Initial commit
This commit is contained in:
87
code/Entities/Lucker.cs
Normal file
87
code/Entities/Lucker.cs
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@@ -0,0 +1,87 @@
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using LuckerGame.Components.Lucker.Cameras;
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using LuckerGame.Events;
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using Sandbox;
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namespace LuckerGame.Entities;
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/// <summary>
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/// Represents a Player.
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/// This could belong to a Client or a Bot and represents a common entity to operate on for games and keeping score
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/// </summary>
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public partial class Lucker : Entity
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{
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/// <summary>
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/// The entity this Player currently controls
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/// </summary>
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public Entity Pawn { get; set; }
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/// <summary>
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/// Before the round has started, this player indicated they were ready
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/// </summary>
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[Net] public bool Ready { get; set; }
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/// <summary>
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/// This Lucker's camera
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/// </summary>
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[BindComponent] public AbstractCamera Camera { get; }
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/// <summary>
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/// Creates and properly sets up a Player entity for a given client
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/// </summary>
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/// <param name="client">the client to own the player</param>
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/// <returns>the newly created player</returns>
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public static Lucker CreateLuckerForClient( IClient client )
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{
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var player = new Lucker();
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client.Pawn = player;
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player.Owner = client as Entity;
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player.Name = client.Name;
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var camera = player.Components.Create<RTSCamera>();
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return player;
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}
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/// <summary>
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/// Allows clients to request setting their ready state
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/// </summary>
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/// <param name="readyState">whether they are readying up or calming down</param>
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[ConCmd.Server("set_ready")]
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public static void ReadyUpCommand(bool readyState)
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{
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var client = ConsoleSystem.Caller;
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var player = client.Pawn as Lucker;
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player.SetReady( readyState );
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}
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/// <summary>
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/// Sets this player's ready state
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/// </summary>
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/// <param name="ready">the ready state being set</param>
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public void SetReady(bool ready)
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{
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Ready = ready;
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if ( Game.IsServer )
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{
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Event.Run( LuckerEvent.PlayerReady, this, ready );
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}
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}
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/// <inheritdoc/>
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public override void Simulate( IClient cl )
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{
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base.Simulate( cl );
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}
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public override void FrameSimulate( IClient cl )
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{
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base.FrameSimulate( cl );
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Camera?.Update();
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}
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public override void BuildInput()
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{
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base.BuildInput();
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Camera?.BuildInput();
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}
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}
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49
code/Entities/MinigameManager.cs
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49
code/Entities/MinigameManager.cs
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@@ -0,0 +1,49 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using LuckerGame.Minigames;
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using Sandbox;
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using Sandbox.UI;
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namespace LuckerGame.Entities;
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/// <summary>
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/// Manages minigames
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/// </summary>
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public partial class MinigameManager : Entity
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{
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[Net] public Minigame LoadedMinigame { get; private set; }
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private List<Minigame> AvailableMinigames { get; set; }
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public override void Spawn()
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{
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base.Spawn();
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FindMinigames();
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}
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public void StartRandomMinigame(List<Lucker> players)
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{
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if ( (AvailableMinigames?.Count ?? 0) == 0 )
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{
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Log.Error( "Attempted to start minigame, but none available" );
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return;
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}
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LoadedMinigame = AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault();
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ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
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LoadedMinigame.Initialize( players );
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}
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private void FindMinigames()
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{
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AvailableMinigames = TypeLibrary.GetTypes<Minigame>()
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.Where( type => !type.IsAbstract && !type.IsInterface )
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.Select( td => TypeLibrary.Create<Minigame>( td.TargetType ) ).ToList();
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}
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[Event.Hotload]
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private void Reload()
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{
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FindMinigames();
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}
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}
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133
code/Entities/Pawn.cs
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133
code/Entities/Pawn.cs
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using System.ComponentModel;
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using LuckerGame.Components.Pawn;
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using Sandbox;
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namespace LuckerGame.Entities;
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/// <summary>
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/// Represents an entity in the world. Could be controlled by a Lucker or a minigame
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/// </summary>
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public partial class Pawn : AnimatedEntity
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{
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[ClientInput]
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public Vector3 InputDirection { get; set; }
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[ClientInput]
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public Angles ViewAngles { get; set; }
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/// <summary>
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/// Position a player should be looking from in world space.
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/// </summary>
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[Browsable( false )]
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public Vector3 EyePosition
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{
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get => Transform.PointToWorld( EyeLocalPosition );
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set => EyeLocalPosition = Transform.PointToLocal( value );
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}
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/// <summary>
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/// Position a player should be looking from in local to the entity coordinates.
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/// </summary>
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[Net, Predicted, Browsable( false )]
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public Vector3 EyeLocalPosition { get; set; }
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/// <summary>
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/// Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity.
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/// </summary>
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[Browsable( false )]
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public Rotation EyeRotation
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{
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get => Transform.RotationToWorld( EyeLocalRotation );
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set => EyeLocalRotation = Transform.RotationToLocal( value );
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}
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/// <summary>
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/// Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity. In local to the entity coordinates.
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/// </summary>
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[Net, Predicted, Browsable( false )]
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public Rotation EyeLocalRotation { get; set; }
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public BBox Hull
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{
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get => new
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(
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new Vector3( -16, -16, 0 ),
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new Vector3( 16, 16, 64 )
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);
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}
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[BindComponent] public UserPawnController Controller { get; }
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[BindComponent] public PawnAnimator Animator { get; }
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public override Ray AimRay => new Ray( EyePosition, EyeRotation.Forward );
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/// <summary>
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/// Called when the entity is first created
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/// </summary>
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public override void Spawn()
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{
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SetModel( "models/citizen/citizen.vmdl" );
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EnableDrawing = true;
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EnableHideInFirstPerson = true;
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EnableShadowInFirstPerson = true;
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}
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public void Respawn()
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{
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Components.Create<UserPawnController>();
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Components.Create<PawnAnimator>();
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}
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public void DressFromClient( IClient cl )
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{
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var c = new ClothingContainer();
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c.LoadFromClient( cl );
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c.DressEntity( this );
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}
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public override void Simulate( IClient cl )
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{
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SimulateRotation();
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Controller?.Simulate( cl );
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Animator?.Simulate();
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}
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public override void BuildInput()
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{
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}
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public override void FrameSimulate( IClient cl )
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{
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SimulateRotation();
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}
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public TraceResult TraceBBox( Vector3 start, Vector3 end, float liftFeet = 0.0f )
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{
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return TraceBBox( start, end, Hull.Mins, Hull.Maxs, liftFeet );
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}
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public TraceResult TraceBBox( Vector3 start, Vector3 end, Vector3 mins, Vector3 maxs, float liftFeet = 0.0f )
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{
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if ( liftFeet > 0 )
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{
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start += Vector3.Up * liftFeet;
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maxs = maxs.WithZ( maxs.z - liftFeet );
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}
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var tr = Trace.Ray( start, end )
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.Size( mins, maxs )
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.WithAnyTags( "solid", "playerclip", "passbullets" )
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.Ignore( this )
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.Run();
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return tr;
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}
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protected void SimulateRotation()
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{
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var idealRotation = ViewAngles.ToRotation();
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EyeRotation = Rotation.Slerp( Rotation, idealRotation, Time.Delta * 10f );
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Rotation = EyeRotation;
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}
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}
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120
code/Entities/RoundManager.cs
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120
code/Entities/RoundManager.cs
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@@ -0,0 +1,120 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using LuckerGame.Enums;
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using LuckerGame.Events;
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using Sandbox;
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using Sandbox.UI;
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namespace LuckerGame.Entities;
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/// <summary>
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/// Manages rounds. Starting, stopping, triggering minigames from the manager, etc
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/// </summary>
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public partial class RoundManager : Entity
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{
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/// <summary>
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/// The minigame manager we should be using to manage minigames
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/// </summary>
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private MinigameManager MinigameManager { get; set; }
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/// <summary>
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/// This percentage of the lobby must be ready to start the countdown for round start
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/// </summary>
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private const float RequiredReadyPercent = .5f;
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/// <summary>
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/// The number of seconds from the timer starting before the round starts
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/// </summary>
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private const float RoundStartCountdownSeconds = 10f;
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/// <summary>
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/// The state of the current round
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/// </summary>
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[Net] public RoundState RoundState { get; private set; }
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#region Countdown State
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/// <summary>
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/// How long since we started counting down to game start. Only useful if in the StartCountdown state.
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/// </summary>
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[Net] public TimeSince TimeSinceCountdownStarted { get; set; }
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/// <summary>
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/// The number of seconds left in the countdown. Only useful if in the StartCountdown state.
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/// </summary>
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public int SecondsLeftInCountdown => (int)Math.Ceiling( RoundStartCountdownSeconds - TimeSinceCountdownStarted );
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#endregion
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#region In Progress State
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private const int MinigamesPerRound = 1;
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private int MinigamesLeftInRound { get; set; }
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private List<Lucker> Players { get; set; }
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#endregion
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/// <inheritdoc/>
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public override void Spawn()
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{
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base.Spawn();
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RoundState = RoundState.NotStarted;
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MinigameManager = new MinigameManager();
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}
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/// <summary>
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/// Fires once per server tick
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/// </summary>
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[GameEvent.Tick.Server]
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public void Tick()
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{
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if ( RoundState == RoundState.StartCountdown && TimeSinceCountdownStarted > RoundStartCountdownSeconds )
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{
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Log.Info( "Starting round" );
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StartRound();
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}
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}
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/// <summary>
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/// Is triggered whenever a player readies up
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/// </summary>
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/// <param name="readyLucker">the player that readied up, discarded</param>
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[LuckerEvent.PlayerReady]
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public void HandlePlayerReady( Lucker readyLucker, bool ready )
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{
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if ( RoundState != RoundState.NotStarted && RoundState != RoundState.StartCountdown )
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{
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return;
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}
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Log.Info( $"{readyLucker.Client.Name} set ready to {ready}" );
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var message = $"{readyLucker.Client.Name} is {(ready ? "now ready." : "no longer ready.")}";
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ChatBox.AddInformation( To.Everyone, message );
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var players = All.OfType<Lucker>().ToList();
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var readiedCount = players.Count( player => player.Ready );
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var totalCount = players.Count;
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if ( (float)readiedCount / totalCount > RequiredReadyPercent && RoundState == RoundState.NotStarted )
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{
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Log.Info( "Countdown started" );
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RoundState = RoundState.StartCountdown;
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TimeSinceCountdownStarted = 0;
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}
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else if ( (float)readiedCount / totalCount <= RequiredReadyPercent && RoundState == RoundState.StartCountdown )
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{
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Log.Info( "Countdown ended" );
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RoundState = RoundState.NotStarted;
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}
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}
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private void StartRound()
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{
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if ( RoundState == RoundState.InProgress )
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{
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Log.Warning( "Attempted to start round while one was in progress" );
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return;
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}
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RoundState = RoundState.InProgress;
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Players = All.OfType<Lucker>().ToList();
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MinigameManager.StartRandomMinigame( Players );
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}
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}
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250
code/Entities/Weapons/Weapon.cs
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250
code/Entities/Weapons/Weapon.cs
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@@ -0,0 +1,250 @@
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using Sandbox;
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using System.Collections.Generic;
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namespace LuckerGame.Entities.Weapons;
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public partial class Weapon : AnimatedEntity
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{
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/// <summary>
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/// The View Model's entity, only accessible clientside.
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/// </summary>
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public WeaponViewModel ViewModelEntity { get; protected set; }
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/// <summary>
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/// An accessor to grab our Pawn.
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/// </summary>
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public Pawn Pawn => Owner as Pawn;
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/// <summary>
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/// This'll decide which entity to fire effects from. If we're in first person, the View Model, otherwise, this.
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/// </summary>
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public AnimatedEntity EffectEntity => Camera.FirstPersonViewer == Owner ? ViewModelEntity : this;
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public virtual string ViewModelPath => null;
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public virtual string ModelPath => null;
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public virtual string ReloadSoundPath => null;
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public virtual string ReloadAnimPath => "reload";
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public virtual string WeaponName => "weapon";
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public virtual float ReloadDuration => 4f;
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private bool Reloading => TimeSinceReloadStarted < ReloadDuration;
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/// <summary>
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/// How often you can shoot this gun.
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/// </summary>
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public virtual float PrimaryRate => 5.0f;
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|
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/// <summary>
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/// How long since we last shot this gun.
|
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/// </summary>
|
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[Net, Predicted] public TimeSince TimeSincePrimaryAttack { get; set; }
|
||||
|
||||
[Net, Predicted] public TimeSince TimeSinceReloadStarted { get; set; }
|
||||
|
||||
public virtual int MaxAmmo { get; }
|
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|
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[Net] public int Ammo { get; set; }
|
||||
|
||||
|
||||
public override void Spawn()
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||||
{
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EnableHideInFirstPerson = true;
|
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EnableShadowInFirstPerson = true;
|
||||
EnableDrawing = false;
|
||||
Ammo = MaxAmmo;
|
||||
|
||||
if ( ModelPath != null )
|
||||
{
|
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SetModel( ModelPath );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when <see cref="Pawn.SetActiveWeapon(Weapon)"/> is called for this weapon.
|
||||
/// </summary>
|
||||
/// <param name="pawn"></param>
|
||||
public void OnEquip( Pawn pawn )
|
||||
{
|
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Owner = pawn;
|
||||
SetParent( pawn, true );
|
||||
EnableDrawing = true;
|
||||
CreateViewModel( To.Single( pawn ) );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the weapon is either removed from the player, or holstered.
|
||||
/// </summary>
|
||||
public void OnHolster()
|
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{
|
||||
EnableDrawing = false;
|
||||
DestroyViewModel( To.Single( Owner ) );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called from <see cref="Pawn.Simulate(IClient)"/>.
|
||||
/// </summary>
|
||||
/// <param name="player"></param>
|
||||
public override void Simulate( IClient player )
|
||||
{
|
||||
Animate();
|
||||
|
||||
if ( CanPrimaryAttack() )
|
||||
{
|
||||
using ( LagCompensation() )
|
||||
{
|
||||
TimeSincePrimaryAttack = 0;
|
||||
ReduceAmmoAndPrimaryAttack();
|
||||
}
|
||||
}
|
||||
else if ( CanReload() )
|
||||
{
|
||||
Reload();
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
protected virtual void ReloadEffects()
|
||||
{
|
||||
Game.AssertClient();
|
||||
ViewModelEntity?.SetAnimParameter( "reload", true );
|
||||
}
|
||||
|
||||
private void Reload()
|
||||
{
|
||||
ReloadEffects();
|
||||
Pawn.PlaySound( ReloadSoundPath );
|
||||
Ammo = MaxAmmo;
|
||||
Log.Info( $"Reload duration: {ReloadDuration}" );
|
||||
TimeSinceReloadStarted = 0;
|
||||
}
|
||||
|
||||
private bool CanReload()
|
||||
{
|
||||
return Owner.IsValid && Input.Down( "reload" ) && Ammo < MaxAmmo && !Reloading;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called every <see cref="Simulate(IClient)"/> to see if we can shoot our gun.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual bool CanPrimaryAttack()
|
||||
{
|
||||
if ( !Owner.IsValid() || !Input.Down( "attack1" ) || Ammo == 0 || Reloading ) return false;
|
||||
|
||||
var rate = PrimaryRate;
|
||||
if ( rate <= 0 ) return true;
|
||||
|
||||
return TimeSincePrimaryAttack > (1 / rate);
|
||||
}
|
||||
|
||||
private void ReduceAmmoAndPrimaryAttack()
|
||||
{
|
||||
Ammo--;
|
||||
PrimaryAttack();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when your gun shoots.
|
||||
/// </summary>
|
||||
public virtual void PrimaryAttack()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Useful for setting anim parameters based off the current weapon.
|
||||
/// </summary>
|
||||
protected virtual void Animate()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Does a trace from start to end, does bullet impact effects. Coded as an IEnumerable so you can return multiple
|
||||
/// hits, like if you're going through layers or ricocheting or something.
|
||||
/// </summary>
|
||||
public virtual IEnumerable<TraceResult> TraceBullet( Vector3 start, Vector3 end, float radius = 2.0f )
|
||||
{
|
||||
bool underWater = Trace.TestPoint( start, "water" );
|
||||
|
||||
var trace = Trace.Ray( start, end )
|
||||
.UseHitboxes()
|
||||
.WithAnyTags( "solid", "player", "npc" )
|
||||
.Ignore( this )
|
||||
.Size( radius );
|
||||
|
||||
//
|
||||
// If we're not underwater then we can hit water
|
||||
//
|
||||
if ( !underWater )
|
||||
trace = trace.WithAnyTags( "water" );
|
||||
|
||||
var tr = trace.Run();
|
||||
|
||||
if ( tr.Hit )
|
||||
yield return tr;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shoot a single bullet
|
||||
/// </summary>
|
||||
public virtual void ShootBullet( Vector3 pos, Vector3 dir, float spread, float force, float damage, float bulletSize )
|
||||
{
|
||||
var forward = dir;
|
||||
forward += (Vector3.Random + Vector3.Random + Vector3.Random + Vector3.Random) * spread * 0.25f;
|
||||
forward = forward.Normal;
|
||||
|
||||
//
|
||||
// ShootBullet is coded in a way where we can have bullets pass through shit
|
||||
// or bounce off shit, in which case it'll return multiple results
|
||||
//
|
||||
foreach ( var tr in TraceBullet( pos, pos + forward * 5000, bulletSize ) )
|
||||
{
|
||||
tr.Surface.DoBulletImpact( tr );
|
||||
|
||||
if ( !Game.IsServer ) continue;
|
||||
if ( !tr.Entity.IsValid() ) continue;
|
||||
|
||||
//
|
||||
// We turn predictiuon off for this, so any exploding effects don't get culled etc
|
||||
//
|
||||
using ( Prediction.Off() )
|
||||
{
|
||||
var damageInfo = DamageInfo.FromBullet( tr.EndPosition, forward * 100 * force, damage )
|
||||
.UsingTraceResult( tr )
|
||||
.WithAttacker( Owner )
|
||||
.WithWeapon( this );
|
||||
|
||||
tr.Entity.TakeDamage( damageInfo );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shoot a single bullet from owners view point
|
||||
/// </summary>
|
||||
public virtual void ShootBullet( float spread, float force, float damage, float bulletSize )
|
||||
{
|
||||
Game.SetRandomSeed( Time.Tick );
|
||||
|
||||
var ray = Owner.AimRay;
|
||||
ShootBullet( ray.Position, ray.Forward, spread, force, damage, bulletSize );
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void CreateViewModel()
|
||||
{
|
||||
if ( ViewModelPath == null ) return;
|
||||
|
||||
var vm = new WeaponViewModel( this );
|
||||
vm.Model = Model.Load( ViewModelPath );
|
||||
ViewModelEntity = vm;
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void DestroyViewModel()
|
||||
{
|
||||
if ( ViewModelEntity.IsValid() )
|
||||
{
|
||||
ViewModelEntity.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
22
code/Entities/Weapons/WeaponViewModel.cs
Normal file
22
code/Entities/Weapons/WeaponViewModel.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.Entities.Weapons;
|
||||
|
||||
public partial class WeaponViewModel : BaseViewModel
|
||||
{
|
||||
protected Weapon Weapon { get; init; }
|
||||
|
||||
public WeaponViewModel( Weapon weapon )
|
||||
{
|
||||
Weapon = weapon;
|
||||
EnableShadowCasting = false;
|
||||
EnableViewmodelRendering = true;
|
||||
}
|
||||
|
||||
public override void PlaceViewmodel()
|
||||
{
|
||||
base.PlaceViewmodel();
|
||||
|
||||
Camera.Main.SetViewModelCamera( 80f, 1, 500 );
|
||||
}
|
||||
}
|
||||
11
code/EntityComponents/Client/ClientComponent.cs
Normal file
11
code/EntityComponents/Client/ClientComponent.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.Components.Client;
|
||||
|
||||
/// <summary>
|
||||
/// Intended to be a base class for components intended for IClient, as IClient cannot be used as an EntityComponent type param
|
||||
/// </summary>
|
||||
public abstract class ClientComponent : EntityComponent
|
||||
{
|
||||
public IClient Client => Entity as IClient;
|
||||
}
|
||||
36
code/EntityComponents/Lucker/Cameras/AbstractCamera.cs
Normal file
36
code/EntityComponents/Lucker/Cameras/AbstractCamera.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using LuckerGame.Entities;
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.Components.Lucker.Cameras;
|
||||
|
||||
public abstract class AbstractCamera : EntityComponent<Entities.Lucker>
|
||||
{
|
||||
protected Vector3 CameraPosition { get; set; }
|
||||
protected Rotation CameraRotation { get; set; }
|
||||
protected float FieldOfView { get; set; }
|
||||
protected IEntity FirstPersonViewer { get; set; }
|
||||
protected Transform SoundSource { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Handles any input-independent camera updates (ie following a pawn)
|
||||
/// </summary>
|
||||
protected abstract void UpdateCameraParameters();
|
||||
|
||||
/// <summary>
|
||||
/// Handles any input dependent camera updates (ie moving around a top down cam)
|
||||
/// </summary>
|
||||
public abstract void BuildInput();
|
||||
|
||||
/// <summary>
|
||||
/// Applies Camera parameters to the static Camera
|
||||
/// </summary>
|
||||
public virtual void Update()
|
||||
{
|
||||
UpdateCameraParameters();
|
||||
Camera.Position = CameraPosition;
|
||||
Camera.Rotation = CameraRotation;
|
||||
Camera.FieldOfView = FieldOfView;
|
||||
Camera.FirstPersonViewer = FirstPersonViewer;
|
||||
Sound.Listener = SoundSource;
|
||||
}
|
||||
}
|
||||
47
code/EntityComponents/Lucker/Cameras/RTSCamera.cs
Normal file
47
code/EntityComponents/Lucker/Cameras/RTSCamera.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using Sandbox;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace LuckerGame.Components.Lucker.Cameras;
|
||||
|
||||
/// <summary>
|
||||
/// A top down camera that can be
|
||||
/// </summary>
|
||||
public partial class RTSCamera : AbstractCamera, ISingletonComponent
|
||||
{
|
||||
private const float MaxDistance = 400f;
|
||||
private const float MinDistance = 200f;
|
||||
private const float Speed = 4f;
|
||||
protected float WheelSpeed => 5f;
|
||||
protected Vector2 DistanceClamp => new( MinDistance, MaxDistance );
|
||||
protected float CameraDistance = MinDistance;
|
||||
protected float TargetDistance = MinDistance;
|
||||
|
||||
private Vector3 CameraPositionOffset = Vector3.Zero;
|
||||
|
||||
protected override void UpdateCameraParameters()
|
||||
{
|
||||
CameraPosition = Entity.Position + CameraPositionOffset;
|
||||
CameraRotation = Rotation.FromPitch( -270 );
|
||||
FieldOfView = 70f;
|
||||
FirstPersonViewer = null;
|
||||
CameraPosition = CameraPosition.WithZ( CameraDistance );
|
||||
SoundSource = new Transform { Position = CameraPosition };
|
||||
}
|
||||
|
||||
public override void BuildInput()
|
||||
{
|
||||
// Zooming in and out
|
||||
var wheel = Input.MouseWheel;
|
||||
if ( wheel != 0 )
|
||||
{
|
||||
TargetDistance -= wheel * WheelSpeed;
|
||||
TargetDistance = TargetDistance.Clamp( DistanceClamp.x, DistanceClamp.y );
|
||||
}
|
||||
|
||||
CameraDistance = CameraDistance.LerpTo( TargetDistance, Time.Delta * 10f );
|
||||
|
||||
// Moving
|
||||
CameraPositionOffset += Input.AnalogMove * Speed;
|
||||
}
|
||||
}
|
||||
97
code/EntityComponents/Lucker/Cameras/TopDownCamera.cs
Normal file
97
code/EntityComponents/Lucker/Cameras/TopDownCamera.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
/*using Sandbox;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace LuckerGame.Components.Lucker.Cameras;
|
||||
|
||||
/// <summary>
|
||||
/// A top downish camera that follows an entity
|
||||
/// </summary>
|
||||
public partial class TopDownCamera : AbstractCamera, ISingletonComponent
|
||||
{
|
||||
protected float WheelSpeed => 30f;
|
||||
protected Vector2 CameraDistance => new( 125, 1000 );
|
||||
protected Vector2 PitchClamp => new( 30, 60 );
|
||||
|
||||
float OrbitDistance = 400f;
|
||||
float TargetOrbitDistance = 400f;
|
||||
Angles OrbitAngles = Angles.Zero;
|
||||
|
||||
protected static Vector3 IntersectPlane( Vector3 pos, Vector3 dir, float z )
|
||||
{
|
||||
float a = (z - pos.z) / dir.z;
|
||||
return new( dir.x * a + pos.x, dir.y * a + pos.y, z );
|
||||
}
|
||||
|
||||
protected static Rotation LookAt( Vector3 targetPosition, Vector3 position )
|
||||
{
|
||||
var targetDelta = (targetPosition - position);
|
||||
var direction = targetDelta.Normal;
|
||||
|
||||
return Rotation.From( new Angles(
|
||||
((float)Math.Asin( direction.z )).RadianToDegree() * -1.0f,
|
||||
((float)Math.Atan2( direction.y, direction.x )).RadianToDegree(),
|
||||
0.0f ) );
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
var pawn = Entity;
|
||||
if ( !pawn.IsValid() )
|
||||
return;
|
||||
|
||||
Camera.Position = pawn.Position;
|
||||
Vector3 targetPos;
|
||||
|
||||
Camera.Position += Vector3.Up * (pawn.CollisionBounds.Center.z * pawn.Scale);
|
||||
Camera.Rotation = Rotation.From( OrbitAngles );
|
||||
|
||||
targetPos = Camera.Position + Camera.Rotation.Backward * OrbitDistance;
|
||||
|
||||
Camera.Position = targetPos;
|
||||
Camera.FieldOfView = 70f;
|
||||
Camera.FirstPersonViewer = null;
|
||||
|
||||
Sound.Listener = new()
|
||||
{
|
||||
Position = pawn.AimRay.Position,
|
||||
Rotation = pawn.EyeRotation
|
||||
};
|
||||
}
|
||||
|
||||
public override void BuildInput()
|
||||
{
|
||||
var wheel = Input.MouseWheel;
|
||||
if ( wheel != 0 )
|
||||
{
|
||||
TargetOrbitDistance -= wheel * WheelSpeed;
|
||||
TargetOrbitDistance = TargetOrbitDistance.Clamp( CameraDistance.x, CameraDistance.y );
|
||||
}
|
||||
|
||||
OrbitDistance = OrbitDistance.LerpTo( TargetOrbitDistance, Time.Delta * 10f );
|
||||
|
||||
// Sets pawn to face where the camera faces
|
||||
if ( Input.UsingController || Input.Down( "attack2" ) )
|
||||
{
|
||||
OrbitAngles.yaw += Input.AnalogLook.yaw;
|
||||
OrbitAngles.pitch += Input.AnalogLook.pitch;
|
||||
OrbitAngles = OrbitAngles.Normal;
|
||||
|
||||
Entity.ViewAngles = OrbitAngles.WithPitch( 0f );
|
||||
}
|
||||
// Sets pawn to face to point that the mouse is over
|
||||
else
|
||||
{
|
||||
// Get ray from direction vector from mouse pointer through screen
|
||||
var direction = Screen.GetDirection( Mouse.Position, Camera.FieldOfView, Camera.Rotation, Screen.Size );
|
||||
|
||||
var hitPos = IntersectPlane( Camera.Position, direction, Entity.EyePosition.z );
|
||||
|
||||
Entity.ViewAngles = (hitPos - Entity.EyePosition).EulerAngles;
|
||||
}
|
||||
|
||||
OrbitAngles.pitch = OrbitAngles.pitch.Clamp( PitchClamp.x, PitchClamp.y );
|
||||
|
||||
Entity.InputDirection = Input.AnalogMove;
|
||||
}
|
||||
}*/
|
||||
15
code/EntityComponents/Lucker/LuckerClientInput.cs
Normal file
15
code/EntityComponents/Lucker/LuckerClientInput.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.EntityComponents.Lucker;
|
||||
|
||||
/// <summary>
|
||||
/// A component for capturing and passing around a client's input for an attached Lucker
|
||||
/// </summary>
|
||||
public class LuckerClientInput : EntityComponent<Entities.Lucker>
|
||||
{
|
||||
[ClientInput]
|
||||
public Vector3 InputDirection { get; set; }
|
||||
|
||||
[ClientInput]
|
||||
public Angles ViewAngles { get; set; }
|
||||
}
|
||||
21
code/EntityComponents/Pawn/PawnAnimator.cs
Normal file
21
code/EntityComponents/Pawn/PawnAnimator.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using Sandbox;
|
||||
using System;
|
||||
|
||||
namespace LuckerGame.Components.Pawn;
|
||||
|
||||
public class PawnAnimator : EntityComponent<Entities.Pawn>, ISingletonComponent
|
||||
{
|
||||
public void Simulate()
|
||||
{
|
||||
var helper = new CitizenAnimationHelper( Entity );
|
||||
helper.WithVelocity( Entity.Velocity );
|
||||
helper.WithLookAt( Entity.EyePosition + Entity.EyeRotation.Forward * 100 );
|
||||
helper.HoldType = CitizenAnimationHelper.HoldTypes.None;
|
||||
helper.IsGrounded = Entity.GroundEntity.IsValid();
|
||||
|
||||
if ( Entity.Controller.HasEvent( "jump" ) )
|
||||
{
|
||||
helper.TriggerJump();
|
||||
}
|
||||
}
|
||||
}
|
||||
174
code/EntityComponents/Pawn/UserPawnController.cs
Normal file
174
code/EntityComponents/Pawn/UserPawnController.cs
Normal file
@@ -0,0 +1,174 @@
|
||||
using Sandbox;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace LuckerGame.Components.Pawn;
|
||||
|
||||
public class UserPawnController : EntityComponent<Entities.Pawn>
|
||||
{
|
||||
public int StepSize => 24;
|
||||
public int GroundAngle => 45;
|
||||
public int JumpSpeed => 410;
|
||||
public float Gravity => 800f;
|
||||
|
||||
HashSet<string> ControllerEvents = new( StringComparer.OrdinalIgnoreCase );
|
||||
|
||||
bool Grounded => Entity.GroundEntity.IsValid();
|
||||
|
||||
public void Simulate( IClient cl )
|
||||
{
|
||||
ControllerEvents.Clear();
|
||||
|
||||
var movement = Entity.InputDirection.Normal;
|
||||
var angles = Camera.Rotation.Angles().WithPitch( 0 );
|
||||
var moveVector = Rotation.From( angles ) * movement * 320f;
|
||||
var groundEntity = CheckForGround();
|
||||
|
||||
if ( groundEntity.IsValid() )
|
||||
{
|
||||
if ( !Grounded )
|
||||
{
|
||||
Entity.Velocity = Entity.Velocity.WithZ( 0 );
|
||||
AddEvent( "grounded" );
|
||||
}
|
||||
|
||||
Entity.Velocity = Accelerate( Entity.Velocity, moveVector.Normal, moveVector.Length, 200.0f * ( Input.Down( "run" ) ? 2.5f : 1f ), 7.5f );
|
||||
Entity.Velocity = ApplyFriction( Entity.Velocity, 4.0f );
|
||||
}
|
||||
else
|
||||
{
|
||||
Entity.Velocity = Accelerate( Entity.Velocity, moveVector.Normal, moveVector.Length, 15, 20f );
|
||||
Entity.Velocity += Vector3.Down * Gravity * Time.Delta;
|
||||
}
|
||||
|
||||
if ( Input.Pressed( "jump" ) )
|
||||
{
|
||||
DoJump();
|
||||
}
|
||||
|
||||
var mh = new MoveHelper( Entity.Position, Entity.Velocity );
|
||||
mh.Trace = mh.Trace.Size( Entity.Hull ).Ignore( Entity );
|
||||
|
||||
if ( mh.TryMoveWithStep( Time.Delta, StepSize ) > 0 )
|
||||
{
|
||||
if ( Grounded )
|
||||
{
|
||||
mh.Position = StayOnGround( mh.Position );
|
||||
}
|
||||
Entity.Position = mh.Position;
|
||||
Entity.Velocity = mh.Velocity;
|
||||
}
|
||||
|
||||
Entity.GroundEntity = groundEntity;
|
||||
}
|
||||
|
||||
void DoJump()
|
||||
{
|
||||
if ( Grounded )
|
||||
{
|
||||
Entity.Velocity = ApplyJump( Entity.Velocity, "jump" );
|
||||
}
|
||||
}
|
||||
|
||||
Entity CheckForGround()
|
||||
{
|
||||
if ( Entity.Velocity.z > 300f )
|
||||
return null;
|
||||
|
||||
var trace = Entity.TraceBBox( Entity.Position, Entity.Position + Vector3.Down, 2f );
|
||||
|
||||
if ( !trace.Hit )
|
||||
return null;
|
||||
|
||||
if ( trace.Normal.Angle( Vector3.Up ) > GroundAngle )
|
||||
return null;
|
||||
|
||||
return trace.Entity;
|
||||
}
|
||||
|
||||
Vector3 ApplyFriction( Vector3 input, float frictionAmount )
|
||||
{
|
||||
float StopSpeed = 100.0f;
|
||||
|
||||
var speed = input.Length;
|
||||
if ( speed < 0.1f ) return input;
|
||||
|
||||
// Bleed off some speed, but if we have less than the bleed
|
||||
// threshold, bleed the threshold amount.
|
||||
float control = (speed < StopSpeed) ? StopSpeed : speed;
|
||||
|
||||
// Add the amount to the drop amount.
|
||||
var drop = control * Time.Delta * frictionAmount;
|
||||
|
||||
// scale the velocity
|
||||
float newspeed = speed - drop;
|
||||
if ( newspeed < 0 ) newspeed = 0;
|
||||
if ( newspeed == speed ) return input;
|
||||
|
||||
newspeed /= speed;
|
||||
input *= newspeed;
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
Vector3 Accelerate( Vector3 input, Vector3 wishdir, float wishspeed, float speedLimit, float acceleration )
|
||||
{
|
||||
if ( speedLimit > 0 && wishspeed > speedLimit )
|
||||
wishspeed = speedLimit;
|
||||
|
||||
var currentspeed = input.Dot( wishdir );
|
||||
var addspeed = wishspeed - currentspeed;
|
||||
|
||||
if ( addspeed <= 0 )
|
||||
return input;
|
||||
|
||||
var accelspeed = acceleration * Time.Delta * wishspeed;
|
||||
|
||||
if ( accelspeed > addspeed )
|
||||
accelspeed = addspeed;
|
||||
|
||||
input += wishdir * accelspeed;
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
Vector3 ApplyJump( Vector3 input, string jumpType )
|
||||
{
|
||||
AddEvent( jumpType );
|
||||
|
||||
return input + Vector3.Up * JumpSpeed;
|
||||
}
|
||||
|
||||
Vector3 StayOnGround( Vector3 position )
|
||||
{
|
||||
var start = position + Vector3.Up * 2;
|
||||
var end = position + Vector3.Down * StepSize;
|
||||
|
||||
// See how far up we can go without getting stuck
|
||||
var trace = Entity.TraceBBox( position, start );
|
||||
start = trace.EndPosition;
|
||||
|
||||
// Now trace down from a known safe position
|
||||
trace = Entity.TraceBBox( start, end );
|
||||
|
||||
if ( trace.Fraction <= 0 ) return position;
|
||||
if ( trace.Fraction >= 1 ) return position;
|
||||
if ( trace.StartedSolid ) return position;
|
||||
if ( Vector3.GetAngle( Vector3.Up, trace.Normal ) > GroundAngle ) return position;
|
||||
|
||||
return trace.EndPosition;
|
||||
}
|
||||
|
||||
public bool HasEvent( string eventName )
|
||||
{
|
||||
return ControllerEvents.Contains( eventName );
|
||||
}
|
||||
|
||||
void AddEvent( string eventName )
|
||||
{
|
||||
if ( HasEvent( eventName ) )
|
||||
return;
|
||||
|
||||
ControllerEvents.Add( eventName );
|
||||
}
|
||||
}
|
||||
20
code/Enums/RoundState.cs
Normal file
20
code/Enums/RoundState.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
namespace LuckerGame.Enums;
|
||||
|
||||
/// <summary>
|
||||
/// The state of a current round of minigames
|
||||
/// </summary>
|
||||
public enum RoundState
|
||||
{
|
||||
/// <summary>
|
||||
/// This round has not yet started
|
||||
/// </summary>
|
||||
NotStarted,
|
||||
/// <summary>
|
||||
/// This round is counting down to start
|
||||
/// </summary>
|
||||
StartCountdown,
|
||||
/// <summary>
|
||||
/// This round is currently in progress
|
||||
/// </summary>
|
||||
InProgress
|
||||
}
|
||||
18
code/Events/MinigameEndEvent.cs
Normal file
18
code/Events/MinigameEndEvent.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.Events;
|
||||
|
||||
public static partial class LuckerEvent
|
||||
{
|
||||
public const string MinigameEnd = "lucker.minigameEnd";
|
||||
|
||||
/// <summary>
|
||||
/// Event is run on the server whenever a minigame ends
|
||||
/// </summary>
|
||||
public class MinigameEndAttribute : EventAttribute
|
||||
{
|
||||
public MinigameEndAttribute() : base(MinigameEnd)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
20
code/Events/PlayerReadyEvent.cs
Normal file
20
code/Events/PlayerReadyEvent.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.Events;
|
||||
|
||||
public static partial class LuckerEvent
|
||||
{
|
||||
public const string PlayerReady = "lucker.playerReady";
|
||||
|
||||
/// <summary>
|
||||
/// Event is run on the server whenever a player changes ready state
|
||||
/// The event handler is given the player that readied up and their new ready state
|
||||
/// </summary>
|
||||
[MethodArguments(typeof(Entities.Lucker), typeof(bool))]
|
||||
public class PlayerReadyAttribute : EventAttribute
|
||||
{
|
||||
public PlayerReadyAttribute() : base(PlayerReady)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
69
code/Game.cs
Normal file
69
code/Game.cs
Normal file
@@ -0,0 +1,69 @@
|
||||
|
||||
using Sandbox;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using LuckerGame.Components.Client;
|
||||
using LuckerGame.UI;
|
||||
using LuckerGame.Entities;
|
||||
using Sandbox.UI;
|
||||
|
||||
//
|
||||
// You don't need to put things in a namespace, but it doesn't hurt.
|
||||
//
|
||||
namespace LuckerGame;
|
||||
|
||||
/// <summary>
|
||||
/// This is your game class. This is an entity that is created serverside when
|
||||
/// the game starts, and is replicated to the client.
|
||||
///
|
||||
/// You can use this to create things like HUDs and declare which player class
|
||||
/// to use for spawned players.
|
||||
/// </summary>
|
||||
public partial class LuckerGameManager : GameManager
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when the game is created (on both the server and client)
|
||||
/// </summary>
|
||||
public LuckerGameManager()
|
||||
{
|
||||
if ( Game.IsClient )
|
||||
{
|
||||
Game.RootPanel = new Hud();
|
||||
}
|
||||
else if ( Game.IsServer )
|
||||
{
|
||||
var roundManager = new RoundManager();
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostLevelLoaded()
|
||||
{
|
||||
base.PostLevelLoaded();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A client has joined the server. Make them a pawn to play with
|
||||
/// </summary>
|
||||
public override void ClientJoined( IClient client )
|
||||
{
|
||||
base.ClientJoined( client );
|
||||
|
||||
// Create a pawn for this client to play with
|
||||
var lucker = Entities.Lucker.CreateLuckerForClient( client );
|
||||
|
||||
// Get all of the spawnpoints
|
||||
var spawnpoints = Entity.All.OfType<SpawnPoint>();
|
||||
|
||||
// chose a random one
|
||||
var randomSpawnPoint = spawnpoints.OrderBy( x => Guid.NewGuid() ).FirstOrDefault();
|
||||
|
||||
// if it exists, place the pawn there
|
||||
if ( randomSpawnPoint != null )
|
||||
{
|
||||
var tx = randomSpawnPoint.Transform;
|
||||
tx.Position = tx.Position + Vector3.Up * 50.0f; // raise it up
|
||||
lucker.Position = tx.Position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
22
code/Minigames/Minigame.cs
Normal file
22
code/Minigames/Minigame.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using LuckerGame.Entities;
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.Minigames;
|
||||
|
||||
public abstract class Minigame : Entity
|
||||
{
|
||||
public abstract string Name { get; }
|
||||
/// <summary>
|
||||
/// Initializes the minigame with a list of luckers playing it
|
||||
/// </summary>
|
||||
/// <param name="players">the players who made it into the minigame</param>
|
||||
public abstract void Initialize(List<Lucker> players);
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up any entities and components created by this minigame.
|
||||
/// It is not necessary to remove the lucker's pawns, the manager will do so if any were assigned.
|
||||
/// </summary>
|
||||
public abstract void Cleanup();
|
||||
}
|
||||
36
code/Minigames/RussianRoulette/RussianRouletteMinigame.cs
Normal file
36
code/Minigames/RussianRoulette/RussianRouletteMinigame.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using LuckerGame.Entities;
|
||||
using Sandbox;
|
||||
|
||||
namespace LuckerGame.Minigames.RussianRoulette;
|
||||
|
||||
public class RussianRouletteMinigame : Minigame
|
||||
{
|
||||
public override string Name => "Russian Roulette";
|
||||
|
||||
public override void Initialize( List<Lucker> players )
|
||||
{
|
||||
var pawn = new Pawn();
|
||||
|
||||
// Get all of the spawnpoints
|
||||
var spawnpoints = Entity.All.OfType<SpawnPoint>();
|
||||
|
||||
// chose a random one
|
||||
var randomSpawnPoint = spawnpoints.OrderBy( x => Guid.NewGuid() ).FirstOrDefault();
|
||||
|
||||
// if it exists, place the pawn there
|
||||
if ( randomSpawnPoint != null )
|
||||
{
|
||||
var tx = randomSpawnPoint.Transform;
|
||||
tx.Position = tx.Position + Vector3.Up * 50.0f; // raise it up
|
||||
pawn.Position = tx.Position;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Cleanup()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
||||
27
code/UI/Hud.razor
Normal file
27
code/UI/Hud.razor
Normal file
@@ -0,0 +1,27 @@
|
||||
@using Sandbox;
|
||||
@using Sandbox.UI;
|
||||
@using LuckerGame.UI.HudComponents
|
||||
@using LuckerGame.UI.Menus
|
||||
|
||||
@namespace LuckerGame.UI
|
||||
@inherits RootPanel
|
||||
@attribute [StyleSheet]
|
||||
|
||||
<root>
|
||||
<ChatBox/>
|
||||
<VoiceList/>
|
||||
<VotingLobby/>
|
||||
<Scoreboard/>
|
||||
|
||||
<div class="pointer-visible" />
|
||||
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
public override void Tick()
|
||||
{
|
||||
var devCam = Game.LocalClient.Components.Get<DevCamera>();
|
||||
SetClass( "camera-movement", Input.UsingController || Input.Down( "attack2" ) || devCam is not null );
|
||||
}
|
||||
}
|
||||
30
code/UI/Hud.razor.scss
Normal file
30
code/UI/Hud.razor.scss
Normal file
@@ -0,0 +1,30 @@
|
||||
$primary-color: 0, 123, 160;
|
||||
$primary-color-translucent: rgba($primary-color, 0.7);
|
||||
Hud
|
||||
{
|
||||
}
|
||||
.primary-color-background {
|
||||
background-color: rgb($primary-color);
|
||||
}
|
||||
.primary-color-translucent-background {
|
||||
background-color: $primary-color-translucent;
|
||||
}
|
||||
label
|
||||
{
|
||||
font-family: Poppins;
|
||||
color: white;
|
||||
font-size: 32px;
|
||||
|
||||
&.subtitle
|
||||
{
|
||||
font-size: 16px;
|
||||
}
|
||||
|
||||
&.header {
|
||||
font-size: 48px;
|
||||
}
|
||||
|
||||
&.material-icon {
|
||||
font-family: "Material Icons";
|
||||
}
|
||||
}
|
||||
29
code/UI/HudComponents/Scoreboard.razor
Normal file
29
code/UI/HudComponents/Scoreboard.razor
Normal file
@@ -0,0 +1,29 @@
|
||||
@using System
|
||||
@using System.Collections.Generic
|
||||
@using System.Linq
|
||||
@using LuckerGame.Entities
|
||||
@using Sandbox
|
||||
@using Sandbox.UI
|
||||
@namespace LuckerGame.UI.HudComponents
|
||||
@attribute [StyleSheet]
|
||||
@inherits Panel
|
||||
|
||||
<root>
|
||||
<div class="scoreboard-panel">
|
||||
@foreach (var player in Luckers)
|
||||
{
|
||||
<label>@player.Name</label>
|
||||
}
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code {
|
||||
|
||||
private IReadOnlyCollection<Lucker> Luckers => Entity.All.OfType<Lucker>().ToList();
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine(Luckers.Select(player => player.Name).ToList());
|
||||
}
|
||||
|
||||
}
|
||||
3
code/UI/HudComponents/Scoreboard.razor.scss
Normal file
3
code/UI/HudComponents/Scoreboard.razor.scss
Normal file
@@ -0,0 +1,3 @@
|
||||
Scoreboard {
|
||||
z-index: 0;
|
||||
}
|
||||
26
code/UI/MenuComponents/LuckerButton.razor
Normal file
26
code/UI/MenuComponents/LuckerButton.razor
Normal file
@@ -0,0 +1,26 @@
|
||||
@using System
|
||||
@using Sandbox.Razor
|
||||
@using Sandbox.UI
|
||||
|
||||
@inherits Panel
|
||||
@attribute [StyleSheet]
|
||||
@namespace LuckerGame.UI.MenuComponents
|
||||
|
||||
<root>
|
||||
<div class="lucker-button">
|
||||
@ChildContent
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code {
|
||||
|
||||
private RenderFragment _childContent;
|
||||
|
||||
public RenderFragment ChildContent
|
||||
{
|
||||
get { return _childContent; }
|
||||
set { _childContent = value; StateHasChanged(); }
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
15
code/UI/MenuComponents/LuckerButton.razor.scss
Normal file
15
code/UI/MenuComponents/LuckerButton.razor.scss
Normal file
@@ -0,0 +1,15 @@
|
||||
LuckerButton {
|
||||
div {
|
||||
&.lucker-button {
|
||||
z-index: 11;
|
||||
cursor: pointer;
|
||||
background-color: gray;
|
||||
padding: 5px;
|
||||
border-radius: 10px;
|
||||
|
||||
:hover {
|
||||
opacity: 0.7;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
9
code/UI/MenuComponents/LuckerSpinner.razor
Normal file
9
code/UI/MenuComponents/LuckerSpinner.razor
Normal file
@@ -0,0 +1,9 @@
|
||||
@using Sandbox.UI
|
||||
|
||||
@namespace LuckerGame.UI.MenuComponents
|
||||
@inherits Panel
|
||||
@attribute [StyleSheet]
|
||||
|
||||
<root>
|
||||
<div class="loader"/>
|
||||
</root>
|
||||
20
code/UI/MenuComponents/LuckerSpinner.razor.scss
Normal file
20
code/UI/MenuComponents/LuckerSpinner.razor.scss
Normal file
@@ -0,0 +1,20 @@
|
||||
LuckerSpinner {
|
||||
.loader {
|
||||
width: 48px;
|
||||
height: 48px;
|
||||
border: 5px solid #FFF;
|
||||
border-bottom-color: transparent;
|
||||
border-radius: 50%;
|
||||
animation-name: rotation;
|
||||
animation-duration: 1s;
|
||||
animation-iteration-count: infinite;
|
||||
}
|
||||
}
|
||||
@keyframes rotation {
|
||||
0% {
|
||||
transform: rotate(0deg);
|
||||
}
|
||||
100% {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
}
|
||||
77
code/UI/Menus/VotingLobby.razor
Normal file
77
code/UI/Menus/VotingLobby.razor
Normal file
@@ -0,0 +1,77 @@
|
||||
@using System
|
||||
@using System.Collections.Generic
|
||||
@using System.Linq
|
||||
@using LuckerGame.Entities
|
||||
@using LuckerGame.Enums
|
||||
@using Sandbox.UI;
|
||||
@using Sandbox;
|
||||
@using LuckerGame.UI.MenuComponents
|
||||
|
||||
@inherits Panel
|
||||
@attribute [StyleSheet]
|
||||
@namespace LuckerGame.UI.Menus
|
||||
@if (RoundManager == null)
|
||||
{
|
||||
<root>
|
||||
<div class="voting-panel primary-color-translucent-background">
|
||||
<LuckerSpinner/>
|
||||
</div>
|
||||
</root>
|
||||
return;
|
||||
}
|
||||
@if (RoundManager.RoundState == RoundState.InProgress)
|
||||
{
|
||||
return;
|
||||
}
|
||||
<root>
|
||||
<div class="voting-panel primary-color-translucent-background">
|
||||
@if (RoundManager.RoundState == RoundState.NotStarted)
|
||||
{
|
||||
<label class="header">Waiting for players...</label>
|
||||
}
|
||||
else
|
||||
{
|
||||
if (@RoundManager.SecondsLeftInCountdown > 0)
|
||||
{
|
||||
<label class="header">@RoundManager.SecondsLeftInCountdown</label>
|
||||
}
|
||||
else
|
||||
{
|
||||
<label class="header">Good luck!</label>
|
||||
}
|
||||
}
|
||||
<div class="voters">
|
||||
@foreach (var lucker in Luckers)
|
||||
{
|
||||
<div class="voter">
|
||||
<label>@lucker.Name </label><label class="material-icon">@(lucker.Ready ? "done" : "close")</label>
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
<LuckerButton @onclick=@ReadyButtonPressed>
|
||||
<ChildContent>
|
||||
<label>@(Ready ? "Unready" : "Ready")</label>
|
||||
</ChildContent>
|
||||
</LuckerButton>
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code {
|
||||
|
||||
private List<Lucker> Luckers => Entity.All.OfType<Lucker>().ToList();
|
||||
private RoundManager RoundManager => Entity.All.OfType<RoundManager>().FirstOrDefault();
|
||||
private Lucker ThisLucker => Game.LocalClient.Pawn as Lucker;
|
||||
private bool Ready => ThisLucker.Ready;
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine(Luckers.Select(lucker => lucker.Ready), Ready, RoundManager?.SecondsLeftInCountdown);
|
||||
}
|
||||
|
||||
private void ReadyButtonPressed()
|
||||
{
|
||||
ConsoleSystem.Run("set_ready", !ThisLucker.Ready);
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
}
|
||||
43
code/UI/Menus/VotingLobby.razor.scss
Normal file
43
code/UI/Menus/VotingLobby.razor.scss
Normal file
@@ -0,0 +1,43 @@
|
||||
VotingLobby {
|
||||
z-index: 10;
|
||||
.label {
|
||||
text-align: center;
|
||||
}
|
||||
.voting-panel {
|
||||
gap: 10px;
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
backdrop-filter: blur(10px);
|
||||
width: 100vw;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
pointer-events: all;
|
||||
|
||||
.header {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
}
|
||||
LuckerButton {
|
||||
position: absolute;
|
||||
bottom: 0;
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
}
|
||||
.voters {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
.voter {
|
||||
width: 100vw;
|
||||
.label {
|
||||
width: 100%;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user