Updates roulette, fixes camera cursor and lucker entity setting along with minigame cleanup
This commit is contained in:
@@ -20,11 +20,13 @@ public class RussianRouletteMinigame : Minigame
|
||||
private const float ShooterDistance = 80f;
|
||||
private const float TimeBetweenShots = 7f;
|
||||
private const float TimeBetweenDeathAndEnd = 5f;
|
||||
private const string ShooterName = "The Russian";
|
||||
private int Taunted = 0;
|
||||
private Pawn ShooterTarget;
|
||||
|
||||
private List<Pawn> DeadVictims => Players
|
||||
.Select( player => player.Pawn as Pawn )
|
||||
.Where( pawn => !pawn.IsValid || pawn.LifeState != LifeState.Alive )
|
||||
.Where( pawn => pawn is not { IsValid: true } || pawn.LifeState != LifeState.Alive )
|
||||
.ToList();
|
||||
|
||||
private TimeSince TimeSinceShot { get; set; }
|
||||
@@ -34,6 +36,7 @@ public class RussianRouletteMinigame : Minigame
|
||||
{
|
||||
Players = players;
|
||||
Shooter = new Pawn();
|
||||
Shooter.Name = ShooterName;
|
||||
var shooterInventory = Shooter.Components.Create<PawnInventory>();
|
||||
shooterInventory.AddWeapon( new RussianPistol() );
|
||||
|
||||
@@ -66,11 +69,12 @@ public class RussianRouletteMinigame : Minigame
|
||||
|
||||
public override bool Tick()
|
||||
{
|
||||
// Someone is dead, we're getting ready to end
|
||||
if ( DeadVictims.Any() )
|
||||
{
|
||||
if ( Taunted != int.MaxValue )
|
||||
{
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Heh, nothing personnel, kid." );
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Heh, nothing personnel, kid." );
|
||||
Taunted = int.MaxValue;
|
||||
TimeSinceDeadVictim = 0;
|
||||
}
|
||||
@@ -86,21 +90,22 @@ public class RussianRouletteMinigame : Minigame
|
||||
Shooter.Inventory.ActiveWeapon.PrimaryAttack();
|
||||
if ( !DeadVictims.Any() )
|
||||
{
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Fucking lag..." );
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Fucking lag..." );
|
||||
}
|
||||
}
|
||||
else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
|
||||
{
|
||||
var victim = Players.Select( player => player.Pawn as Pawn )
|
||||
ShooterTarget = Players.Select( player => player.Pawn as Pawn )
|
||||
.OrderBy( _ => Guid.NewGuid() )
|
||||
.FirstOrDefault();
|
||||
Shooter.LookAt( victim.Position );
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", $"I'm gonna eat you up, {victim.Name}" );
|
||||
Shooter.LookAt( ShooterTarget.Position );
|
||||
var chance = 1f / Shooter.Inventory.ActiveWeapon.Ammo;
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, $"Good luck, {ShooterTarget.Name}! You have a {chance:P0} chance to die!" );
|
||||
Taunted++;
|
||||
}
|
||||
else if ( TimeSinceShot > TimeBetweenShots / 2 && Taunted == 0)
|
||||
{
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Im gettin' ready!" );
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Im gettin' ready!" );
|
||||
Taunted++;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user