Updates based on PR feedback
This commit is contained in:
@@ -6,18 +6,18 @@ 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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/// Represents a person playing the game.
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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 controls. This value is networked and should be accessed through <see cref="Pawn"/>.
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/// The entity this lucker controls. This value is networked and should be accessed through <see cref="Pawn"/>.
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/// </summary>
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[Net] private Entity InternalPawn { get; set; }
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/// <summary>
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/// Accesses or sets the entity this player current controls
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/// Accesses or sets the entity this lucker currently controls
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/// </summary>
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public Entity Pawn
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{
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@@ -33,7 +33,7 @@ public partial class Lucker : Entity
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}
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/// <summary>
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/// Before the round has started, this player indicated they were ready
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/// Before the round has started, this lucker indicated they were ready
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/// </summary>
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[Net] public bool Ready { get; set; }
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@@ -45,20 +45,20 @@ public partial class Lucker : Entity
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[BindComponent] public LuckerStats Stats { 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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/// Creates and properly sets up a <see cref="Lucker"/> 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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/// <param name="client">the client to own the lucker</param>
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/// <returns>the newly created lucker</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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var stats = player.Components.Create<LuckerStats>();
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var lucker = new Lucker();
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client.Pawn = lucker;
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lucker.Owner = client as Entity;
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lucker.Name = client.Name;
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lucker.Components.Create<RTSCamera>();
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lucker.Components.Create<LuckerStats>();
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return player;
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return lucker;
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}
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/// <summary>
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@@ -69,12 +69,12 @@ public partial class Lucker : Entity
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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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var lucker = client.Pawn as Lucker;
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lucker.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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/// Sets this lucker'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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@@ -82,7 +82,7 @@ public partial class Lucker : Entity
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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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Event.Run( LuckerEvent.LuckerReady, this, ready );
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}
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}
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@@ -23,9 +23,9 @@ public partial class MinigameManager : Entity
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private List<TypeDescription> AvailableMinigames { get; set; }
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/// <summary>
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/// The players involved in the current minigame
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/// The luckers involved in the current minigame
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/// </summary>
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private List<Lucker> InvolvedPlayers { get; set; }
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private List<Lucker> InvolvedLuckers { get; set; }
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public override void Spawn()
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{
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@@ -33,14 +33,17 @@ public partial class MinigameManager : Entity
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FindMinigames();
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}
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public void StartMinigame(List<Lucker> players, string minigameName = null)
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public void StartMinigame(List<Lucker> luckers, string minigameName = null)
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{
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InvolvedPlayers = players.ToList();
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InvolvedLuckers = luckers.ToList();
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if (CheckForMinigames())
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{
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LoadedMinigame = string.IsNullOrEmpty( minigameName ) ? TypeLibrary.Create<Minigame>(AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault().TargetType) : TypeLibrary.Create<Minigame>( minigameName );
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LoadedMinigame = string.IsNullOrEmpty( minigameName )
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? TypeLibrary.Create<Minigame>( AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault()
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.TargetType )
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: TypeLibrary.Create<Minigame>( minigameName );
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ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
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LoadedMinigame.Initialize( players );
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LoadedMinigame.Initialize( luckers );
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}
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}
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@@ -69,19 +72,19 @@ public partial class MinigameManager : Entity
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}
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/// <summary>
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/// Goes through the players included in the loaded minigame and deletes and nulls out any pawns assigned to them
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/// Goes through the luckers included in the loaded minigame and deletes and nulls out any pawns assigned to them
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/// </summary>
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private void CleanupPlayerPawns()
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private void CleanupLuckerPawns()
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{
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if ( LoadedMinigame is not { IsValid: true } || InvolvedPlayers == null)
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if ( LoadedMinigame is not { IsValid: true } || InvolvedLuckers == null)
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{
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Log.Warning( "Attempted to clean up players without a minigame loaded!" );
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return;
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}
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InvolvedPlayers.ForEach( player =>
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InvolvedLuckers.ForEach( lucker =>
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{
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player.Pawn?.Delete();
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player.Pawn = null;
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lucker.Pawn?.Delete();
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lucker.Pawn = null;
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} );
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}
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@@ -100,11 +103,16 @@ public partial class MinigameManager : Entity
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{
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return false;
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}
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LoadedMinigame.Cleanup();
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CleanupPlayerPawns();
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LoadedMinigame = null;
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EndMinigame();
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return true;
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}
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private void EndMinigame()
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{
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LoadedMinigame.Cleanup();
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CleanupLuckerPawns();
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LoadedMinigame.Delete();
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LoadedMinigame = null;
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InvolvedLuckers = null;
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}
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}
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@@ -52,7 +52,7 @@ public partial class RoundManager : Entity
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[ConVar.Replicated("lucker_minigames_per_round")]
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public static int MinigamesLeftInRound { get; set; }
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private List<Lucker> Players { get; set; }
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private List<Lucker> Luckers { get; set; }
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#endregion
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/// <inheritdoc/>
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@@ -83,7 +83,7 @@ public partial class RoundManager : Entity
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MinigamesLeftInRound--;
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if ( MinigamesLeftInRound > 0 )
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{
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MinigameManager.StartMinigame( Players );
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MinigameManager.StartMinigame( Luckers );
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}
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else
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{
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@@ -94,11 +94,12 @@ public partial class RoundManager : Entity
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}
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/// <summary>
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/// Is triggered whenever a player readies up
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/// Is triggered whenever a lucker readies up or readies down
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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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/// <param name="readyLucker">the lucker that readied up</param>
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/// <param name="ready">the lucker's ready state</param>
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[LuckerEvent.LuckerReady]
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public void HandleLuckerReady( 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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@@ -107,9 +108,9 @@ public partial class RoundManager : Entity
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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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var luckers = All.OfType<Lucker>().ToList();
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var readiedCount = luckers.Count( lucker => lucker.Ready );
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var totalCount = luckers.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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@@ -132,13 +133,13 @@ public partial class RoundManager : Entity
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}
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RoundState = RoundState.InProgress;
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Players = All.OfType<Lucker>().ToList();
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Players.ForEach( player =>
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Luckers = All.OfType<Lucker>().ToList();
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Luckers.ForEach( lucker =>
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{
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player.Ready = false;
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lucker.Ready = false;
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} );
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MinigamesLeftInRound = MinigamesPerRound;
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MinigameManager.StartMinigame( Players, minigameName );
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MinigameManager.StartMinigame( Luckers, minigameName );
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}
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[ConCmd.Server( "start_round" )]
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@@ -76,7 +76,7 @@ public partial class Weapon : AnimatedEntity
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}
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/// <summary>
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/// Called when the weapon is either removed from the player, or holstered.
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/// Called when the weapon is either removed from the pawn, or holstered.
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/// </summary>
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public void OnHolster()
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{
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@@ -4,16 +4,16 @@ namespace LuckerGame.Events;
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public static partial class LuckerEvent
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{
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public const string PlayerReady = "lucker.playerReady";
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public const string LuckerReady = "lucker.luckerReady";
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/// <summary>
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/// Event is run on the server whenever a player changes ready state
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/// The event handler is given the player that readied up and their new ready state
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/// Event is run on the server whenever a lucker changes ready state
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/// The event handler is given the lucker that readied up and their new ready state
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/// </summary>
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[MethodArguments(typeof(Entities.Lucker), typeof(bool))]
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public class PlayerReadyAttribute : EventAttribute
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public class LuckerReadyAttribute : EventAttribute
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{
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public PlayerReadyAttribute() : base(PlayerReady)
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public LuckerReadyAttribute() : base(LuckerReady)
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{
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}
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}
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@@ -15,8 +15,8 @@ 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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@@ -14,7 +14,7 @@ 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 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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@@ -24,43 +24,43 @@ public class RussianRouletteMinigame : Minigame
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private int Taunted = 0;
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private Pawn ShooterTarget;
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private List<Pawn> DeadVictims => Players
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.Select( player => player.Pawn as Pawn )
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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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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 Pawn();
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pawn.Name = player.Name;
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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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@@ -95,7 +95,7 @@ public class RussianRouletteMinigame : Minigame
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}
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else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
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{
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ShooterTarget = Players.Select( player => player.Pawn as Pawn )
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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( ShooterTarget.Position );
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@@ -10,9 +10,9 @@
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<root>
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<div class="scoreboard-panel">
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@foreach (var player in Luckers)
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@foreach (var lucker in Luckers)
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{
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<label>@player.Name</label>
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<label>@lucker.Name</label>
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}
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</div>
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</root>
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@@ -23,7 +23,7 @@
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protected override int BuildHash()
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{
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return HashCode.Combine(Luckers.Select(player => player.Name).ToList());
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return HashCode.Combine(Luckers.Select(lucker => lucker.Name).ToList());
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}
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}
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@@ -27,7 +27,7 @@
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<div class="voting-panel primary-color-translucent-background">
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@if (RoundManager.RoundState == RoundState.NotStarted)
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{
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<label class="header">Waiting for players...</label>
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<label class="header">Waiting for luckers...</label>
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}
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else
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{
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Reference in New Issue
Block a user