнити игры, некоторые к сожелению остались прежними * Fix * fix, translate * Обновил структуру SpeakOnUIClosed, пофиксил перевод автоматов * update and fix * fully translate * fix * not fail but warn * fix * fix2 * фикс уже переведённого дерьма от корвахов * Добавил термин подов в глоссарий * roles translate fix * Сикей в глоссарий * Delete Resources/Locale/ru-RU/_sunrise/info/character-info.ftl * remove cluster from pool * new translation * fully translate borgs * some fixes * Mr.Chang moment * upd * upd * upd * hotfix * big fix * fix some hardcode lang * oh no shitcode language * some translation * some actions| admin commands translate start * some new translation * fully translate commands | figurines | chat-repo * upd * second upd * upd * start translating items * some fixes * translate wackpack Из-за игры слов, я не смог нормально интерпритировать это дерьмо, так что пусть будет так, да теряется смысл и смешинка, но извините, я не смог как-то придумать игру слов * translate * debug translate * upd * Актуализация всего перевода * fix * fix * upd * some fixes | guns to his folders * upd * upd * upd * upd * upd * upd * Перевод меток атмоса * Последние коррективы * fix * some hardcode localization fix * fix * some fixes * stats entry fully translate * upd * some fixes * translate server side stats entry * fix * fix * fix2 * fix * upd * upd * fix * holly shit * fix * totaly feed * upd * upd * fix * upd * init * upd * upd * access in prototypes * Sunrise comments on code * my bad * я даун
116 lines
3.9 KiB
C#
116 lines
3.9 KiB
C#
using Content.Server.Power.Components;
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using Content.Shared.UserInterface;
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using Content.Server.Advertise;
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using Content.Server.Advertise.Components;
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using Content.Shared.Arcade;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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namespace Content.Server.Arcade.BlockGame;
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public sealed class BlockGameArcadeSystem : EntitySystem
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{
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly SpeakOnUIClosedSystem _speakOnUIClosed = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlockGameArcadeComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<BlockGameArcadeComponent, AfterActivatableUIOpenEvent>(OnAfterUIOpen);
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SubscribeLocalEvent<BlockGameArcadeComponent, PowerChangedEvent>(OnBlockPowerChanged);
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Subs.BuiEvents<BlockGameArcadeComponent>(BlockGameUiKey.Key, subs =>
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{
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subs.Event<BoundUIClosedEvent>(OnAfterUiClose);
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subs.Event<BlockGameMessages.BlockGamePlayerActionMessage>(OnPlayerAction);
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});
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}
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public override void Update(float frameTime)
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{
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var query = EntityManager.EntityQueryEnumerator<BlockGameArcadeComponent>();
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while (query.MoveNext(out var _, out var blockGame))
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{
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blockGame.Game?.GameTick(frameTime);
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}
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}
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private void UpdatePlayerStatus(EntityUid uid, EntityUid actor, BlockGameArcadeComponent? blockGame = null)
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{
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if (!Resolve(uid, ref blockGame))
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return;
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_uiSystem.ServerSendUiMessage(uid, BlockGameUiKey.Key, new BlockGameMessages.BlockGameUserStatusMessage(blockGame.Player == actor), actor);
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}
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private void OnComponentInit(EntityUid uid, BlockGameArcadeComponent component, ComponentInit args)
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{
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component.Game = new(uid);
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}
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private void OnAfterUIOpen(EntityUid uid, BlockGameArcadeComponent component, AfterActivatableUIOpenEvent args)
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{
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if (component.Player == null)
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component.Player = args.Actor;
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else
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component.Spectators.Add(args.Actor);
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UpdatePlayerStatus(uid, args.Actor, component);
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component.Game?.UpdateNewPlayerUI(args.Actor);
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}
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private void OnAfterUiClose(EntityUid uid, BlockGameArcadeComponent component, BoundUIClosedEvent args)
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{
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if (component.Player != args.Actor)
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{
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component.Spectators.Remove(args.Actor);
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UpdatePlayerStatus(uid, args.Actor, blockGame: component);
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return;
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}
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var temp = component.Player;
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if (component.Spectators.Count > 0)
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{
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component.Player = component.Spectators[0];
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component.Spectators.Remove(component.Player.Value);
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UpdatePlayerStatus(uid, component.Player.Value, blockGame: component);
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}
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UpdatePlayerStatus(uid, temp.Value, blockGame: component);
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}
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private void OnBlockPowerChanged(EntityUid uid, BlockGameArcadeComponent component, ref PowerChangedEvent args)
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{
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if (args.Powered)
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return;
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_uiSystem.CloseUi(uid, BlockGameUiKey.Key);
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component.Player = null;
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component.Spectators.Clear();
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}
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private void OnPlayerAction(EntityUid uid, BlockGameArcadeComponent component, BlockGameMessages.BlockGamePlayerActionMessage msg)
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{
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if (component.Game == null)
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return;
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if (!BlockGameUiKey.Key.Equals(msg.UiKey))
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return;
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if (msg.Actor != component.Player)
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return;
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if (msg.PlayerAction == BlockGamePlayerAction.NewGame)
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{
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if (component.Game.Started == true)
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component.Game = new(uid);
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component.Game.StartGame();
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return;
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}
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if (TryComp<SpeakOnUIClosedComponent>(uid, out var speakComponent))
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_speakOnUIClosed.TrySetFlag(uid, speakComponent);
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component.Game.ProcessInput(msg.PlayerAction);
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}
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}
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