Files
LuckerGame/code/Minigames/RussianRoulette/RussianRouletteMinigame.cs
2023-08-05 22:04:44 -04:00

120 lines
3.3 KiB
C#

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> 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 => 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> luckers )
{
Luckers = luckers;
Shooter = new Pawn();
Shooter.Name = ShooterName;
var shooterInventory = Shooter.Components.Create<PawnInventory>();
shooterInventory.AddWeapon( new RussianPistol() );
// Setup cameras for luckers
Luckers.ForEach( lucker =>
{
lucker.Components.Create<RTSCamera>();
lucker.Position = Shooter.Position;
} );
Luckers.Select((lucker, i) => (Lucker: lucker, Index: i) ).ToList().ForEach( pair =>
{
var lucker = pair.Lucker;
var index = pair.Index;
var pawn = new Pawn();
pawn.Name = lucker.Name;
pawn.Tags.Add( "victim" );
pawn.Health = 1;
lucker.Pawn = pawn;
pawn.DressFromClient( lucker.Client );
var pawnOffset = ShooterDistance * (index % 2 == 0 ? Vector3.Forward : Vector3.Right) * (index % 4 >= 2 ? -1 : 1);
lucker.Pawn.Position = Shooter.Position + pawnOffset;
pawn.LookAt(Shooter.Position);
} );
TimeSinceShot = 0;
Taunted = 0;
}
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.Name, "Heh, nothing personnel, kid." );
Taunted = int.MaxValue;
TimeSinceDeadVictim = 0;
}
else if(TimeSinceDeadVictim > TimeBetweenDeathAndEnd)
{
return true;
}
}
else if ( TimeSinceShot > TimeBetweenShots )
{
TimeSinceShot = 0;
Taunted = 0;
Shooter.Inventory.ActiveWeapon.PrimaryAttack();
if ( !DeadVictims.Any() )
{
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Fucking lag..." );
}
}
else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
{
ShooterTarget = Luckers.Select( lucker => lucker.Pawn as Pawn )
.OrderBy( _ => Guid.NewGuid() )
.FirstOrDefault();
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.Name, "Im gettin' ready!" );
Taunted++;
}
return false;
}
public override void Cleanup()
{
Shooter?.Delete();
}
}