Create FPS Test minigame with other shit

This commit is contained in:
Keenan Turley
2023-08-03 21:32:33 -07:00
parent bdb25fd3ce
commit 97a2442d03
15 changed files with 758 additions and 13 deletions

View File

@@ -13,6 +13,7 @@ public partial class Lucker : Entity
/// <summary>
/// The entity this Player currently controls
/// </summary>
[Net]
public Entity Pawn { get; set; }
/// <summary>
@@ -70,18 +71,20 @@ public partial class Lucker : Entity
public override void Simulate( IClient cl )
{
base.Simulate( cl );
Pawn?.Simulate(cl);
}
public override void FrameSimulate( IClient cl )
{
base.FrameSimulate( cl );
Camera?.Update();
Pawn?.FrameSimulate(cl);
}
public override void BuildInput()
{
base.BuildInput();
Camera?.BuildInput();
Pawn?.BuildInput();
}
}

View File

@@ -29,7 +29,8 @@ public partial class MinigameManager : Entity
return;
}
LoadedMinigame = AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault();
// LoadedMinigame = AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault();
LoadedMinigame = AvailableMinigames.Find( minigame => minigame.Name == "FPS Test" );
ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
LoadedMinigame.Initialize( players );
}

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@@ -6,11 +6,11 @@ namespace LuckerGame.Components.Lucker.Cameras;
public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
{
public virtual bool ShouldShowCursor => false;
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; }
public Vector3 CameraPosition { get; set; }
public Rotation CameraRotation { get; set; }
public float FieldOfView { get; set; }
public IEntity FirstPersonViewer { get; set; }
public Transform SoundSource { get; set; }
/// <summary>
/// Handles any input-independent camera updates (ie following a pawn)

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@@ -0,0 +1,43 @@
using Sandbox;
namespace LuckerGame.Components.Lucker.Cameras;
public class FpsCamera : AbstractCamera
{
protected override void UpdateCameraParameters()
{
if ( Entity.Pawn is not Minigames.FpsTest.Pawn pawn)
{
return;
}
CameraRotation = pawn.ViewAngles.ToRotation();
FieldOfView = Screen.CreateVerticalFieldOfView( Game.Preferences.FieldOfView );
FirstPersonViewer = pawn;
CameraPosition = pawn.EyePosition;
}
public override void BuildInput()
{
if ( Input.StopProcessing )
return;
if ( Entity.Pawn is not Minigames.FpsTest.Pawn pawn )
{
return;
}
var look = Input.AnalogLook;
if ( pawn.ViewAngles.pitch is > 90f or < -90f )
{
look = look.WithYaw( look.yaw * -1f );
}
var viewAngles = pawn.ViewAngles;
viewAngles += look;
viewAngles.pitch = viewAngles.pitch.Clamp( -89f, 89f );
viewAngles.roll = 0f;
pawn.ViewAngles = viewAngles.Normal;
}
}

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@@ -7,7 +7,7 @@ namespace LuckerGame.Components.Lucker.Cameras;
/// <summary>
/// A top down camera that can be
/// </summary>
public partial class RTSCamera : AbstractCamera, ISingletonComponent
public partial class RTSCamera : AbstractCamera
{
public override bool ShouldShowCursor => true;
private const float MaxDistance = 400f;

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@@ -0,0 +1,49 @@
using System;
using System.Collections.Generic;
using System.Linq;
using LuckerGame.Components.Lucker.Cameras;
using LuckerGame.Entities;
using Sandbox;
namespace LuckerGame.Minigames.FpsTest;
[Library("mg_fps_test")]
public class FpsTestMinigame : Minigame
{
public override string Name => "FPS Test";
private List<Lucker> Players { get; set; }
public override void Initialize( List<Lucker> players )
{
Players = players;
Players.ForEach( player =>
{
player.Components.Create<FpsCamera>();
Pawn fpsPawn = new Pawn();
fpsPawn.SetupOwner(player);
player.Pawn = fpsPawn;
// 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
player.Position = tx.Position;
}
} );
}
public override void Tick()
{
}
public override void Cleanup()
{
}
}

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@@ -0,0 +1,164 @@
using Sandbox;
using System.ComponentModel;
using LuckerGame.Minigames.FpsTest.Weapons;
namespace LuckerGame.Minigames.FpsTest;
public partial class Pawn : AnimatedEntity
{
[Net, Predicted]
public FpsWeapon ActiveFpsWeapon { get; set; }
public Vector3 InputDirection
{
get => PropertyProxy?.InputDirection ?? Vector3.Zero;
set
{
if ( PropertyProxy == null ) return;
PropertyProxy.InputDirection = value;
}
}
public Angles ViewAngles {
get => PropertyProxy?.ViewAngles ?? Angles.Zero;
set
{
if ( PropertyProxy == null ) return;
PropertyProxy.ViewAngles = value;
}
}
/// <summary>
/// Position a player should be looking from in world space.
/// </summary>
[Browsable( false )]
public Vector3 EyePosition
{
get => Transform.PointToWorld( EyeLocalPosition );
set => EyeLocalPosition = Transform.PointToLocal( value );
}
/// <summary>
/// Position a player should be looking from in local to the entity coordinates.
/// </summary>
[Net, Predicted, Browsable( false )]
public Vector3 EyeLocalPosition { get; set; }
/// <summary>
/// Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity.
/// </summary>
[Browsable( false )]
public Rotation EyeRotation
{
get => Transform.RotationToWorld( EyeLocalRotation );
set => EyeLocalRotation = Transform.RotationToLocal( value );
}
/// <summary>
/// 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.
/// </summary>
[Net, Predicted, Browsable( false )]
public Rotation EyeLocalRotation { get; set; }
public BBox Hull
{
get => new
(
new Vector3( -16, -16, 0 ),
new Vector3( 16, 16, 64 )
);
}
[BindComponent] public PawnController Controller { get; }
[BindComponent] public PawnAnimator Animator { get; }
public override Ray AimRay => new Ray( EyePosition, EyeRotation.Forward );
private PawnPropertyProxyComponent PropertyProxy { get => Owner?.Components.Get<PawnPropertyProxyComponent>(); }
/// <summary>
/// Called when the entity is first created
/// </summary>
public override void Spawn()
{
SetModel( "models/citizen/citizen.vmdl" );
EnableDrawing = true;
EnableHideInFirstPerson = true;
EnableShadowInFirstPerson = true;
Components.Create<PawnController>();
Components.Create<PawnAnimator>();
}
public void SetActiveWeapon( FpsWeapon fpsWeapon )
{
ActiveFpsWeapon?.OnHolster();
ActiveFpsWeapon = fpsWeapon;
ActiveFpsWeapon.OnEquip( this );
}
public void DressFromClient( IClient cl )
{
var c = new ClothingContainer();
c.LoadFromClient( cl );
c.DressEntity( this );
}
public override void Simulate( IClient cl )
{
SimulateRotation();
Controller?.Simulate( cl );
Animator?.Simulate();
ActiveFpsWeapon?.Simulate( cl );
EyeLocalPosition = Vector3.Up * (64f * Scale);
}
public override void BuildInput()
{
InputDirection = Input.AnalogMove;
if ( Input.StopProcessing )
return;
}
public override void FrameSimulate( IClient cl )
{
SimulateRotation();
}
public TraceResult TraceBBox( Vector3 start, Vector3 end, float liftFeet = 0.0f )
{
return TraceBBox( start, end, Hull.Mins, Hull.Maxs, liftFeet );
}
public TraceResult TraceBBox( Vector3 start, Vector3 end, Vector3 mins, Vector3 maxs, float liftFeet = 0.0f )
{
if ( liftFeet > 0 )
{
start += Vector3.Up * liftFeet;
maxs = maxs.WithZ( maxs.z - liftFeet );
}
var tr = Trace.Ray( start, end )
.Size( mins, maxs )
.WithAnyTags( "solid", "playerclip", "passbullets" )
.Ignore( this )
.Run();
return tr;
}
public void SetupOwner( Entity owner )
{
Owner = owner;
owner.Components.GetOrCreate<PawnPropertyProxyComponent>();
}
protected void SimulateRotation()
{
EyeRotation = ViewAngles.ToRotation();
Rotation = ViewAngles.WithPitch( 0f ).ToRotation();
}
}

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@@ -0,0 +1,20 @@
using Sandbox;
namespace LuckerGame.Minigames.FpsTest;
public class PawnAnimator : EntityComponent<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();
}
}
}

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@@ -0,0 +1,174 @@
using Sandbox;
using System;
using System.Collections.Generic;
namespace LuckerGame.Minigames.FpsTest;
public class PawnController : EntityComponent<Pawn>
{
public int StepSize => 24;
public int GroundAngle => 45;
public int JumpSpeed => 300;
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 = Entity.ViewAngles.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, 100, 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 > 100f )
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 );
}
}

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@@ -0,0 +1,22 @@
using System.ComponentModel;
using LuckerGame.Entities;
using Sandbox;
namespace LuckerGame.Minigames.FpsTest;
/// <summary>
/// Component attached to a Lucker that will allow us to use [ClientInput] in the actual minigame's Pawn.
/// </summary>
/// <
/// <para>
/// This is because [ClientInput] only works for the Pawn owned by the Client (Lucker), and the Lucker's components.
/// We create this component in the Minigame's Pawn, attach it to the Lucker, and use these properties from there.
/// </para>
public class PawnPropertyProxyComponent : EntityComponent<Lucker>
{
[ClientInput]
public Vector3 InputDirection { get; set; }
[ClientInput]
public Angles ViewAngles { get; set; }
}

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@@ -0,0 +1,205 @@
using System.Collections.Generic;
using Sandbox;
namespace LuckerGame.Minigames.FpsTest.Weapons;
public partial class FpsWeapon : AnimatedEntity
{
/// <summary>
/// The View Model's entity, only accessible clientside.
/// </summary>
public WeaponViewModel ViewModelEntity { get; protected set; }
/// <summary>
/// An accessor to grab our Pawn.
/// </summary>
public Pawn Pawn => Owner as Pawn;
/// <summary>
/// This'll decide which entity to fire effects from. If we're in first person, the View Model, otherwise, this.
/// </summary>
public AnimatedEntity EffectEntity => Camera.FirstPersonViewer == Owner ? ViewModelEntity : this;
public virtual string ViewModelPath => null;
public virtual string ModelPath => null;
/// <summary>
/// How often you can shoot this gun.
/// </summary>
public virtual float PrimaryRate => 5.0f;
/// <summary>
/// How long since we last shot this gun.
/// </summary>
[Net, Predicted] public TimeSince TimeSincePrimaryAttack { get; set; }
public override void Spawn()
{
EnableHideInFirstPerson = true;
EnableShadowInFirstPerson = true;
EnableDrawing = false;
if ( ModelPath != null )
{
SetModel( ModelPath );
}
}
/// <summary>
/// Called when <see cref="Pawn.SetActiveWeapon(FpsWeapon)"/> is called for this weapon.
/// </summary>
/// <param name="pawn"></param>
public void OnEquip( Pawn pawn )
{
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()
{
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;
PrimaryAttack();
}
}
}
/// <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" ) ) return false;
var rate = PrimaryRate;
if ( rate <= 0 ) return true;
return TimeSincePrimaryAttack > (1 / rate);
}
/// <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]
private 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();
}
}
}

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@@ -0,0 +1,32 @@
using Sandbox;
namespace LuckerGame.Minigames.FpsTest.Weapons;
public partial class Pistol : FpsWeapon
{
public override string ModelPath => "weapons/rust_pistol/rust_pistol.vmdl";
public override string ViewModelPath => "weapons/rust_pistol/v_rust_pistol.vmdl";
[ClientRpc]
protected virtual void ShootEffects()
{
Game.AssertClient();
Particles.Create( "particles/pistol_muzzleflash.vpcf", EffectEntity, "muzzle" );
Pawn.SetAnimParameter( "b_attack", true );
ViewModelEntity?.SetAnimParameter( "fire", true );
}
public override void PrimaryAttack()
{
ShootEffects();
Pawn.PlaySound( "rust_pistol.shoot" );
ShootBullet( 0.1f, 100, 20, 1 );
}
protected override void Animate()
{
Pawn.SetAnimParameter( "holdtype", (int)CitizenAnimationHelper.HoldTypes.Pistol );
}
}

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@@ -0,0 +1,22 @@
using Sandbox;
namespace LuckerGame.Minigames.FpsTest.Weapons;
public partial class WeaponViewModel : BaseViewModel
{
protected FpsWeapon FpsWeapon { get; init; }
public WeaponViewModel( FpsWeapon fpsWeapon )
{
FpsWeapon = fpsWeapon;
EnableShadowCasting = false;
EnableViewmodelRendering = true;
}
public override void PlaceViewmodel()
{
base.PlaceViewmodel();
Camera.Main.SetViewModelCamera( 80f, 1, 500 );
}
}

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@@ -1,3 +1,4 @@
@using System
@using LuckerGame.Components.Lucker.Cameras
@using Sandbox
@using Sandbox.UI
@@ -5,12 +6,19 @@
@attribute [StyleSheet]
@inherits Panel
@if (ShouldShowCursor)
{
<root/>
}
<root>
@if (ShouldShowCursor)
{
<div class="cursor-catch"></div>
}
</root>
@code {
protected override int BuildHash()
{
return HashCode.Combine(ShouldShowCursor);
}
private bool ShouldShowCursor => Game.LocalClient.Pawn?.Components.Get<AbstractCamera>()?.ShouldShowCursor ?? false;
}

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@@ -1,3 +1,5 @@
CameraCursor {
.cursor-catch {
pointer-events: all;
}
}