15 Commits

Author SHA1 Message Date
mccarreon
5647e33dd9 merge with master 2023-08-09 17:56:35 -07:00
mccarreon
bbf0a765d5 added nametags 2023-08-09 17:50:57 -07:00
cc877492d5 Merge pull request 'feature/Lucker-misc_RoundFramework' (#2) from feature/Lucker-misc_RoundFramework into master
Reviewed-on: #2
2023-08-07 05:13:13 +00:00
mccarreon
bce1f8e1f7 got racers animated and racing 2023-08-06 21:12:28 -07:00
mccarreon
3e9d64cb00 making racers 2023-08-06 18:41:00 -07:00
gamer147
90cc343560 Fixes convar 2023-08-05 22:08:57 -04:00
gamer147
5735087889 Updates based on PR feedback 2023-08-05 22:04:44 -04:00
mccarreon
b9dbe07e1f fixed camera with lookat functions 2023-08-04 21:16:49 -07:00
gamer147
1b34af21ee Updates roulette, fixes camera cursor and lucker entity setting along with minigame cleanup 2023-08-04 00:03:51 -04:00
mccarreon
4a338d9502 initial file creation 2023-08-03 19:34:23 -07:00
gamer147
5f804f5c24 Adds basic lucker stats component holding score, removes unused client input fixes up lucker entity setting to properly set owner on the target entity 2023-08-03 21:31:47 -04:00
gamer147
8650c75f2b Updates the russian roulette fail noise 2023-08-03 12:47:14 -04:00
gamer147
35b16afd9a Change how minigames are found and loaded to avoid needing to reset tons of state in initialize 2023-08-03 12:42:39 -04:00
gamer147
a5a734b31a Pulls in FPS menu so we can make edits 2023-08-03 12:22:24 -04:00
gamer147
686edc85a3 Basic round loop done 2023-08-03 11:45:09 -04:00
34 changed files with 1265 additions and 103 deletions

15
.sbproj
View File

@@ -37,7 +37,20 @@
"GameSettings": {},
"Addons": "",
"PreLaunchCommand": "",
"PostLaunchCommand": ""
"PostLaunchCommand": "lucker_minigames_per_round 1"
}
],
"PackageSettings": [
{
"DisplayType": "Integer",
"Choices": [],
"ConVarName": "lucker_minigames_per_round",
"DisplayName": "Minigames Per Round",
"DefaultValue": "1",
"Description": "The number of minigames played per round",
"Group": "Other",
"Minimum": 1,
"Maximum": 12
}
]
}

View File

@@ -1,22 +1,39 @@
using LuckerGame.Components.Lucker.Cameras;
using LuckerGame.EntityComponents.Lucker;
using LuckerGame.Events;
using Sandbox;
namespace LuckerGame.Entities;
/// <summary>
/// Represents a Player.
/// Represents a person playing the game.
/// This could belong to a Client or a Bot and represents a common entity to operate on for games and keeping score
/// </summary>
public partial class Lucker : Entity
{
/// <summary>
/// The entity this Player currently controls
/// The entity this lucker controls. This value is networked and should be accessed through <see cref="Pawn"/>.
/// </summary>
public Entity Pawn { get; set; }
[Net] private Entity InternalPawn { get; set; }
/// <summary>
/// Before the round has started, this player indicated they were ready
/// Accesses or sets the entity this lucker currently controls
/// </summary>
public Entity Pawn
{
get => InternalPawn;
set
{
InternalPawn = value;
if ( value != null )
{
value.Owner = this;
}
}
}
/// <summary>
/// Before the round has started, this lucker indicated they were ready
/// </summary>
[Net] public bool Ready { get; set; }
@@ -25,20 +42,23 @@ public partial class Lucker : Entity
/// </summary>
[BindComponent] public AbstractCamera Camera { get; }
[BindComponent] public LuckerStats Stats { get; }
/// <summary>
/// Creates and properly sets up a Player entity for a given client
/// Creates and properly sets up a <see cref="Lucker"/> entity for a given client
/// </summary>
/// <param name="client">the client to own the player</param>
/// <returns>the newly created player</returns>
/// <param name="client">the client to own the lucker</param>
/// <returns>the newly created lucker</returns>
public static Lucker CreateLuckerForClient( IClient client )
{
var player = new Lucker();
client.Pawn = player;
player.Owner = client as Entity;
player.Name = client.Name;
var camera = player.Components.Create<RTSCamera>();
var lucker = new Lucker();
client.Pawn = lucker;
lucker.Owner = client as Entity;
lucker.Name = client.Name;
lucker.Components.Create<RTSCamera>();
lucker.Components.Create<LuckerStats>();
return player;
return lucker;
}
/// <summary>
@@ -49,12 +69,12 @@ public partial class Lucker : Entity
public static void ReadyUpCommand(bool readyState)
{
var client = ConsoleSystem.Caller;
var player = client.Pawn as Lucker;
player.SetReady( readyState );
var lucker = client.Pawn as Lucker;
lucker.SetReady( readyState );
}
/// <summary>
/// Sets this player's ready state
/// Sets this lucker's ready state
/// </summary>
/// <param name="ready">the ready state being set</param>
public void SetReady(bool ready)
@@ -62,7 +82,7 @@ public partial class Lucker : Entity
Ready = ready;
if ( Game.IsServer )
{
Event.Run( LuckerEvent.PlayerReady, this, ready );
Event.Run( LuckerEvent.LuckerReady, this, ready );
}
}

View File

@@ -12,8 +12,20 @@ namespace LuckerGame.Entities;
/// </summary>
public partial class MinigameManager : Entity
{
/// <summary>
/// The currently loaded minigame
/// </summary>
[Net] public Minigame LoadedMinigame { get; private set; }
private List<Minigame> AvailableMinigames { get; set; }
/// <summary>
/// A cached list of available minigames. Gets reloaded on a hotreload
/// </summary>
private List<TypeDescription> AvailableMinigames { get; set; }
/// <summary>
/// The luckers involved in the current minigame
/// </summary>
private List<Lucker> InvolvedLuckers { get; set; }
public override void Spawn()
{
@@ -21,13 +33,17 @@ public partial class MinigameManager : Entity
FindMinigames();
}
public void StartMinigame(List<Lucker> players, string minigameName = null)
public void StartMinigame(List<Lucker> luckers, string minigameName = null)
{
InvolvedLuckers = luckers.ToList();
if (CheckForMinigames())
{
LoadedMinigame = string.IsNullOrEmpty( minigameName ) ? AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault() : TypeLibrary.Create<Minigame>( minigameName );
LoadedMinigame = string.IsNullOrEmpty( minigameName )
? TypeLibrary.Create<Minigame>( AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault()
.TargetType )
: TypeLibrary.Create<Minigame>( minigameName );
ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
LoadedMinigame.Initialize( players );
LoadedMinigame.Initialize( luckers );
}
}
@@ -46,7 +62,7 @@ public partial class MinigameManager : Entity
{
AvailableMinigames = TypeLibrary.GetTypes<Minigame>()
.Where( type => !type.IsAbstract && !type.IsInterface )
.Select( td => TypeLibrary.Create<Minigame>( td.TargetType ) ).ToList();
.ToList();
}
[Event.Hotload]
@@ -55,12 +71,48 @@ public partial class MinigameManager : Entity
FindMinigames();
}
public void Tick()
/// <summary>
/// Goes through the luckers included in the loaded minigame and deletes and nulls out any pawns assigned to them
/// </summary>
private void CleanupLuckerPawns()
{
if ( LoadedMinigame is not { IsValid: true } || InvolvedLuckers == null)
{
Log.Warning( "Attempted to clean up players without a minigame loaded!" );
return;
}
InvolvedLuckers.ForEach( lucker =>
{
lucker.Pawn?.Delete();
lucker.Pawn = null;
} );
}
/// <summary>
/// Called once per tick by the RoundManager. Ticks any running minigame.
/// </summary>
/// <returns>true if the current minigame has ended, else false</returns>
public bool Tick()
{
if ( LoadedMinigame is not { IsValid: true } )
{
return;
return false;
}
LoadedMinigame.Tick();
var ended = LoadedMinigame.Tick();
if ( !ended )
{
return false;
}
EndMinigame();
return true;
}
private void EndMinigame()
{
LoadedMinigame.Cleanup();
CleanupLuckerPawns();
LoadedMinigame.Delete();
LoadedMinigame = null;
InvolvedLuckers = null;
}
}

View File

@@ -47,11 +47,21 @@ public partial class RoundManager : Entity
#region In Progress State
private const int MinigamesPerRound = 1;
/// <summary>
/// The number of minigames that should be played per round, settable via a convar
/// </summary>
[ConVar.Replicated("lucker_minigames_per_round")]
private static int MinigamesPerRound { get; set; }
private int MinigamesLeftInRound { get; set; }
/// <summary>
/// The number of minigames left in the current round
/// </summary>
public int MinigamesLeftInRound { get; set; }
private List<Lucker> Players { get; set; }
/// <summary>
/// The luckers playing in the current round
/// </summary>
private List<Lucker> Luckers { get; set; }
#endregion
/// <inheritdoc/>
@@ -76,16 +86,29 @@ public partial class RoundManager : Entity
if ( RoundState == RoundState.InProgress )
{
MinigameManager.Tick();
var ended = MinigameManager.Tick();
if ( ended )
{
MinigamesLeftInRound--;
if ( MinigamesLeftInRound > 0 )
{
MinigameManager.StartMinigame( Luckers );
}
else
{
RoundState = RoundState.NotStarted;
}
}
}
}
/// <summary>
/// Is triggered whenever a player readies up
/// Is triggered whenever a lucker readies up or readies down
/// </summary>
/// <param name="readyLucker">the player that readied up, discarded</param>
[LuckerEvent.PlayerReady]
public void HandlePlayerReady( Lucker readyLucker, bool ready )
/// <param name="readyLucker">the lucker that readied up</param>
/// <param name="ready">the lucker's ready state</param>
[LuckerEvent.LuckerReady]
public void HandleLuckerReady( Lucker readyLucker, bool ready )
{
if ( RoundState != RoundState.NotStarted && RoundState != RoundState.StartCountdown )
{
@@ -94,9 +117,9 @@ public partial class RoundManager : Entity
Log.Info( $"{readyLucker.Client.Name} set ready to {ready}" );
var message = $"{readyLucker.Client.Name} is {(ready ? "now ready." : "no longer ready.")}";
ChatBox.AddInformation( To.Everyone, message );
var players = All.OfType<Lucker>().ToList();
var readiedCount = players.Count( player => player.Ready );
var totalCount = players.Count;
var luckers = All.OfType<Lucker>().ToList();
var readiedCount = luckers.Count( lucker => lucker.Ready );
var totalCount = luckers.Count;
if ( (float)readiedCount / totalCount > RequiredReadyPercent && RoundState == RoundState.NotStarted )
{
Log.Info( "Countdown started" );
@@ -119,8 +142,13 @@ public partial class RoundManager : Entity
}
RoundState = RoundState.InProgress;
Players = All.OfType<Lucker>().ToList();
MinigameManager.StartMinigame( Players, minigameName );
Luckers = All.OfType<Lucker>().ToList();
Luckers.ForEach( lucker =>
{
lucker.Ready = false;
} );
MinigamesLeftInRound = MinigamesPerRound;
MinigameManager.StartMinigame( Luckers, minigameName );
}
[ConCmd.Server( "start_round" )]

View File

@@ -76,7 +76,7 @@ public partial class Weapon : AnimatedEntity
}
/// <summary>
/// Called when the weapon is either removed from the player, or holstered.
/// Called when the weapon is either removed from the pawn, or holstered.
/// </summary>
public void OnHolster()
{

View File

@@ -3,10 +3,10 @@ using Sandbox;
namespace LuckerGame.Components.Lucker.Cameras;
public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
public abstract partial class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
{
public virtual bool ShouldShowCursor => false;
protected Vector3 CameraPosition { get; set; }
public Vector3 CameraPosition { get; set; }
protected Rotation CameraRotation { get; set; }
protected float FieldOfView { get; set; }
protected IEntity FirstPersonViewer { get; set; }
@@ -20,7 +20,7 @@ public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingle
/// <summary>
/// Handles any input dependent camera updates (ie moving around a top down cam)
/// </summary>
public abstract void BuildInput();
public virtual void BuildInput() { }
/// <summary>
/// Applies Camera parameters to the static Camera

View File

@@ -0,0 +1,41 @@
using Sandbox;
namespace LuckerGame.Components.Lucker.Cameras;
public partial class FixedCamera : AbstractCamera, ISingletonComponent
{
[Net] public float FieldOfViewValue { get; set; } = 70f;
public override bool ShouldShowCursor => true;
protected override void UpdateCameraParameters()
{
FieldOfView = FieldOfViewValue;
FirstPersonViewer = null;
SoundSource = new Transform { Position = CameraPosition };
}
/// <summary>
/// ClientRpc doesn't allow for nullable versions of non-nullable types
/// so here we are
/// </summary>
public void UpdateCameraPositionRotation( Vector3? position = null, Rotation? rotation = null )
{
CameraPosition = (Vector3)(position.Equals( null ) ? CameraPosition : position);
CameraRotation = (Rotation)(rotation.Equals( null ) ? CameraRotation : rotation);
}
[ClientRpc]
public void LookAt( Vector3 position )
{
UpdateCameraPositionRotation( position );
}
[ClientRpc]
public void LookAt( Rotation rotation )
{
UpdateCameraPositionRotation( rotation: rotation );
}
[ClientRpc]
public void LookAt( Vector3 position, Rotation rotation )
{
UpdateCameraPositionRotation( position, rotation );
}
}

View File

@@ -1,15 +0,0 @@
using Sandbox;
namespace LuckerGame.EntityComponents.Lucker;
/// <summary>
/// A component for capturing and passing around a client's input for an attached Lucker
/// </summary>
public class LuckerClientInput : EntityComponent<Entities.Lucker>
{
[ClientInput]
public Vector3 InputDirection { get; set; }
[ClientInput]
public Angles ViewAngles { get; set; }
}

View File

@@ -0,0 +1,48 @@
using Sandbox;
using Sandbox.UI;
namespace LuckerGame.EntityComponents.Lucker;
/// <summary>
/// Handles the stats associated with a lucker during a lobby.
/// </summary>
public partial class LuckerStats : EntityComponent<Entities.Lucker>, ISingletonComponent
{
/// <summary>
/// The lucker's current score.
/// </summary>
[Net] private long Score { get; set; }
/// <summary>
/// Adds points to this lucker's score
/// </summary>
/// <param name="points">points to add (or remove if negative)</param>
public void AddScore( long points )
{
Score += points;
if ( points == 0 )
{
return;
}
var message = $"{Entity.Name} {(points > 0 ? "gained" : "lost")} {points} points!";
ChatBox.AddInformation( To.Everyone, message );
}
/// <summary>
/// Resets this lucker's score to zero
/// </summary>
public void ResetScore()
{
Score = 0;
}
/// <summary>
/// Gets this lucker's current score
/// </summary>
/// <returns>this lucker's current score</returns>
public long GetScore()
{
return Score;
}
}

View File

@@ -4,16 +4,16 @@ namespace LuckerGame.Events;
public static partial class LuckerEvent
{
public const string PlayerReady = "lucker.playerReady";
public const string LuckerReady = "lucker.luckerReady";
/// <summary>
/// Event is run on the server whenever a player changes ready state
/// The event handler is given the player that readied up and their new ready state
/// Event is run on the server whenever a lucker changes ready state
/// The event handler is given the lucker that readied up and their new ready state
/// </summary>
[MethodArguments(typeof(Entities.Lucker), typeof(bool))]
public class PlayerReadyAttribute : EventAttribute
public class LuckerReadyAttribute : EventAttribute
{
public PlayerReadyAttribute() : base(PlayerReady)
public LuckerReadyAttribute() : base(LuckerReady)
{
}
}

View File

@@ -15,13 +15,14 @@ public abstract class Minigame : Entity
/// <summary>
/// Initializes the minigame with a list of luckers playing it.
/// </summary>
/// <param name="players">the players who made it into the minigame</param>
public abstract void Initialize(List<Lucker> players);
/// <param name="luckers">the luckers who made it into the minigame</param>
public abstract void Initialize(List<Lucker> luckers);
/// <summary>
/// Once a minigame is loaded and initialized, this method is called once per server tick.
/// </summary>
public abstract void Tick();
/// <returns>true if the minigame has ended, false otherwise</returns>
public abstract bool Tick();
/// <summary>
/// Cleans up any entities and components created by this minigame.

View File

@@ -41,7 +41,7 @@ public partial class RussianPistol : Weapon
}
else
{
Pawn.PlaySound( "denyundo" );
Pawn.PlaySound( "player_use_fail" );
}
Ammo--;
}

View File

@@ -14,87 +14,102 @@ namespace LuckerGame.Minigames.RussianRoulette;
public class RussianRouletteMinigame : Minigame
{
public override string Name => "Russian Roulette";
private List<Lucker> Players { get; set; }
private List<Lucker> Luckers { get; set; }
private Pawn Shooter { get; set; }
private const float ShooterDistance = 80f;
private const float TimeBetweenShots = 7f;
private const float TimeBetweenDeathAndEnd = 5f;
private const string ShooterName = "The Russian";
private int Taunted = 0;
private Pawn ShooterTarget;
private List<Pawn> DeadVictims => Players
.Select( player => player.Pawn as Pawn )
.Where( pawn => !pawn.IsValid || pawn.LifeState != LifeState.Alive )
private List<Pawn> DeadVictims => Luckers
.Select( lucker => lucker.Pawn as Pawn )
.Where( pawn => pawn is not { IsValid: true } || pawn.LifeState != LifeState.Alive )
.ToList();
private TimeSince TimeSinceShot { get; set; }
private TimeSince TimeSinceDeadVictim { get; set; }
public override void Initialize( List<Lucker> players )
public override void Initialize( List<Lucker> luckers )
{
Players = players;
Luckers = luckers;
Shooter = new Pawn();
Shooter.Name = ShooterName;
var shooterInventory = Shooter.Components.Create<PawnInventory>();
shooterInventory.AddWeapon( new RussianPistol() );
// Setup cameras for players
Players.ForEach( player =>
// Setup cameras for luckers
Luckers.ForEach( lucker =>
{
player.Components.Create<RTSCamera>();
player.Position = Shooter.Position;
lucker.Components.Create<RTSCamera>();
lucker.Position = Shooter.Position;
} );
Players.Select((player, i) => (Player: player, Index: i) ).ToList().ForEach( pair =>
Luckers.Select((lucker, i) => (Lucker: lucker, Index: i) ).ToList().ForEach( pair =>
{
var player = pair.Player;
var lucker = pair.Lucker;
var index = pair.Index;
var pawn = new Pawn();
pawn.Name = player.Name;
pawn.Name = lucker.Name;
pawn.Tags.Add( "victim" );
pawn.Health = 1;
player.Pawn = pawn;
pawn.DressFromClient( player.Client );
lucker.Pawn = pawn;
pawn.DressFromClient( lucker.Client );
var pawnOffset = ShooterDistance * (index % 2 == 0 ? Vector3.Forward : Vector3.Right) * (index % 4 >= 2 ? -1 : 1);
player.Pawn.Position = Shooter.Position + pawnOffset;
lucker.Pawn.Position = Shooter.Position + pawnOffset;
pawn.LookAt(Shooter.Position);
} );
TimeSinceShot = 0;
Taunted = 0;
}
public override void Tick()
public override bool Tick()
{
// Someone is dead, we're getting ready to end
if ( DeadVictims.Any() )
{
if ( Taunted != int.MaxValue )
{
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Heh, nothing personnel, kid." );
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Heh, nothing personnel, kid." );
Taunted = int.MaxValue;
TimeSinceDeadVictim = 0;
}
return;
else if(TimeSinceDeadVictim > TimeBetweenDeathAndEnd)
{
return true;
}
if ( TimeSinceShot > TimeBetweenShots )
}
else if ( TimeSinceShot > TimeBetweenShots )
{
TimeSinceShot = 0;
Taunted = 0;
Shooter.Inventory.ActiveWeapon.PrimaryAttack();
if ( !DeadVictims.Any() )
{
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Fucking lag..." );
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Fucking lag..." );
}
}
else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
{
var victim = Players.Select( player => player.Pawn as Pawn )
ShooterTarget = Luckers.Select( lucker => lucker.Pawn as Pawn )
.OrderBy( _ => Guid.NewGuid() )
.FirstOrDefault();
Shooter.LookAt( victim.Position );
ChatBox.AddChatEntry( To.Everyone, "Shooter", $"I'm gonna eat you up, {victim.Name}" );
Shooter.LookAt( ShooterTarget.Position );
var chance = 1f / Shooter.Inventory.ActiveWeapon.Ammo;
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, $"Good luck, {ShooterTarget.Name}! You have a {chance:P0} chance to die!" );
Taunted++;
}
else if ( TimeSinceShot > TimeBetweenShots / 2 && Taunted == 0)
{
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Im gettin' ready!" );
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Im gettin' ready!" );
Taunted++;
}
return false;
}
public override void Cleanup()

View File

@@ -0,0 +1,23 @@
using LuckerGame.UI;
using Sandbox;
public class HoveringTextCreator : Entity
{
private string Text { get; set; }
private Entity TargetEntity { get; set; }
public HoveringTextCreator()
{
}
public HoveringTextCreator(string text, Entity targetEntity)
{
Text = text;
TargetEntity = targetEntity;
}
public override void ClientSpawn()
{
base.ClientSpawn();
var hoveringText = new HoveringText(Text, TargetEntity);
}
}

View File

@@ -0,0 +1,64 @@
using LuckerGame.Entities;
using LuckerGame.UI;
using Sandbox;
using System;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Reflection.Metadata.Ecma335;
public class Racer : Pawn
{
public float Speed;
private float SpeedModifier = 1f;
private Random Random { get; set; }
private HoveringText NameTag { get; set; }
public Racer()
{
}
public Racer( Random random )
{
Random = random;
}
public override void ClientSpawn()
{
base.ClientSpawn();
NameTag = new( Name, this );
}
public void ContinueRacing()
{
SetAnimParameter( "move_x", Speed * 500f * SpeedModifier );
ModifySpeed();
Position = Position.WithY( Position.y - (Speed * SpeedModifier) );
}
private void ModifySpeed()
{
var roll = Random.NextDouble();
switch ( roll )
{
case >= .90 and < .95:
SpeedModifier = 2f;
break;
case >= .95:
SpeedModifier = 0.5f;
break;
}
}
public void StopRacing()
{
SetAnimParameter( "move_x", 0 );
}
public void GenerateSpeed( double minSpeed, double maxSpeed )
{
Speed = (float)(RandomExtensions.NextDouble( Random, minSpeed, maxSpeed ));
}
}

View File

@@ -0,0 +1,123 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Reflection.Metadata.Ecma335;
using LuckerGame.Components.Lucker.Cameras;
using LuckerGame.Components.Pawn;
using LuckerGame.Entities;
using Sandbox;
using Sandbox.UI;
namespace LuckerGame.Minigames.TerryRaces;
[Library( "mg_terry_races" )]
public class TerryRaces : Minigame
{
public override string Name => "Terry Races";
private Random random = new Random();
private HoveringTextCreator NameTag { get; set; }
private Racer WinningRacer = null;
private FixedCamera Camera;
private List<Lucker> Players { get; set; }
private List<Racer> Racers { get; set; } = new List<Racer>();
private List<string> RacerNames = new List<string>
{
"Terrance",
"Terrie",
"TearBear",
"Theresa"
};
private float StartingY = 290f;
private float FinishLineY = -300f;
private float StartingX = 90f;
private float RacerXOffset = 60f;
private float MinimumSpeed = .90f;
private float MaximumSpeed = 1.1f;
public override void Initialize( List<Lucker> players )
{
Players = players;
// Setup cameras for players
Players.ForEach( player =>
{
Camera = player.Components.Create<FixedCamera>();
Camera.LookAt( new Vector3(0f, 0f, 400f), Rotation.FromPitch( -270 ) );
Camera.FieldOfViewValue = 100f;
} );
SpawnRacers();
}
public override void Tick()
{
Racers.ForEach( racer =>
{
if (WinningRacer == null)
{
GetWinningRacer();
racer.ContinueRacing();
}
else
{
racer.StopRacing();
}
} );
}
public override void Cleanup()
{
}
private void SpawnRacers()
{
for ( int i = 0; i < RacerNames.Count; i++ )
{
var clothing = new ClothingContainer();
var racer = new Racer(random);
var x = StartingX - RacerXOffset * i;
clothing.Toggle( GetRandomBottomClothing() );
clothing.Toggle( GetRandomHatClothing() );
clothing.DressEntity( racer );
racer.Name = RacerNames[i];
racer.Position = new Vector3( x, StartingY, 0 );
racer.Rotation = Rotation.FromYaw( -90 );
racer.GenerateSpeed(MinimumSpeed, MaximumSpeed );
Racers.Add( racer );
}
}
private Clothing GetRandomBottomClothing()
{
return ResourceLibrary
.GetAll<Clothing>()
.Where( c => c.Category == Clothing.ClothingCategory.Bottoms )
.OrderBy( _ => Guid.NewGuid() )
.FirstOrDefault();
}
private Clothing GetRandomHatClothing()
{
return ResourceLibrary
.GetAll<Clothing>()
.Where( c => c.Category == Clothing.ClothingCategory.Hat )
.OrderBy( _ => Guid.NewGuid() )
.FirstOrDefault();
}
private void GetWinningRacer()
{
foreach ( Racer racer in Racers )
{
if ( racer.Position.y <= FinishLineY )
{
WinningRacer = racer;
Log.Info( $"Winning racer: {racer.Name}" );
}
}
}
}

11
code/RandomExtensions.cs Normal file
View File

@@ -0,0 +1,11 @@
using System;
public static class RandomExtensions
{
public static double NextDouble(
this Random random,
double minValue,
double maxValue )
{
return random.NextDouble() * (maxValue - minValue) + minValue;
}
}

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@@ -0,0 +1,30 @@
@using Sandbox;
@using Sandbox.UI;
@namespace LuckerGame.UI
@attribute [StyleSheet]
@inherits WorldPanel
<root class="card">
<label class="text">@Text</label>
</root>
@code {
private Entity TargetEntity;
private string Text;
public HoveringText(string text, Entity targetEntity)
{
Text = text;
TargetEntity = targetEntity;
}
[GameEvent.Client.Frame]
private void OnFrame()
{
if (!TargetEntity.IsValid()) return;
Log.Info($"{Text} to {TargetEntity.Position}");
Position = TargetEntity.Position + Vector3.Up * 65f;
Rotation = Rotation.LookAt(-Screen.GetDirection(new Vector2(Screen.Width * 0.5f, Screen.Height * 0.5f)));
}
}

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@@ -0,0 +1,7 @@
hoveringtext {
white-space: nowrap;
.text {
font-size: 150px;
color: white;
}
}

View File

@@ -12,7 +12,6 @@
<VoiceList/>
<VotingLobby/>
<Scoreboard/>
<CameraCursor/>
</root>
@code

View File

@@ -5,10 +5,13 @@
@attribute [StyleSheet]
@inherits Panel
@if (ShouldShowCursor)
{
<root/>
}
<root>
@if (ShouldShowCursor)
{
<div class="camera-cursor"/>
}
</root>
@code {

View File

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

View File

@@ -10,9 +10,9 @@
<root>
<div class="scoreboard-panel">
@foreach (var player in Luckers)
@foreach (var lucker in Luckers)
{
<label>@player.Name</label>
<label>@lucker.Name</label>
}
</div>
</root>
@@ -23,7 +23,7 @@
protected override int BuildHash()
{
return HashCode.Combine(Luckers.Select(player => player.Name).ToList());
return HashCode.Combine(Luckers.Select(lucker => lucker.Name).ToList());
}
}

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@@ -0,0 +1,121 @@
@using Sandbox;
@using System;
@using System.Linq;
@using System.Threading.Tasks;
@using Sandbox.Menu;
@using Sandbox.UI;
@namespace LuckerGame.UI.MainMenu
@inherits Panel
<root>
<label class="game-title">
@Game.Menu.Package.Title
</label>
@if ( Lobby == null )
{
<div class="controls">
<a class="button">Loading...</a>
<a class="button" href="/lobby/list">Return</a>
</div>
}
else
{
<div class="controls">
<div class="col">
<label>Members (@Lobby.MemberCount/@Lobby.MaxMembers)</label>
<div class="span">
@foreach (var member in Lobby.Members)
{
<img class="avatar" src="avatar:@member.Id" tooltip="@member.Name" />
}
</div>
</div>
@if ( Lobby.Owner.IsMe )
{
<div class="span">
@if ( MaxPlayersSupported > 1 )
{
<FormGroup class="form-group">
<Label>Maximum Players</Label>
<Control>
<SliderControl ShowRange=@true Min=@(1f) Max=@MaxPlayersSupported Value:bind=@Game.Menu.Lobby.MaxMembers />
</Control>
</FormGroup>
}
<FormGroup class="form-group">
<Label>Map</Label>
<Control>
<SlimPackageCard OnLaunch=@OnMapClicked Package=@MapPackage />
</Control>
</FormGroup>
</div>
}
<div class="spacer" />
<a class="button" @onclick=@LeaveLobby>Leave Lobby</a>
<a class="button" @onclick=@Start>Start</a>
<a class="button" href="/lobby/list">Return</a>
</div>
}
</root>
@code
{
Friend Owner => Lobby.Owner;
ILobby Lobby => Game.Menu.Lobby;
int MaxPlayersSupported { get; set; } = 1;
Package MapPackage { get; set; }
void OnMapClicked()
{
Game.Overlay.ShowPackageSelector( "type:map sort:popular", OnMapSelected );
StateHasChanged();
}
void OnMapSelected( Package map )
{
MapPackage = map;
Game.Menu.Lobby.Map = map.FullIdent;
StateHasChanged();
}
public void LeaveLobby()
{
Lobby?.Leave();
this.Navigate( "/lobby/list" );
}
async Task Start()
{
await Game.Menu.StartServerAsync( Game.Menu.Lobby.MaxMembers, $"{Game.Menu.Lobby.Owner.Name}'s game", Game.Menu.Lobby.Map );
}
async void FetchPackage()
{
MapPackage = await Package.FetchAsync( Game.Menu.Lobby?.Map ?? "facepunch.square", true );
}
protected override void OnAfterTreeRender( bool firstTime )
{
FetchPackage();
}
protected override void OnParametersSet()
{
MaxPlayersSupported = Game.Menu.Package.GetMeta<int>( "MaxPlayers", 1 );
}
}

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@@ -0,0 +1,40 @@
@using Sandbox;
@using System.Linq;
@using System.Threading.Tasks;
@using Sandbox.Menu;
@using Sandbox.UI;
@namespace LuckerGame.UI.MainMenu
<root>
<div class="game-title">
@Game.Menu.Package.Title
</div>
<div class="controls">
@if (Game.InGame)
{
<a class="button" onclick=@LeaveGame>Leave</a>
}
else
{
<a class="button" href="/setup">Play</a>
<a class="button" href="/lobby/list">Lobbies</a>
@if ( Game.Menu.Package.SupportsSavedGames && Game.Menu.SavedGames.Any())
{
<a class="button" href="/setup/save">Load Save</a>
}
}
<a class="button" @onclick=@Game.Menu.Close>Quit</a>
</div>
</root>
@code
{
void LeaveGame()
{
Game.Menu.LeaveServer( "Leaving" );
}
}

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@@ -0,0 +1,31 @@
@using Sandbox;
@using Sandbox.UI;
@using System.Linq;
@using System.Threading.Tasks;
@using Sandbox.Menu;
@inherits RootPanel
@implements Sandbox.Menu.ILoadingScreenPanel
@attribute [StyleSheet]
@namespace LuckerGame.UI.MainMenu
<root style="flex-direction: column;">
<div class="background" />
<div style="flex-grow: 1;" />
<div class="controls" style="flex-direction: row; justify-content: center;">
<a class="button">@( Progress.Title ?? "Loading..." )</a>
</div>
</root>
@code
{
public LoadingProgress Progress;
public void OnLoadingProgress( LoadingProgress progress )
{
Progress = progress;
StateHasChanged();
}
}

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@@ -0,0 +1,50 @@
LoadingScreen
{
background-color: #262934;
padding: 128px 128px;
opacity: 1;
flex-direction: column;
font-size: 25px;
width: 100%;
height: 100%;
position: absolute;
transition: all 0.3s ease-out;
color: rgba( white, 0.8 );
.background
{
position: absolute;
width: 100%;
height: 100%;
background-image: url( https://files.facepunch.com/tony/1b1311b1/boxes.webm );
opacity: 0.2;
background-size: contain;
filter: blur( 20px );
mask: linear-gradient( 45deg, white, white, black );
mask-scope: filter;
}
&:intro
{
opacity: 0;
transform: scaleX( 1.1 );
}
.game-title
{
font-family: Roboto;
font-weight: 700;
font-size: 70px;
color: rgba( white, 1 );
}
.controls
{
flex-direction: column;
gap: 50px;
align-items: flex-start;
font-family: Roboto;
text-transform: uppercase;
}
}

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@@ -0,0 +1,66 @@
@using Sandbox;
@using System;
@using System.Linq;
@using System.Threading.Tasks;
@using Sandbox.Menu;
@using Sandbox.UI;
@namespace LuckerGame.UI.MainMenu
@inherits Panel
<root>
<label class="game-title">
@Game.Menu.Package.Title
</label>
<div class="controls">
<div class="span">
<label>Showing @Game.Menu.Lobbies.Count() @(Game.Menu.Lobbies.Count() == 1 ? "lobby" : "lobbies")</label>
<i class="with-click" tooltip="Refresh lobbies" @onclick=@Refresh>refresh</i>
</div>
<div class="scroll">
@foreach ( var lobby in Game.Menu.Lobbies )
{
<a class="button" @onclick=@( () => JoinLobby( lobby ) ) >@(lobby.Owner.Name)'s lobby (@lobby.MemberCount/@lobby.MaxMembers)</a>
}
</div>
<div class="spacer" />
<a class="button" @onclick=@CreateLobbyAsync>Create Lobby</a>
<a class="button" href="/">Return</a>
</div>
</root>
@code
{
public async void CreateLobbyAsync()
{
await Game.Menu.CreateLobbyAsync( 64, "game", true );
Game.Menu.Lobby.Map = "facepunch.square";
this.Navigate( "/lobby/active" );
}
public async void JoinLobby( ILobby lobby )
{
if ( lobby == null ) return;
// don't exist in two lobbies at once
Game.Menu.Lobby?.Leave();
await lobby.JoinAsync();
this.Navigate( "/lobby/active" );
}
public async void Refresh()
{
await Game.Menu.QueryLobbiesAsync( null, 1 );
StateHasChanged();
}
protected override int BuildHash()
{
return HashCode.Combine( Game.Menu.Lobbies.Count() );
}
}

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@@ -0,0 +1,40 @@
@using System;
@using Sandbox;
@using Sandbox.UI;
@inherits Sandbox.UI.NavHostPanel
@implements Sandbox.Menu.IGameMenuPanel
@attribute [StyleSheet]
@namespace LuckerGame.UI.MainMenu
<root style="flex-direction: column;">
<div class="background" />
<div class="navigator-canvas" slot="navigator-canvas" />
</root>
@code
{
public MainMenu()
{
DefaultUrl = "/";
AddDestination( "/", typeof( FrontPage ) );
AddDestination( "/setup", typeof( SetupGame ) );
AddDestination( "/lobby/list", typeof( LobbyBrowser ) );
AddDestination( "/lobby/active", typeof( ActiveLobby ) );
BindClass( "ingame", () => Game.InGame );
}
[GameEvent.Menu.ServerJoined]
public void OnServerJoined() => Navigate( "/" );
[GameEvent.Menu.ServerLeave]
public void OnServerLeave() => Navigate ("/" );
protected override int BuildHash()
{
return HashCode.Combine( Game.InGame, Game.Menu.Lobby, Game.Menu.Lobby?.Map );
}
}

View File

@@ -0,0 +1,195 @@
MainMenu
{
background-color: #262934;
padding: 128px 128px;
opacity: 1;
flex-direction: column;
font-size: 25px;
width: 100%;
height: 100%;
position: absolute;
transition: all 0.3s ease-out;
color: rgba( white, 0.8 );
.background
{
position: absolute;
width: 100%;
height: 100%;
background-image: url( https://files.facepunch.com/tony/1b1311b1/boxes.webm );
opacity: 0.2;
background-size: cover;
filter: blur( 20px );
mask: linear-gradient( 45deg, white, white, black );
mask-scope: filter;
background-repeat: no-repeat;
}
&:intro
{
opacity: 0;
transform: scaleX( 1.1 );
}
&.ingame
{
background-color: #262934ee;
backdrop-filter: blur(10px);
.background
{
opacity: 0;
}
}
.scroll
{
flex-direction: column;
max-height: 386px;
overflow: scroll;
gap: 50px;
}
.spacer
{
height: 1px;
background-image: linear-gradient( to right, rgba( white, 0.4 ), rgba( white, 0 ) );
width: 512px;
margin: 16px 0px;
}
.game-title
{
font-family: Roboto Condensed;
font-weight: 700;
font-size: 70px;
color: rgba( white, 1 );
padding-bottom: 64px;
}
.col
{
flex-direction: column;
gap: 16px;
}
.controls
{
flex-direction: column;
gap: 50px;
align-items: flex-start;
text-transform: uppercase;
a, .button
{
font-family: Roboto;
&:hover
{
color: rgba( white, 1 );
font-weight: 900;
sound-in: ui.button.over;
cursor: pointer;
}
&:active
{
sound-in: ui.button.press;
}
}
.span
{
gap: 128px;
}
}
.navigator-canvas
{
flex-direction: column;
height: 100%;
flex-grow: 1;
flex-shrink: 0;
}
.navigator-body
{
position: absolute;
left: 0;
right: 0;
bottom: 0;
top: 0;
flex-direction: column;
justify-content: center;
transition: opacity 0.15s ease-out;
&.hidden
{
opacity: 0;
}
}
}
FormGroup
{
flex-direction: column;
min-width: 300px;
gap:16px;
}
SlimPackageCard
{
flex-direction: row;
gap: 12px;
align-items: center;
> i
{
&:hover
{
cursor: pointer;
color: white;
transform: scale( 1.1 );
sound-in: ui.button.over;
}
&:active
{
sound-in: ui.button.press;
}
}
}
i
{
font-family: Material Icons;
text-transform: lowercase;
&.with-click
{
&:hover
{
cursor: pointer;
color: white;
transform: scale( 1.1 );
sound-in: ui.button.over;
}
&:active
{
sound-in: ui.button.press;
}
}
}
.avatar
{
width: 64px;
height: 64px;
&:hover
{
border: 1px solid white;
}
}

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@@ -0,0 +1,44 @@
@using Sandbox;
@using System;
@using System.Linq;
@using Sandbox.UI;
@namespace LuckerGame.UI.MainMenu
@inherits Panel
<root>
<label class="game-title">
@Game.Menu.Package.Title
</label>
<div class="controls">
@foreach ( var save in Game.Menu.SavedGames.OrderByDescending( x => x.Time ) )
{
<a class="button" @onclick=@(() => LoadSavedGame( save ))>@save.Name - @save.Time</a>
}
<div class="spacer" />
<a class="button" href="/">Return</a>
</div>
</root>
@code
{
async void LoadSavedGame( SavedGame save )
{
if ( save != null )
{
Game.Menu.Lobby.SavedGame = save.Name;
if ( !string.IsNullOrEmpty( save.Map ) )
Game.Menu.Lobby.Map = save.Map;
await Game.Menu.StartServerAsync( Game.Menu.Lobby.MaxMembers, Game.Menu.Lobby.Title, Game.Menu.Lobby.Map ?? "facepunch.square" );
}
}
protected override int BuildHash()
{
return HashCode.Combine( Game.Menu.Lobby, Game.Menu.Lobby?.Map );
}
}

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@@ -0,0 +1,78 @@
@using Sandbox;
@using System;
@using System.Linq;
@using System.Threading.Tasks;
@using Sandbox.Menu;
@using Sandbox.UI;
@namespace LuckerGame.UI.MainMenu
@inherits Panel
<root>
<label class="game-title">
@Game.Menu.Package.Title
</label>
<div class="controls">
<div class="span">
@if ( MaxPlayersSupported > 1 )
{
<FormGroup class="form-group">
<Label>Maximum Players</Label>
<Control>
<SliderControl ShowRange=@true Min=@(1f) Max=@MaxPlayersSupported Value:bind=@Game.Menu.Lobby.MaxMembers />
</Control>
</FormGroup>
}
<FormGroup class="form-group">
<Label>Map</Label>
<Control>
<SlimPackageCard OnLaunch=@OnMapClicked Package=@MapPackage />
</Control>
</FormGroup>
</div>
<div class="spacer" />
<a class="button" onclick=@Play>Start</a>
<a class="button" href="/">Return</a>
</div>
</root>
@code
{
int MaxPlayersSupported { get; set; } = 1;
int MaxPlayers { get; set; } = 1;
Package MapPackage { get; set; }
void OnMapClicked()
{
Game.Overlay.ShowPackageSelector( "type:map sort:popular", OnMapSelected );
StateHasChanged();
}
void OnMapSelected( Package map )
{
MapPackage = map;
StateHasChanged();
}
protected override async Task OnParametersSetAsync()
{
MaxPlayersSupported = Game.Menu.Package.GetMeta<int>( "MaxPlayers", 1 );
MaxPlayers = MaxPlayersSupported;
MapPackage = await Package.FetchAsync( "facepunch.square", false );
StateHasChanged();
}
async Task Play()
{
await Game.Menu.StartServerAsync( MaxPlayers, $"My game", MapPackage.FullIdent );
}
protected override int BuildHash()
{
return HashCode.Combine( MaxPlayers, MapPackage );
}
}

View File

@@ -0,0 +1,32 @@
@using System;
@using Sandbox;
@namespace LuckerGame.UI.MainMenu
@inherits Sandbox.UI.Panel
<root>
@if ( Package == null )
{
<div class="button" @onclick=@OnCardClicked>Select Package</div>
}
else
{
<div class="button" @onclick=@OnCardClicked>@Package.Title</div>
<i tooltip="See information about this package" @onclick=@( () => Game.Overlay.ShowPackageModal( Package.FullIdent ) )>info</i>
}
</root>
@code
{
public Package Package { get; set; }
public System.Action OnLaunch { get; set; }
void OnCardClicked()
{
OnLaunch?.Invoke();
}
protected override int BuildHash()
{
return HashCode.Combine( Package );
}
}

View File

@@ -27,7 +27,7 @@
<div class="voting-panel primary-color-translucent-background">
@if (RoundManager.RoundState == RoundState.NotStarted)
{
<label class="header">Waiting for players...</label>
<label class="header">Waiting for luckers...</label>
}
else
{