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5f804f5c24
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terry-race
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2
.sbproj
2
.sbproj
@@ -46,7 +46,7 @@
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|||||||
"Choices": [],
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"Choices": [],
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"ConVarName": "lucker_minigames_per_round",
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"ConVarName": "lucker_minigames_per_round",
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"DisplayName": "Minigames Per Round",
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"DisplayName": "Minigames Per Round",
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"DefaultValue": "0",
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"DefaultValue": "1",
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"Description": "The number of minigames played per round",
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"Description": "The number of minigames played per round",
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"Group": "Other",
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"Group": "Other",
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"Minimum": 1,
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"Minimum": 1,
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@@ -6,18 +6,18 @@ using Sandbox;
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namespace LuckerGame.Entities;
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namespace LuckerGame.Entities;
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/// <summary>
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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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/// 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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/// </summary>
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public partial class Lucker : Entity
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public partial class Lucker : Entity
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{
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{
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/// <summary>
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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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/// </summary>
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[Net] private Entity InternalPawn { get; set; }
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[Net] private Entity InternalPawn { get; set; }
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/// <summary>
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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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/// </summary>
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public Entity Pawn
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public Entity Pawn
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{
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{
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@@ -25,12 +25,15 @@ public partial class Lucker : Entity
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set
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set
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{
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{
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InternalPawn = value;
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InternalPawn = value;
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if ( value != null )
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{
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value.Owner = this;
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value.Owner = this;
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}
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}
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}
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}
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}
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/// <summary>
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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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/// </summary>
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[Net] public bool Ready { get; set; }
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[Net] public bool Ready { get; set; }
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@@ -42,20 +45,20 @@ public partial class Lucker : Entity
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[BindComponent] public LuckerStats Stats { get; }
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[BindComponent] public LuckerStats Stats { get; }
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/// <summary>
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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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/// </summary>
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/// <param name="client">the client to own the player</param>
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/// <param name="client">the client to own the lucker</param>
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/// <returns>the newly created player</returns>
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/// <returns>the newly created lucker</returns>
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public static Lucker CreateLuckerForClient( IClient client )
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public static Lucker CreateLuckerForClient( IClient client )
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{
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{
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var player = new Lucker();
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var lucker = new Lucker();
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client.Pawn = player;
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client.Pawn = lucker;
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player.Owner = client as Entity;
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lucker.Owner = client as Entity;
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player.Name = client.Name;
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lucker.Name = client.Name;
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var camera = player.Components.Create<RTSCamera>();
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lucker.Components.Create<RTSCamera>();
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var stats = player.Components.Create<LuckerStats>();
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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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}
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/// <summary>
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/// <summary>
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@@ -66,12 +69,12 @@ public partial class Lucker : Entity
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public static void ReadyUpCommand(bool readyState)
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public static void ReadyUpCommand(bool readyState)
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{
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{
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var client = ConsoleSystem.Caller;
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var client = ConsoleSystem.Caller;
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var player = client.Pawn as Lucker;
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var lucker = client.Pawn as Lucker;
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player.SetReady( readyState );
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lucker.SetReady( readyState );
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}
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}
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/// <summary>
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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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/// </summary>
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/// <param name="ready">the ready state being set</param>
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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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public void SetReady(bool ready)
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@@ -79,7 +82,7 @@ public partial class Lucker : Entity
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Ready = ready;
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Ready = ready;
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if ( Game.IsServer )
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if ( Game.IsServer )
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{
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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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}
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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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private List<TypeDescription> AvailableMinigames { get; set; }
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/// <summary>
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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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/// </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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public override void Spawn()
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{
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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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FindMinigames();
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}
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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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{
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InvolvedPlayers = players.ToList();
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InvolvedLuckers = luckers.ToList();
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if (CheckForMinigames())
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if (CheckForMinigames())
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{
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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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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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}
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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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}
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/// <summary>
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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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/// </summary>
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private void CleanupPlayerPawns()
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private void CleanupLuckerPawns()
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{
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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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{
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Log.Warning( "Attempted to clean up players without a minigame loaded!" );
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Log.Warning( "Attempted to clean up players without a minigame loaded!" );
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return;
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return;
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}
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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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{
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player.Pawn.Delete();
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lucker.Pawn?.Delete();
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player.Pawn = null;
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lucker.Pawn = null;
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} );
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} );
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}
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}
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@@ -100,10 +103,16 @@ public partial class MinigameManager : Entity
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{
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{
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return false;
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return false;
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}
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}
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EndMinigame();
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LoadedMinigame.Cleanup();
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LoadedMinigame = null;
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return true;
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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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}
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}
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@@ -47,12 +47,21 @@ public partial class RoundManager : Entity
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#region In Progress State
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#region In Progress State
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private const int MinigamesPerRound = 1;
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/// <summary>
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/// The number of minigames that should be played per round, settable via a convar
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/// </summary>
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[ConVar.Replicated("lucker_minigames_per_round")]
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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 static int MinigamesPerRound { get; set; }
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private List<Lucker> Players { get; set; }
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/// <summary>
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/// The number of minigames left in the current round
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/// </summary>
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public int MinigamesLeftInRound { get; set; }
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/// <summary>
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/// The luckers playing in the current round
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/// </summary>
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private List<Lucker> Luckers { get; set; }
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#endregion
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#endregion
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/// <inheritdoc/>
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/// <inheritdoc/>
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@@ -83,7 +92,7 @@ public partial class RoundManager : Entity
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MinigamesLeftInRound--;
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MinigamesLeftInRound--;
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if ( MinigamesLeftInRound > 0 )
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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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}
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else
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else
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{
|
{
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@@ -94,11 +103,12 @@ public partial class RoundManager : Entity
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}
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}
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|
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/// <summary>
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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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/// </summary>
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/// <param name="readyLucker">the player that readied up, discarded</param>
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/// <param name="readyLucker">the lucker that readied up</param>
|
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[LuckerEvent.PlayerReady]
|
/// <param name="ready">the lucker's ready state</param>
|
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public void HandlePlayerReady( Lucker readyLucker, bool ready )
|
[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 )
|
if ( RoundState != RoundState.NotStarted && RoundState != RoundState.StartCountdown )
|
||||||
{
|
{
|
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@@ -107,9 +117,9 @@ public partial class RoundManager : Entity
|
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Log.Info( $"{readyLucker.Client.Name} set ready to {ready}" );
|
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.")}";
|
var message = $"{readyLucker.Client.Name} is {(ready ? "now ready." : "no longer ready.")}";
|
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ChatBox.AddInformation( To.Everyone, message );
|
ChatBox.AddInformation( To.Everyone, message );
|
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var players = All.OfType<Lucker>().ToList();
|
var luckers = All.OfType<Lucker>().ToList();
|
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var readiedCount = players.Count( player => player.Ready );
|
var readiedCount = luckers.Count( lucker => lucker.Ready );
|
||||||
var totalCount = players.Count;
|
var totalCount = luckers.Count;
|
||||||
if ( (float)readiedCount / totalCount > RequiredReadyPercent && RoundState == RoundState.NotStarted )
|
if ( (float)readiedCount / totalCount > RequiredReadyPercent && RoundState == RoundState.NotStarted )
|
||||||
{
|
{
|
||||||
Log.Info( "Countdown started" );
|
Log.Info( "Countdown started" );
|
||||||
@@ -132,13 +142,13 @@ public partial class RoundManager : Entity
|
|||||||
}
|
}
|
||||||
|
|
||||||
RoundState = RoundState.InProgress;
|
RoundState = RoundState.InProgress;
|
||||||
Players = All.OfType<Lucker>().ToList();
|
Luckers = All.OfType<Lucker>().ToList();
|
||||||
Players.ForEach( player =>
|
Luckers.ForEach( lucker =>
|
||||||
{
|
{
|
||||||
player.Ready = false;
|
lucker.Ready = false;
|
||||||
} );
|
} );
|
||||||
MinigamesLeftInRound = MinigamesPerRound;
|
MinigamesLeftInRound = MinigamesPerRound;
|
||||||
MinigameManager.StartMinigame( Players, minigameName );
|
MinigameManager.StartMinigame( Luckers, minigameName );
|
||||||
}
|
}
|
||||||
|
|
||||||
[ConCmd.Server( "start_round" )]
|
[ConCmd.Server( "start_round" )]
|
||||||
|
|||||||
@@ -76,7 +76,7 @@ public partial class Weapon : AnimatedEntity
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <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>
|
/// </summary>
|
||||||
public void OnHolster()
|
public void OnHolster()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -3,10 +3,10 @@ using Sandbox;
|
|||||||
|
|
||||||
namespace LuckerGame.Components.Lucker.Cameras;
|
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;
|
public virtual bool ShouldShowCursor => false;
|
||||||
protected Vector3 CameraPosition { get; set; }
|
public Vector3 CameraPosition { get; set; }
|
||||||
protected Rotation CameraRotation { get; set; }
|
protected Rotation CameraRotation { get; set; }
|
||||||
protected float FieldOfView { get; set; }
|
protected float FieldOfView { get; set; }
|
||||||
protected IEntity FirstPersonViewer { get; set; }
|
protected IEntity FirstPersonViewer { get; set; }
|
||||||
@@ -20,7 +20,7 @@ public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingle
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Handles any input dependent camera updates (ie moving around a top down cam)
|
/// Handles any input dependent camera updates (ie moving around a top down cam)
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public abstract void BuildInput();
|
public virtual void BuildInput() { }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Applies Camera parameters to the static Camera
|
/// Applies Camera parameters to the static Camera
|
||||||
|
|||||||
41
code/EntityComponents/Lucker/Cameras/FixedCamera.cs
Normal file
41
code/EntityComponents/Lucker/Cameras/FixedCamera.cs
Normal 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 );
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -4,16 +4,16 @@ namespace LuckerGame.Events;
|
|||||||
|
|
||||||
public static partial class LuckerEvent
|
public static partial class LuckerEvent
|
||||||
{
|
{
|
||||||
public const string PlayerReady = "lucker.playerReady";
|
public const string LuckerReady = "lucker.luckerReady";
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Event is run on the server whenever a player changes ready state
|
/// Event is run on the server whenever a lucker changes ready state
|
||||||
/// The event handler is given the player that readied up and their new ready state
|
/// The event handler is given the lucker that readied up and their new ready state
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[MethodArguments(typeof(Entities.Lucker), typeof(bool))]
|
[MethodArguments(typeof(Entities.Lucker), typeof(bool))]
|
||||||
public class PlayerReadyAttribute : EventAttribute
|
public class LuckerReadyAttribute : EventAttribute
|
||||||
{
|
{
|
||||||
public PlayerReadyAttribute() : base(PlayerReady)
|
public LuckerReadyAttribute() : base(LuckerReady)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,8 +15,8 @@ public abstract class Minigame : Entity
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initializes the minigame with a list of luckers playing it.
|
/// Initializes the minigame with a list of luckers playing it.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="players">the players who made it into the minigame</param>
|
/// <param name="luckers">the luckers who made it into the minigame</param>
|
||||||
public abstract void Initialize(List<Lucker> players);
|
public abstract void Initialize(List<Lucker> luckers);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Once a minigame is loaded and initialized, this method is called once per server tick.
|
/// Once a minigame is loaded and initialized, this method is called once per server tick.
|
||||||
|
|||||||
@@ -14,50 +14,53 @@ namespace LuckerGame.Minigames.RussianRoulette;
|
|||||||
public class RussianRouletteMinigame : Minigame
|
public class RussianRouletteMinigame : Minigame
|
||||||
{
|
{
|
||||||
public override string Name => "Russian Roulette";
|
public override string Name => "Russian Roulette";
|
||||||
private List<Lucker> Players { get; set; }
|
private List<Lucker> Luckers { get; set; }
|
||||||
private Pawn Shooter { get; set; }
|
private Pawn Shooter { get; set; }
|
||||||
|
|
||||||
private const float ShooterDistance = 80f;
|
private const float ShooterDistance = 80f;
|
||||||
private const float TimeBetweenShots = 7f;
|
private const float TimeBetweenShots = 7f;
|
||||||
private const float TimeBetweenDeathAndEnd = 5f;
|
private const float TimeBetweenDeathAndEnd = 5f;
|
||||||
|
private const string ShooterName = "The Russian";
|
||||||
private int Taunted = 0;
|
private int Taunted = 0;
|
||||||
|
private Pawn ShooterTarget;
|
||||||
|
|
||||||
private List<Pawn> DeadVictims => Players
|
private List<Pawn> DeadVictims => Luckers
|
||||||
.Select( player => player.Pawn as Pawn )
|
.Select( lucker => lucker.Pawn as Pawn )
|
||||||
.Where( pawn => !pawn.IsValid || pawn.LifeState != LifeState.Alive )
|
.Where( pawn => pawn is not { IsValid: true } || pawn.LifeState != LifeState.Alive )
|
||||||
.ToList();
|
.ToList();
|
||||||
|
|
||||||
private TimeSince TimeSinceShot { get; set; }
|
private TimeSince TimeSinceShot { get; set; }
|
||||||
private TimeSince TimeSinceDeadVictim { 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 = new Pawn();
|
||||||
|
Shooter.Name = ShooterName;
|
||||||
var shooterInventory = Shooter.Components.Create<PawnInventory>();
|
var shooterInventory = Shooter.Components.Create<PawnInventory>();
|
||||||
shooterInventory.AddWeapon( new RussianPistol() );
|
shooterInventory.AddWeapon( new RussianPistol() );
|
||||||
|
|
||||||
// Setup cameras for players
|
// Setup cameras for luckers
|
||||||
Players.ForEach( player =>
|
Luckers.ForEach( lucker =>
|
||||||
{
|
{
|
||||||
player.Components.Create<RTSCamera>();
|
lucker.Components.Create<RTSCamera>();
|
||||||
player.Position = Shooter.Position;
|
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 index = pair.Index;
|
||||||
var pawn = new Pawn();
|
var pawn = new Pawn();
|
||||||
pawn.Name = player.Name;
|
pawn.Name = lucker.Name;
|
||||||
pawn.Tags.Add( "victim" );
|
pawn.Tags.Add( "victim" );
|
||||||
pawn.Health = 1;
|
pawn.Health = 1;
|
||||||
player.Pawn = pawn;
|
lucker.Pawn = pawn;
|
||||||
pawn.DressFromClient( player.Client );
|
pawn.DressFromClient( lucker.Client );
|
||||||
|
|
||||||
var pawnOffset = ShooterDistance * (index % 2 == 0 ? Vector3.Forward : Vector3.Right) * (index % 4 >= 2 ? -1 : 1);
|
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);
|
pawn.LookAt(Shooter.Position);
|
||||||
} );
|
} );
|
||||||
TimeSinceShot = 0;
|
TimeSinceShot = 0;
|
||||||
@@ -66,11 +69,12 @@ public class RussianRouletteMinigame : Minigame
|
|||||||
|
|
||||||
public override bool Tick()
|
public override bool Tick()
|
||||||
{
|
{
|
||||||
|
// Someone is dead, we're getting ready to end
|
||||||
if ( DeadVictims.Any() )
|
if ( DeadVictims.Any() )
|
||||||
{
|
{
|
||||||
if ( Taunted != int.MaxValue )
|
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;
|
Taunted = int.MaxValue;
|
||||||
TimeSinceDeadVictim = 0;
|
TimeSinceDeadVictim = 0;
|
||||||
}
|
}
|
||||||
@@ -86,21 +90,22 @@ public class RussianRouletteMinigame : Minigame
|
|||||||
Shooter.Inventory.ActiveWeapon.PrimaryAttack();
|
Shooter.Inventory.ActiveWeapon.PrimaryAttack();
|
||||||
if ( !DeadVictims.Any() )
|
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)
|
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() )
|
.OrderBy( _ => Guid.NewGuid() )
|
||||||
.FirstOrDefault();
|
.FirstOrDefault();
|
||||||
Shooter.LookAt( victim.Position );
|
Shooter.LookAt( ShooterTarget.Position );
|
||||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", $"I'm gonna eat you up, {victim.Name}" );
|
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++;
|
Taunted++;
|
||||||
}
|
}
|
||||||
else if ( TimeSinceShot > TimeBetweenShots / 2 && Taunted == 0)
|
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++;
|
Taunted++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
23
code/Minigames/TerryRaces/HoveringTextCreator.cs
Normal file
23
code/Minigames/TerryRaces/HoveringTextCreator.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
64
code/Minigames/TerryRaces/Racer.cs
Normal file
64
code/Minigames/TerryRaces/Racer.cs
Normal 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 ));
|
||||||
|
}
|
||||||
|
}
|
||||||
123
code/Minigames/TerryRaces/TerryRacesMinigame.cs
Normal file
123
code/Minigames/TerryRaces/TerryRacesMinigame.cs
Normal 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( $"Winning racer: {racer.Name}" );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
code/RandomExtensions.cs
Normal file
11
code/RandomExtensions.cs
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
using System;
|
||||||
|
public static class RandomExtensions
|
||||||
|
{
|
||||||
|
public static double NextDouble(
|
||||||
|
this Random random,
|
||||||
|
double minValue,
|
||||||
|
double maxValue )
|
||||||
|
{
|
||||||
|
return random.NextDouble() * (maxValue - minValue) + minValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
30
code/UI/HoveringText.razor
Normal file
30
code/UI/HoveringText.razor
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
@using Sandbox;
|
||||||
|
@using Sandbox.UI;
|
||||||
|
|
||||||
|
@namespace LuckerGame.UI
|
||||||
|
@attribute [StyleSheet]
|
||||||
|
@inherits WorldPanel
|
||||||
|
|
||||||
|
<root class="card">
|
||||||
|
<label class="text">@Text</label>
|
||||||
|
</root>
|
||||||
|
|
||||||
|
@code {
|
||||||
|
private Entity TargetEntity;
|
||||||
|
private string Text;
|
||||||
|
|
||||||
|
public HoveringText(string text, Entity targetEntity)
|
||||||
|
{
|
||||||
|
Text = text;
|
||||||
|
TargetEntity = targetEntity;
|
||||||
|
}
|
||||||
|
|
||||||
|
[GameEvent.Client.Frame]
|
||||||
|
private void OnFrame()
|
||||||
|
{
|
||||||
|
if (!TargetEntity.IsValid()) return;
|
||||||
|
Log.Info($"{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)));
|
||||||
|
}
|
||||||
|
}
|
||||||
7
code/UI/HoveringText.razor.scss
Normal file
7
code/UI/HoveringText.razor.scss
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
hoveringtext {
|
||||||
|
white-space: nowrap;
|
||||||
|
.text {
|
||||||
|
font-size: 150px;
|
||||||
|
color: white;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -12,7 +12,6 @@
|
|||||||
<VoiceList/>
|
<VoiceList/>
|
||||||
<VotingLobby/>
|
<VotingLobby/>
|
||||||
<Scoreboard/>
|
<Scoreboard/>
|
||||||
<CameraCursor/>
|
|
||||||
</root>
|
</root>
|
||||||
|
|
||||||
@code
|
@code
|
||||||
|
|||||||
@@ -5,10 +5,13 @@
|
|||||||
@attribute [StyleSheet]
|
@attribute [StyleSheet]
|
||||||
@inherits Panel
|
@inherits Panel
|
||||||
|
|
||||||
|
<root>
|
||||||
@if (ShouldShowCursor)
|
@if (ShouldShowCursor)
|
||||||
{
|
{
|
||||||
<root/>
|
<div class="camera-cursor"/>
|
||||||
}
|
}
|
||||||
|
</root>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@code {
|
@code {
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
CameraCursor {
|
CameraCursor {
|
||||||
|
.camera-cursor {
|
||||||
pointer-events: all;
|
pointer-events: all;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
@@ -10,9 +10,9 @@
|
|||||||
|
|
||||||
<root>
|
<root>
|
||||||
<div class="scoreboard-panel">
|
<div class="scoreboard-panel">
|
||||||
@foreach (var player in Luckers)
|
@foreach (var lucker in Luckers)
|
||||||
{
|
{
|
||||||
<label>@player.Name</label>
|
<label>@lucker.Name</label>
|
||||||
}
|
}
|
||||||
</div>
|
</div>
|
||||||
</root>
|
</root>
|
||||||
@@ -23,7 +23,7 @@
|
|||||||
|
|
||||||
protected override int BuildHash()
|
protected override int BuildHash()
|
||||||
{
|
{
|
||||||
return HashCode.Combine(Luckers.Select(player => player.Name).ToList());
|
return HashCode.Combine(Luckers.Select(lucker => lucker.Name).ToList());
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -27,7 +27,7 @@
|
|||||||
<div class="voting-panel primary-color-translucent-background">
|
<div class="voting-panel primary-color-translucent-background">
|
||||||
@if (RoundManager.RoundState == RoundState.NotStarted)
|
@if (RoundManager.RoundState == RoundState.NotStarted)
|
||||||
{
|
{
|
||||||
<label class="header">Waiting for players...</label>
|
<label class="header">Waiting for luckers...</label>
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user