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