Files
RobustToolbox/Robust.Client/Player/LocalPlayer.cs
Acruid ea8e5e9fe7 EventBus Refactor (#909)
* Extracts the ECS event system out of EntityManager, and into a new class called EventBus.
XML Docs and full test coverage for EventBus.
2019-12-08 19:36:52 -08:00

183 lines
5.7 KiB
C#

using System;
using Robust.Client.GameObjects;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Client.Interfaces.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Players;
namespace Robust.Client.Player
{
/// <summary>
/// Variables and functions that deal with the local client's session.
/// </summary>
public class LocalPlayer
{
private readonly IConfigurationManager _configManager;
private readonly IClientNetManager _networkManager;
/// <summary>
/// An entity has been attached to the local player.
/// </summary>
public event Action<EntityAttachedEventArgs> EntityAttached;
/// <summary>
/// An entity has been detached from the local player.
/// </summary>
public event Action<EntityDetachedEventArgs> EntityDetached;
/// <summary>
/// Game entity that the local player is controlling. If this is null, the player
/// is in free/spectator cam.
/// </summary>
public IEntity ControlledEntity { get; private set; }
public NetSessionId SessionId { get; set; }
/// <summary>
/// Session of the local client.
/// </summary>
public PlayerSession Session { get; set; }
/// <summary>
/// OOC name of the local player.
/// </summary>
public string Name => SessionId.Username;
/// <summary>
/// The status of the client's session has changed.
/// </summary>
public event EventHandler<StatusEventArgs> StatusChanged;
/// <summary>
/// Constructs an instance of this object.
/// </summary>
/// <param name="netMan"></param>
/// <param name="configMan"></param>
public LocalPlayer(IClientNetManager netMan, IConfigurationManager configMan)
{
_networkManager = netMan;
_configManager = configMan;
}
/// <summary>
/// Attaches a client to an entity.
/// </summary>
/// <param name="entity">Entity to attach the client to.</param>
public void AttachEntity(IEntity entity)
{
// Detach and cleanup first
DetachEntity();
ControlledEntity = entity;
if (!ControlledEntity.TryGetComponent<EyeComponent>(out var eye))
{
eye = ControlledEntity.AddComponent<EyeComponent>();
}
eye.Current = true;
EntityAttached?.Invoke(new EntityAttachedEventArgs(entity));
entity.SendMessage(null, new PlayerAttachedMsg());
// notify ECS Systems
ControlledEntity.EntityManager.EventBus.RaiseEvent(this, new PlayerAttachSysMessage(ControlledEntity));
}
/// <summary>
/// Detaches the client from an entity.
/// </summary>
public void DetachEntity()
{
var previous = ControlledEntity;
if (previous != null && previous.Initialized && !previous.Deleted)
{
previous.GetComponent<EyeComponent>().Current = false;
previous.SendMessage(null, new PlayerDetachedMsg());
// notify ECS Systems
previous.EntityManager.EventBus.RaiseEvent(this, new PlayerAttachSysMessage(null));
}
ControlledEntity = null;
if (previous != null)
{
EntityDetached?.Invoke(new EntityDetachedEventArgs(previous));
}
}
/// <summary>
/// Changes the state of the session.
/// </summary>
public void SwitchState(SessionStatus newStatus)
{
SwitchState(Session.Status, newStatus);
}
/// <summary>
/// Changes the state of the session. This overload allows you to spoof the oldStatus, use with caution.
/// </summary>
public void SwitchState(SessionStatus oldStatus, SessionStatus newStatus)
{
var args = new StatusEventArgs(oldStatus, newStatus);
Session.Status = newStatus;
StatusChanged?.Invoke(this, args);
}
}
/// <summary>
/// Event arguments for when the status of a session changes.
/// </summary>
public class StatusEventArgs : EventArgs
{
/// <summary>
/// Status that the session switched from.
/// </summary>
public SessionStatus OldStatus { get; }
/// <summary>
/// Status that the session switched to.
/// </summary>
public SessionStatus NewStatus { get; }
/// <summary>
/// Constructs a new instance of the class.
/// </summary>
public StatusEventArgs(SessionStatus oldStatus, SessionStatus newStatus)
{
OldStatus = oldStatus;
NewStatus = newStatus;
}
}
public class EntityDetachedEventArgs : EventArgs
{
public EntityDetachedEventArgs(IEntity oldEntity)
{
OldEntity = oldEntity;
}
public IEntity OldEntity { get; }
}
public class EntityAttachedEventArgs : EventArgs
{
public EntityAttachedEventArgs(IEntity newEntity)
{
NewEntity = newEntity;
}
public IEntity NewEntity { get; }
}
}