using System;
using System.Collections.Generic;
using System.Linq;
using LuckerGame.Enums;
using LuckerGame.Events;
using Sandbox;
using Sandbox.UI;
namespace LuckerGame.Entities;
///
/// Manages rounds. Starting, stopping, triggering minigames from the manager, etc
///
public partial class RoundManager : Entity
{
///
/// The minigame manager we should be using to manage minigames
///
private MinigameManager MinigameManager { get; set; }
///
/// This percentage of the lobby must be ready to start the countdown for round start
///
private const float RequiredReadyPercent = .5f;
///
/// The number of seconds from the timer starting before the round starts
///
private const float RoundStartCountdownSeconds = 10f;
///
/// The state of the current round
///
[Net] public RoundState RoundState { get; private set; }
#region Countdown State
///
/// How long since we started counting down to game start. Only useful if in the StartCountdown state.
///
[Net] public TimeSince TimeSinceCountdownStarted { get; set; }
///
/// The number of seconds left in the countdown. Only useful if in the StartCountdown state.
///
public int SecondsLeftInCountdown => (int)Math.Ceiling( RoundStartCountdownSeconds - TimeSinceCountdownStarted );
#endregion
#region In Progress State
private const int MinigamesPerRound = 1;
private int MinigamesLeftInRound { get; set; }
private List Players { get; set; }
#endregion
///
public override void Spawn()
{
base.Spawn();
RoundState = RoundState.NotStarted;
MinigameManager = new MinigameManager();
}
///
/// Fires once per server tick
///
[GameEvent.Tick.Server]
public void Tick()
{
if ( RoundState == RoundState.StartCountdown && TimeSinceCountdownStarted > RoundStartCountdownSeconds )
{
Log.Info( "Starting round" );
StartRound();
}
if ( RoundState == RoundState.InProgress )
{
MinigameManager.Tick();
}
}
///
/// Is triggered whenever a player readies up
///
/// the player that readied up, discarded
[LuckerEvent.PlayerReady]
public void HandlePlayerReady( Lucker readyLucker, bool ready )
{
if ( RoundState != RoundState.NotStarted && RoundState != RoundState.StartCountdown )
{
return;
}
Log.Info( $"{readyLucker.Client.Name} set ready to {ready}" );
var message = $"{readyLucker.Client.Name} is {(ready ? "now ready." : "no longer ready.")}";
ChatBox.AddInformation( To.Everyone, message );
var players = All.OfType().ToList();
var readiedCount = players.Count( player => player.Ready );
var totalCount = players.Count;
if ( (float)readiedCount / totalCount > RequiredReadyPercent && RoundState == RoundState.NotStarted )
{
Log.Info( "Countdown started" );
RoundState = RoundState.StartCountdown;
TimeSinceCountdownStarted = 0;
}
else if ( (float)readiedCount / totalCount <= RequiredReadyPercent && RoundState == RoundState.StartCountdown )
{
Log.Info( "Countdown ended" );
RoundState = RoundState.NotStarted;
}
}
private void StartRound()
{
if ( RoundState == RoundState.InProgress )
{
Log.Warning( "Attempted to start round while one was in progress" );
return;
}
RoundState = RoundState.InProgress;
Players = All.OfType().ToList();
MinigameManager.StartRandomMinigame( Players );
}
[ConCmd.Server("start_round")]
public static void ForceStart()
{
Entity.All.OfType().FirstOrDefault()?.StartRound();
}
}