Dice tweaks (#13514)
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44
Content.Shared/Dice/DiceComponent.cs
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44
Content.Shared/Dice/DiceComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Dice;
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedDiceSystem))]
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public sealed class DiceComponent : Component
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{
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[DataField("sound")]
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public SoundSpecifier Sound { get; } = new SoundCollectionSpecifier("Dice");
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/// <summary>
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/// Multiplier for the value of a die. Applied after the <see cref="Offset"/>.
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/// </summary>
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[DataField("multiplier")]
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public int Multiplier { get; } = 1;
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/// <summary>
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/// Quantity that is subtracted from the value of a die. Can be used to make dice that start at "0". Applied
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/// before the <see cref="Multiplier"/>
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/// </summary>
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[DataField("offset")]
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public int Offset { get; } = 0;
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[DataField("sides")]
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public int Sides { get; } = 20;
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/// <summary>
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/// The currently displayed value.
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/// </summary>
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[DataField("currentValue")]
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public int CurrentValue { get; set; } = 20;
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[Serializable, NetSerializable]
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public sealed class DiceState : ComponentState
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{
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public int CurrentSide { get; set; } = 20;
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public DiceState(int side)
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{
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CurrentSide = side;
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}
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}
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}
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93
Content.Shared/Dice/SharedDiceSystem.cs
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93
Content.Shared/Dice/SharedDiceSystem.cs
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Throwing;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Dice;
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public abstract class SharedDiceSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DiceComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<DiceComponent, LandEvent>(OnLand);
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SubscribeLocalEvent<DiceComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<DiceComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<DiceComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, DiceComponent component, ref ComponentHandleState args)
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{
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if (args.Current is DiceComponent.DiceState state)
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component.CurrentValue = state.CurrentSide;
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UpdateVisuals(uid, component);
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}
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private void OnGetState(EntityUid uid, DiceComponent component, ref ComponentGetState args)
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{
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args.State = new DiceComponent.DiceState(component.CurrentValue);
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}
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private void OnUseInHand(EntityUid uid, DiceComponent component, UseInHandEvent args)
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{
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if (args.Handled) return;
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args.Handled = true;
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Roll(uid, component);
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}
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private void OnLand(EntityUid uid, DiceComponent component, ref LandEvent args)
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{
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Roll(uid, component);
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}
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private void OnExamined(EntityUid uid, DiceComponent dice, ExaminedEvent args)
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{
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//No details check, since the sprite updates to show the side.
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args.PushMarkup(Loc.GetString("dice-component-on-examine-message-part-1", ("sidesAmount", dice.Sides)));
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args.PushMarkup(Loc.GetString("dice-component-on-examine-message-part-2", ("currentSide", dice.CurrentValue)));
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}
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public void SetCurrentSide(EntityUid uid, int side, DiceComponent? die = null)
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{
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if (!Resolve(uid, ref die))
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return;
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if (side < 1 || side > die.Sides)
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{
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Logger.Error($"Attempted to set die {ToPrettyString(uid)} to an invalid side ({side}).");
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return;
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}
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die.CurrentValue = (side - die.Offset) * die.Multiplier;
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Dirty(die);
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UpdateVisuals(uid, die);
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}
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public void SetCurrentValue(EntityUid uid, int value, DiceComponent? die = null)
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{
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if (!Resolve(uid, ref die))
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return;
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if (value % die.Multiplier != 0 || value/ die.Multiplier + die.Offset < 1)
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{
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Logger.Error($"Attempted to set die {ToPrettyString(uid)} to an invalid value ({value}).");
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return;
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}
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SetCurrentSide(uid, value / die.Multiplier + die.Offset, die);
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}
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protected virtual void UpdateVisuals(EntityUid uid, DiceComponent? die = null)
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{
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// See client system.
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}
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public virtual void Roll(EntityUid uid, DiceComponent? die = null)
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{
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// See the server system, client cannot predict rolling.
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}
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}
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