Russian roulette now ends after a player dies. Still need to let the minigame manager know and add logic for moving to the next game, cleanup, ending a round, etc

This commit is contained in:
gamer147
2023-08-02 23:04:51 -04:00
parent 0d6df93904
commit bdb25fd3ce
8 changed files with 186 additions and 22 deletions

View File

@@ -33,7 +33,7 @@
"Name": "My New Config",
"GameIdent": "local.are_you___lucker#local",
"MapName": "voximity.flat_plane",
"MaxPlayers": 1,
"MaxPlayers": 4,
"GameSettings": {},
"Addons": "",
"PreLaunchCommand": "",

View File

@@ -58,6 +58,7 @@ public partial class Pawn : AnimatedEntity
[BindComponent] public UserPawnController Controller { get; }
[BindComponent] public PawnAnimator Animator { get; }
[BindComponent] public PawnInventory Inventory { get; }
public override Ray AimRay => new Ray( EyePosition, EyeRotation.Forward );
@@ -71,12 +72,7 @@ public partial class Pawn : AnimatedEntity
EnableDrawing = true;
EnableHideInFirstPerson = true;
EnableShadowInFirstPerson = true;
}
public void Respawn()
{
Components.Create<UserPawnController>();
Components.Create<PawnAnimator>();
SetupPhysicsFromModel( PhysicsMotionType.Keyframed );
}
public void DressFromClient( IClient cl )
@@ -91,6 +87,7 @@ public partial class Pawn : AnimatedEntity
SimulateRotation();
Controller?.Simulate( cl );
Animator?.Simulate();
Inventory?.ActiveWeapon?.Simulate( cl );
}
public override void BuildInput()
@@ -130,4 +127,15 @@ public partial class Pawn : AnimatedEntity
EyeRotation = Rotation.Slerp( Rotation, idealRotation, Time.Delta * 10f );
Rotation = EyeRotation;
}
public void LookAt( Vector3 position )
{
Rotation = Rotation.LookAt( (position - this.Position).Normal, Vector3.Up );
EyePosition = position;
}
public override void TakeDamage( DamageInfo info )
{
base.TakeDamage( info );
}
}

View File

@@ -26,7 +26,7 @@ public partial class RoundManager : Entity
/// <summary>
/// The number of seconds from the timer starting before the round starts
/// </summary>
private const float RoundStartCountdownSeconds = 10f;
private const float RoundStartCountdownSeconds = 5f;
/// <summary>
/// The state of the current round

View File

@@ -1,3 +1,4 @@
using System;
using Sandbox;
using System.Collections.Generic;
@@ -26,6 +27,9 @@ public partial class Weapon : AnimatedEntity
public virtual string ReloadAnimPath => "reload";
public virtual string WeaponName => "weapon";
public virtual float ReloadDuration => 4f;
public virtual CitizenAnimationHelper.HoldTypes HoldType { get; }
protected virtual List<string> HitTags => new List<string> { "solid", "player", "npc" };
protected virtual float Damage => 20f;
private bool Reloading => TimeSinceReloadStarted < ReloadDuration;
/// <summary>
@@ -68,6 +72,7 @@ public partial class Weapon : AnimatedEntity
SetParent( pawn, true );
EnableDrawing = true;
CreateViewModel( To.Single( pawn ) );
pawn.SetAnimParameter( "holdtype", (int)HoldType );
}
/// <summary>
@@ -77,6 +82,7 @@ public partial class Weapon : AnimatedEntity
{
EnableDrawing = false;
DestroyViewModel( To.Single( Owner ) );
Pawn.SetAnimParameter( "holdtype", (int)CitizenAnimationHelper.HoldTypes.None );
}
/// <summary>
@@ -128,7 +134,7 @@ public partial class Weapon : AnimatedEntity
/// <returns></returns>
public virtual bool CanPrimaryAttack()
{
if ( !Owner.IsValid() || !Input.Down( "attack1" ) || Ammo == 0 || Reloading ) return false;
if ( !Owner.IsValid() || !Input.Down( "attack1" ) || (Ammo == 0 && MaxAmmo != 0) || Reloading ) return false;
var rate = PrimaryRate;
if ( rate <= 0 ) return true;
@@ -138,7 +144,7 @@ public partial class Weapon : AnimatedEntity
private void ReduceAmmoAndPrimaryAttack()
{
Ammo--;
Ammo = Math.Max(0, Ammo -1);
PrimaryAttack();
}
@@ -166,7 +172,7 @@ public partial class Weapon : AnimatedEntity
var trace = Trace.Ray( start, end )
.UseHitboxes()
.WithAnyTags( "solid", "player", "npc" )
.WithAnyTags( HitTags.ToArray() )
.Ignore( this )
.Size( radius );

View File

@@ -0,0 +1,54 @@
using System.Collections.Generic;
using System.Linq;
using LuckerGame.Entities.Weapons;
using Sandbox;
namespace LuckerGame.Components.Pawn;
public partial class PawnInventory : EntityComponent<Entities.Pawn>
{
[Net] private List<Weapon> Weapons { get; set; } = new List<Weapon>();
[Net, Predicted] public Weapon ActiveWeapon { get; private set; }
public List<Weapon> GetWeapons()
{
return Weapons.ToList();
}
public bool AddWeapon( Weapon weapon )
{
if ( Weapons.Any( w => w.GetType() == weapon.GetType() ) )
{
return false;
}
Weapons.Add( weapon );
if ( Weapons.Count == 1 )
{
SetActiveWeapon( weapon );
}
return true;
}
public void NextWeapon()
{
if ( ActiveWeapon == null )
{
ActiveWeapon = Weapons.FirstOrDefault();
return;
}
var weaponIndex = Weapons.IndexOf( ActiveWeapon );
var nextIndex = (weaponIndex + 1) % Weapons.Count;
var weapon = Weapons[nextIndex];
SetActiveWeapon( weapon );
}
public void SetActiveWeapon( Weapon weapon )
{
ActiveWeapon?.OnHolster();
ActiveWeapon = weapon;
ActiveWeapon.OnEquip( Entity );
}
}

View File

@@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using LuckerGame.Entities.Weapons;
using Sandbox;
namespace LuckerGame.Minigames.RussianRoulette;
public partial class RussianPistol : Weapon
{
public override string ModelPath => "weapons/rust_pistol/rust_pistol.vmdl";
public override string ViewModelPath => "weapons/rust_pistol/v_rust_pistol.vmdl";
public override string WeaponName => "Russian Pistol";
protected override List<string> HitTags => new List<string> { "victim" };
public override CitizenAnimationHelper.HoldTypes HoldType => CitizenAnimationHelper.HoldTypes.Pistol;
public override int MaxAmmo => 6;
protected override float Damage => 1000f;
[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()
{
if ( Random.Shared.Next( 1, Ammo + 1 ) == 1)
{
ShootEffects();
Pawn.PlaySound( "rust_pistol.shoot" );
ShootBullet( 0.01f, 100, Damage, 10 );
}
else
{
Pawn.PlaySound( "denyundo" );
}
Ammo--;
}
protected override void Animate()
{
Pawn.SetAnimParameter( "holdtype", (int)CitizenAnimationHelper.HoldTypes.Pistol );
}
}

View File

@@ -1,31 +1,38 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using LuckerGame.Components.Lucker.Cameras;
using LuckerGame.Components.Pawn;
using LuckerGame.Entities;
using Sandbox;
using Sandbox.UI;
namespace LuckerGame.Minigames.RussianRoulette;
[Library("mg_russian_roulette")]
public class RussianRouletteMinigame : Minigame
{
public override string Name => "Russian Roulette";
private List<Lucker> Players { get; set; }
private Pawn Shooter { get; set; }
private const float ShooterDistance = 50f;
private const int CardinalDirections = 4;
private const float ShooterDistance = 80f;
private const float TimeBetweenShots = 7f;
private int Taunted = 0;
private List<Pawn> DeadVictims => Players
.Select( player => player.Pawn as Pawn )
.Where( pawn => !pawn.IsValid || pawn.LifeState != LifeState.Alive )
.ToList();
private TimeSince TimeSinceShot { get; set; }
public override void Initialize( List<Lucker> players )
{
Players = players;
Shooter = new Pawn();
/*// Spawn shooter at a random spawnpoint
var spawnpoints = Entity.All.OfType<SpawnPoint>();
var randomSpawnPoint = spawnpoints.OrderBy( x => Guid.NewGuid() ).FirstOrDefault();
var tx = randomSpawnPoint.Transform;
tx.Position = tx.Position + Vector3.Up * 50.0f; // raise it up
Shooter.Position = tx.Position;*/
var shooterInventory = Shooter.Components.Create<PawnInventory>();
shooterInventory.AddWeapon( new RussianPistol() );
// Setup cameras for players
Players.ForEach( player =>
@@ -39,18 +46,55 @@ public class RussianRouletteMinigame : Minigame
var player = pair.Player;
var index = pair.Index;
var pawn = new Pawn();
pawn.Name = player.Name;
pawn.Tags.Add( "victim" );
pawn.Health = 1;
player.Pawn = pawn;
pawn.DressFromClient( player.Client );
var pawnOffset = ShooterDistance * (index % 2 == 0 ? Vector3.Forward : Vector3.Right) * (index % 4 >= 2 ? -1 : 1);
player.Pawn.Position = Shooter.Position + pawnOffset;
pawn.LookAt(Shooter.Position);
} );
TimeSinceShot = 0;
}
public override void Tick()
{
return;
if ( DeadVictims.Any() )
{
if ( Taunted != int.MaxValue )
{
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Heh, nothing personnel, kid." );
Taunted = int.MaxValue;
}
return;
}
if ( TimeSinceShot > TimeBetweenShots )
{
TimeSinceShot = 0;
Taunted = 0;
Shooter.Inventory.ActiveWeapon.PrimaryAttack();
if ( !DeadVictims.Any() )
{
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Fucking lag..." );
}
}
else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
{
var victim = Players.Select( player => player.Pawn as Pawn )
.OrderBy( _ => Guid.NewGuid() )
.FirstOrDefault();
Shooter.LookAt( victim.Position );
ChatBox.AddChatEntry( To.Everyone, "Shooter", $"I'm gonna eat you up, {victim.Name}" );
Taunted++;
}
else if ( TimeSinceShot > TimeBetweenShots / 2 && Taunted == 0)
{
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Im gettin' ready!" );
Taunted++;
}
}
public override void Cleanup()

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@@ -13,7 +13,6 @@
<VotingLobby/>
<Scoreboard/>
<CameraCursor/>
</root>
@code