Predicted dice rolls (#34863)

* Predicted dice rolls

* Removed server-side dice system, make Shared no longer abstract, move visual code to client-side system

* cleanup

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Plykiya
2025-02-14 07:46:25 -08:00
committed by GitHub
parent 63b9255e71
commit 862a2a744e
4 changed files with 45 additions and 65 deletions

View File

@@ -1,28 +1,5 @@
using Content.Shared.Dice;
using Content.Shared.Popups;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Random;
namespace Content.Server.Dice;
[UsedImplicitly]
public sealed class DiceSystem : SharedDiceSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Roll(EntityUid uid, DiceComponent? die = null)
{
if (!Resolve(uid, ref die))
return;
var roll = _random.Next(1, die.Sides + 1);
SetCurrentSide(uid, roll, die);
_popup.PopupEntity(Loc.GetString("dice-component-on-roll-land", ("die", uid), ("currentSide", die.CurrentValue)), uid);
_audio.PlayPvs(die.Sound, uid);
}
}
public sealed class DiceSystem : SharedDiceSystem;