Files
wwdpublic/Content.Server/Arcade/BlockGame/BlockGame.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com>
Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Magnus Larsen <i.am.larsenml@gmail.com>
Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com>
Co-authored-by: Kukutis96513 <146854220+Kukutis96513@users.noreply.github.com>
Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com>
Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com>
Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com>
Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: Morb <14136326+Morb0@users.noreply.github.com>
Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com>
Co-authored-by: KrasnoshchekovPavel <119816022+KrasnoshchekovPavel@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: KittenColony <149278380+KittenColony@users.noreply.github.com>
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com>
Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: Jezithyr <jezithyr@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: no <165581243+pissdemon@users.noreply.github.com>
Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com>
Co-authored-by: Ciac32 <aknoxlor@gmail.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: nao fujiwara <awkwarddryad@gmail.com>
Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com>
Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com>
Co-authored-by: exincore <me@exin.xyz>
Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz>
Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com>
Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com>
Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com>
Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com>
Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com>
Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com>
Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com>
Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com>
Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com>
Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com>
Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com>
Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com>
Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com>
Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com>
Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com>
Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com>
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

307 lines
8.8 KiB
C#

using Content.Shared.Arcade;
using Robust.Server.GameObjects;
using Robust.Shared.Random;
using System.Linq;
using Content.Shared.Mood;
namespace Content.Server.Arcade.BlockGame;
public sealed partial class BlockGame
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private readonly ArcadeSystem _arcadeSystem;
private readonly UserInterfaceSystem _uiSystem;
/// <summary>
/// What entity is currently hosting this game of NT-BG.
/// </summary>
private readonly EntityUid _owner = default!;
/// <summary>
/// Whether the game has been started.
/// </summary>
public bool Started { get; private set; } = false;
/// <summary>
/// Whether the game is currently running (not paused).
/// </summary>
private bool _running = false;
/// <summary>
/// Whether the game should not currently be running.
/// </summary>
private bool Paused => !(Started && _running);
/// <summary>
/// Whether the game has finished.
/// </summary>
private bool _gameOver = false;
/// <summary>
/// Whether the game should have finished given the current game state.
/// </summary>
private bool IsGameOver => _field.Any(block => block.Position.Y == 0);
public BlockGame(EntityUid owner)
{
IoCManager.InjectDependencies(this);
_arcadeSystem = _entityManager.System<ArcadeSystem>();
_uiSystem = _entityManager.System<UserInterfaceSystem>();
_owner = owner;
_allBlockGamePieces = (BlockGamePieceType[]) Enum.GetValues(typeof(BlockGamePieceType));
_internalNextPiece = GetRandomBlockGamePiece(_random);
InitializeNewBlock();
}
/// <summary>
/// Starts the game. Including relaying this info to everyone watching.
/// </summary>
public void StartGame()
{
SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game));
FullUpdate();
Started = true;
_running = true;
_gameOver = false;
}
/// <summary>
/// Handles ending the game and updating the high scores.
/// </summary>
private void InvokeGameover()
{
_running = false;
_gameOver = true;
if (_entityManager.TryGetComponent<BlockGameArcadeComponent>(_owner, out var cabinet)
&& _entityManager.TryGetComponent<MetaDataComponent>(cabinet.Player, out var meta))
{
_highScorePlacement = _arcadeSystem.RegisterHighScore(meta.EntityName, Points);
SendHighscoreUpdate();
var ev = new MoodEffectEvent("ArcadePlay");
_entityManager.EventBus.RaiseLocalEvent(meta.Owner, ev);
}
SendMessage(new BlockGameMessages.BlockGameGameOverScreenMessage(Points, _highScorePlacement?.LocalPlacement, _highScorePlacement?.GlobalPlacement));
}
/// <summary>
/// Handle the game simulation and user input.
/// </summary>
/// <param name="frameTime">The amount of time the current game tick covers.</param>
public void GameTick(float frameTime)
{
if (!_running)
return;
InputTick(frameTime);
FieldTick(frameTime);
}
/// <summary>
/// The amount of time that has passed since the active piece last moved vertically,
/// </summary>
private float _accumulatedFieldFrameTime;
/// <summary>
/// Handles timing the movements of the active game piece.
/// </summary>
/// <param name="frameTime">The amount of time the current game tick covers.</param>
private void FieldTick(float frameTime)
{
_accumulatedFieldFrameTime += frameTime;
// Speed goes negative sometimes. uhhhh max() it I guess!!!
var checkTime = Math.Max(0.03f, Speed);
while (_accumulatedFieldFrameTime >= checkTime)
{
if (_softDropPressed)
AddPoints(1);
InternalFieldTick();
_accumulatedFieldFrameTime -= checkTime;
}
}
/// <summary>
/// Handles the active game piece moving down.
/// Also triggers scanning for cleared lines.
/// </summary>
private void InternalFieldTick()
{
if (CurrentPiece.Positions(_currentPiecePosition.AddToY(1), _currentRotation)
.All(DropCheck))
{
_currentPiecePosition = _currentPiecePosition.AddToY(1);
}
else
{
var blocks = CurrentPiece.Blocks(_currentPiecePosition, _currentRotation);
_field.AddRange(blocks);
//check loose conditions
if (IsGameOver)
{
InvokeGameover();
return;
}
InitializeNewBlock();
}
CheckField();
UpdateFieldUI();
}
/// <summary>
/// Handles scanning for cleared lines and accumulating points.
/// </summary>
private void CheckField()
{
var pointsToAdd = 0;
var consecutiveLines = 0;
var clearedLines = 0;
for (var y = 0; y < 20; y++)
{
if (CheckLine(y))
{
//line was cleared
y--;
consecutiveLines++;
clearedLines++;
}
else if (consecutiveLines != 0)
{
var mod = consecutiveLines switch
{
1 => 40,
2 => 100,
3 => 300,
4 => 1200,
_ => 0
};
pointsToAdd += mod * (Level + 1);
}
}
ClearedLines += clearedLines;
AddPoints(pointsToAdd);
}
/// <summary>
/// Returns whether the line at the given position is full.
/// Clears the line if it was full and moves the above lines down.
/// </summary>
/// <param name="y">The position of the line to check.</param>
private bool CheckLine(int y)
{
for (var x = 0; x < 10; x++)
{
if (!_field.Any(b => b.Position.X == x && b.Position.Y == y))
return false;
}
//clear line
_field.RemoveAll(b => b.Position.Y == y);
//move everything down
FillLine(y);
return true;
}
/// <summary>
/// Moves all of the lines above the given line down by one.
/// Used to fill in cleared lines.
/// </summary>
/// <param name="y">The position of the line above which to drop the lines.</param>
private void FillLine(int y)
{
for (var c_y = y; c_y > 0; c_y--)
{
for (var j = 0; j < _field.Count; j++)
{
if (_field[j].Position.Y != c_y - 1)
continue;
_field[j] = new BlockGameBlock(_field[j].Position.AddToY(1), _field[j].GameBlockColor);
}
}
}
/// <summary>
/// Generates a new active piece from the previewed next piece.
/// Repopulates the previewed next piece with a piece from the pool of possible next pieces.
/// </summary>
private void InitializeNewBlock()
{
InitializeNewBlock(NextPiece);
NextPiece = GetRandomBlockGamePiece(_random);
_holdBlock = false;
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(NextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock));
}
/// <summary>
/// Generates a new active piece from the previewed next piece.
/// </summary>
/// <param name="piece">The piece to set as the active piece.</param>
private void InitializeNewBlock(BlockGamePiece piece)
{
_currentPiecePosition = new Vector2i(5, 0);
_currentRotation = BlockGamePieceRotation.North;
CurrentPiece = piece;
UpdateFieldUI();
}
/// <summary>
/// Buffers the currently active piece.
/// Replaces the active piece with either the previously held piece or the previewed next piece as necessary.
/// </summary>
private void HoldPiece()
{
if (!_running)
return;
if (_holdBlock)
return;
var tempHeld = HeldPiece;
HeldPiece = CurrentPiece;
_holdBlock = true;
if (!tempHeld.HasValue)
{
InitializeNewBlock();
return;
}
InitializeNewBlock(tempHeld.Value);
}
/// <summary>
/// Immediately drops the currently active piece the remaining distance.
/// </summary>
private void PerformHarddrop()
{
var spacesDropped = 0;
while (CurrentPiece.Positions(_currentPiecePosition.AddToY(1), _currentRotation)
.All(DropCheck))
{
_currentPiecePosition = _currentPiecePosition.AddToY(1);
spacesDropped++;
}
AddPoints(spacesDropped * 2);
InternalFieldTick();
}
}