Basic round loop done
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@@ -14,6 +14,7 @@ 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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private List<Lucker> InvolvedPlayers { get; set; }
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public override void Spawn()
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{
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@@ -23,6 +24,7 @@ public partial class MinigameManager : Entity
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public void StartMinigame(List<Lucker> players, string minigameName = null)
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{
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InvolvedPlayers = players.ToList();
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if (CheckForMinigames())
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{
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LoadedMinigame = string.IsNullOrEmpty( minigameName ) ? AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault() : TypeLibrary.Create<Minigame>( minigameName );
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@@ -54,13 +56,35 @@ public partial class MinigameManager : Entity
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{
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FindMinigames();
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}
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private void cleanupPlayerPawns()
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{
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InvolvedPlayers.ForEach( player =>
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{
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player.Pawn.Delete();
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player.Pawn = null;
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} );
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}
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public void Tick()
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/// <summary>
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/// Called once per tick by the RoundManager. Ticks any running minigame.
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/// </summary>
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/// <returns>true if the current minigame has ended, else false</returns>
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public bool Tick()
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{
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if ( LoadedMinigame is not { IsValid: true } )
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{
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return;
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return false;
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}
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LoadedMinigame.Tick();
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var ended = LoadedMinigame.Tick();
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if ( !ended )
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{
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return false;
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}
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LoadedMinigame.Cleanup();
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LoadedMinigame = null;
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return true;
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}
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}
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@@ -76,7 +76,19 @@ public partial class RoundManager : Entity
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if ( RoundState == RoundState.InProgress )
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{
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MinigameManager.Tick();
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var ended = MinigameManager.Tick();
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if ( ended )
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{
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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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}
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else
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{
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RoundState = RoundState.NotStarted;
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}
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}
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}
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}
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@@ -120,6 +132,11 @@ public partial class RoundManager : Entity
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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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{
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player.Ready = false;
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} );
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MinigamesLeftInRound = MinigamesPerRound;
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MinigameManager.StartMinigame( Players, minigameName );
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}
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@@ -21,7 +21,8 @@ public abstract class Minigame : Entity
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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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@@ -16,8 +16,10 @@ public class RussianRouletteMinigame : Minigame
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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 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 int Taunted = 0;
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private List<Pawn> DeadVictims => Players
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@@ -26,6 +28,7 @@ public class RussianRouletteMinigame : Minigame
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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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{
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@@ -60,7 +63,7 @@ public class RussianRouletteMinigame : Minigame
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TimeSinceShot = 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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if ( DeadVictims.Any() )
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{
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@@ -68,10 +71,14 @@ public class RussianRouletteMinigame : Minigame
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{
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ChatBox.AddChatEntry( To.Everyone, "Shooter", "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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@@ -95,6 +102,8 @@ public class RussianRouletteMinigame : Minigame
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ChatBox.AddChatEntry( To.Everyone, "Shooter", "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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