merge with master
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@@ -15,13 +15,14 @@ public abstract class Minigame : Entity
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/// <summary>
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/// Initializes the minigame with a list of luckers playing it.
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/// </summary>
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/// <param name="players">the players who made it into the minigame</param>
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public abstract void Initialize(List<Lucker> players);
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/// <param name="luckers">the luckers who made it into the minigame</param>
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public abstract void Initialize(List<Lucker> luckers);
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/// <summary>
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/// Once a minigame is loaded and initialized, this method is called once per server tick.
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/// </summary>
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public abstract void Tick();
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/// <returns>true if the minigame has ended, false otherwise</returns>
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public abstract bool Tick();
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/// <summary>
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/// Cleans up any entities and components created by this minigame.
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@@ -41,7 +41,7 @@ public partial class RussianPistol : Weapon
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}
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else
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{
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Pawn.PlaySound( "denyundo" );
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Pawn.PlaySound( "player_use_fail" );
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}
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Ammo--;
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}
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@@ -14,87 +14,102 @@ namespace LuckerGame.Minigames.RussianRoulette;
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public class RussianRouletteMinigame : Minigame
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{
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public override string Name => "Russian Roulette";
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private List<Lucker> Players { get; set; }
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private Entities.Pawn Shooter { get; set; }
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private List<Lucker> Luckers { get; set; }
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private Pawn Shooter { get; set; }
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private const float ShooterDistance = 80f;
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private const float TimeBetweenShots = 7f;
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private const float TimeBetweenDeathAndEnd = 5f;
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private const string ShooterName = "The Russian";
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private int Taunted = 0;
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private Pawn ShooterTarget;
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private List<Entities.Pawn> DeadVictims => Players
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.Select( player => player.Pawn as Entities.Pawn )
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.Where( pawn => !pawn.IsValid || pawn.LifeState != LifeState.Alive )
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private List<Pawn> DeadVictims => Luckers
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.Select( lucker => lucker.Pawn as Pawn )
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.Where( pawn => pawn is not { IsValid: true } || pawn.LifeState != LifeState.Alive )
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.ToList();
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private TimeSince TimeSinceShot { get; set; }
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private TimeSince TimeSinceDeadVictim { get; set; }
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public override void Initialize( List<Lucker> players )
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public override void Initialize( List<Lucker> luckers )
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{
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Players = players;
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Shooter = new Entities.Pawn();
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Luckers = luckers;
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Shooter = new Pawn();
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Shooter.Name = ShooterName;
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var shooterInventory = Shooter.Components.Create<PawnInventory>();
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shooterInventory.AddWeapon( new RussianPistol() );
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// Setup cameras for players
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Players.ForEach( player =>
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// Setup cameras for luckers
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Luckers.ForEach( lucker =>
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{
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player.Components.Create<RTSCamera>();
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player.Position = Shooter.Position;
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lucker.Components.Create<RTSCamera>();
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lucker.Position = Shooter.Position;
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} );
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Players.Select((player, i) => (Player: player, Index: i) ).ToList().ForEach( pair =>
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Luckers.Select((lucker, i) => (Lucker: lucker, Index: i) ).ToList().ForEach( pair =>
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{
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var player = pair.Player;
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var lucker = pair.Lucker;
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var index = pair.Index;
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var pawn = new Entities.Pawn();
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pawn.Name = player.Name;
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var pawn = new Pawn();
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pawn.Name = lucker.Name;
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pawn.Tags.Add( "victim" );
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pawn.Health = 1;
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player.Pawn = pawn;
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pawn.DressFromClient( player.Client );
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lucker.Pawn = pawn;
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pawn.DressFromClient( lucker.Client );
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var pawnOffset = ShooterDistance * (index % 2 == 0 ? Vector3.Forward : Vector3.Right) * (index % 4 >= 2 ? -1 : 1);
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player.Pawn.Position = Shooter.Position + pawnOffset;
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lucker.Pawn.Position = Shooter.Position + pawnOffset;
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pawn.LookAt(Shooter.Position);
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} );
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TimeSinceShot = 0;
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Taunted = 0;
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}
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public override void Tick()
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public override bool Tick()
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{
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// Someone is dead, we're getting ready to end
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if ( DeadVictims.Any() )
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{
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if ( Taunted != int.MaxValue )
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{
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ChatBox.AddChatEntry( To.Everyone, "Shooter", "Heh, nothing personnel, kid." );
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ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Heh, nothing personnel, kid." );
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Taunted = int.MaxValue;
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TimeSinceDeadVictim = 0;
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}
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else if(TimeSinceDeadVictim > TimeBetweenDeathAndEnd)
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{
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return true;
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}
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return;
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}
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if ( TimeSinceShot > TimeBetweenShots )
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else if ( TimeSinceShot > TimeBetweenShots )
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{
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TimeSinceShot = 0;
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Taunted = 0;
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Shooter.Inventory.ActiveWeapon.PrimaryAttack();
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if ( !DeadVictims.Any() )
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{
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ChatBox.AddChatEntry( To.Everyone, "Shooter", "Fucking lag..." );
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ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Fucking lag..." );
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}
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}
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else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
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{
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var victim = Players.Select( player => player.Pawn as Racer )
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ShooterTarget = Luckers.Select( lucker => lucker.Pawn as Pawn )
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.OrderBy( _ => Guid.NewGuid() )
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.FirstOrDefault();
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Shooter.LookAt( victim.Position );
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ChatBox.AddChatEntry( To.Everyone, "Shooter", $"I'm gonna eat you up, {victim.Name}" );
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Shooter.LookAt( ShooterTarget.Position );
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var chance = 1f / Shooter.Inventory.ActiveWeapon.Ammo;
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ChatBox.AddChatEntry( To.Everyone, Shooter.Name, $"Good luck, {ShooterTarget.Name}! You have a {chance:P0} chance to die!" );
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Taunted++;
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}
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else if ( TimeSinceShot > TimeBetweenShots / 2 && Taunted == 0)
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{
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ChatBox.AddChatEntry( To.Everyone, "Shooter", "Im gettin' ready!" );
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ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Im gettin' ready!" );
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Taunted++;
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}
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return false;
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}
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public override void Cleanup()
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