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:
@@ -5,17 +5,24 @@ namespace Content.Client.Dice;
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public sealed class DiceSystem : SharedDiceSystem
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public sealed class DiceSystem : SharedDiceSystem
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{
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{
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protected override void UpdateVisuals(EntityUid uid, DiceComponent? die = null)
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public override void Initialize()
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{
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{
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if (!Resolve(uid, ref die) || !TryComp(uid, out SpriteComponent? sprite))
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base.Initialize();
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SubscribeLocalEvent<DiceComponent, AfterAutoHandleStateEvent>(OnDiceAfterHandleState);
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}
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private void OnDiceAfterHandleState(Entity<DiceComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<SpriteComponent>(entity, out var sprite))
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return;
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return;
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// TODO maybe just move each diue to its own RSI?
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// TODO maybe just move each die to its own RSI?
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var state = sprite.LayerGetState(0).Name;
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var state = sprite.LayerGetState(0).Name;
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if (state == null)
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if (state == null)
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return;
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return;
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var prefix = state.Substring(0, state.IndexOf('_'));
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var prefix = state.Substring(0, state.IndexOf('_'));
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sprite.LayerSetState(0, $"{prefix}_{die.CurrentValue}");
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sprite.LayerSetState(0, $"{prefix}_{entity.Comp.CurrentValue}");
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}
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}
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}
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}
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@@ -1,28 +1,5 @@
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using Content.Shared.Dice;
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using Content.Shared.Dice;
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using Content.Shared.Popups;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.Dice;
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namespace Content.Server.Dice;
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[UsedImplicitly]
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public sealed class DiceSystem : SharedDiceSystem;
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public sealed class DiceSystem : SharedDiceSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Roll(EntityUid uid, 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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var roll = _random.Next(1, die.Sides + 1);
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SetCurrentSide(uid, roll, die);
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_popup.PopupEntity(Loc.GetString("dice-component-on-roll-land", ("die", uid), ("currentSide", die.CurrentValue)), uid);
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_audio.PlayPvs(die.Sound, uid);
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}
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}
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@@ -1,6 +1,5 @@
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using Robust.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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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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namespace Content.Shared.Dice;
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@@ -1,12 +1,18 @@
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using Content.Shared.Examine;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Content.Shared.Throwing;
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using Robust.Shared.GameStates;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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namespace Content.Shared.Dice;
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namespace Content.Shared.Dice;
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public abstract class SharedDiceSystem : EntitySystem
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public abstract class SharedDiceSystem : EntitySystem
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{
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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@@ -14,76 +20,67 @@ public abstract class SharedDiceSystem : EntitySystem
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SubscribeLocalEvent<DiceComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<DiceComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<DiceComponent, LandEvent>(OnLand);
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SubscribeLocalEvent<DiceComponent, LandEvent>(OnLand);
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SubscribeLocalEvent<DiceComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<DiceComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<DiceComponent, AfterAutoHandleStateEvent>(OnDiceAfterHandleState);
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}
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}
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private void OnDiceAfterHandleState(EntityUid uid, DiceComponent component, ref AfterAutoHandleStateEvent args)
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private void OnUseInHand(Entity<DiceComponent> entity, ref UseInHandEvent args)
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{
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UpdateVisuals(uid, component);
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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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{
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if (args.Handled)
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if (args.Handled)
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return;
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return;
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Roll(entity, args.User);
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args.Handled = true;
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args.Handled = true;
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Roll(uid, component);
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}
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}
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private void OnLand(EntityUid uid, DiceComponent component, ref LandEvent args)
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private void OnLand(Entity<DiceComponent> entity, ref LandEvent args)
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{
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{
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Roll(uid, component);
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Roll(entity);
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}
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}
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private void OnExamined(EntityUid uid, DiceComponent dice, ExaminedEvent args)
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private void OnExamined(Entity<DiceComponent> entity, ref ExaminedEvent args)
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{
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{
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//No details check, since the sprite updates to show the side.
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//No details check, since the sprite updates to show the side.
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using (args.PushGroup(nameof(DiceComponent)))
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using (args.PushGroup(nameof(DiceComponent)))
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{
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{
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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-1", ("sidesAmount", entity.Comp.Sides)));
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args.PushMarkup(Loc.GetString("dice-component-on-examine-message-part-2",
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args.PushMarkup(Loc.GetString("dice-component-on-examine-message-part-2",
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("currentSide", dice.CurrentValue)));
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("currentSide", entity.Comp.CurrentValue)));
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}
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}
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}
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}
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public void SetCurrentSide(EntityUid uid, int side, DiceComponent? die = null)
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private void SetCurrentSide(Entity<DiceComponent> entity, int side)
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{
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{
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if (!Resolve(uid, ref die))
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if (side < 1 || side > entity.Comp.Sides)
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return;
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if (side < 1 || side > die.Sides)
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{
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{
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Log.Error($"Attempted to set die {ToPrettyString(uid)} to an invalid side ({side}).");
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Log.Error($"Attempted to set die {ToPrettyString(entity)} to an invalid side ({side}).");
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return;
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return;
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}
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}
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die.CurrentValue = (side - die.Offset) * die.Multiplier;
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entity.Comp.CurrentValue = (side - entity.Comp.Offset) * entity.Comp.Multiplier;
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Dirty(uid, die);
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Dirty(entity);
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UpdateVisuals(uid, die);
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}
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}
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public void SetCurrentValue(EntityUid uid, int value, DiceComponent? die = null)
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public void SetCurrentValue(Entity<DiceComponent> entity, int value)
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{
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{
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if (!Resolve(uid, ref die))
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if (value % entity.Comp.Multiplier != 0 || value / entity.Comp.Multiplier + entity.Comp.Offset < 1)
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return;
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if (value % die.Multiplier != 0 || value/ die.Multiplier + die.Offset < 1)
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{
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{
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Log.Error($"Attempted to set die {ToPrettyString(uid)} to an invalid value ({value}).");
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Log.Error($"Attempted to set die {ToPrettyString(entity)} to an invalid value ({value}).");
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return;
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return;
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}
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}
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SetCurrentSide(uid, value / die.Multiplier + die.Offset, die);
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SetCurrentSide(entity, value / entity.Comp.Multiplier + entity.Comp.Offset);
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}
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}
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protected virtual void UpdateVisuals(EntityUid uid, DiceComponent? die = null)
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private void Roll(Entity<DiceComponent> entity, EntityUid? user = null)
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{
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{
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// See client system.
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var rand = new System.Random((int)_timing.CurTick.Value);
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}
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public virtual void Roll(EntityUid uid, DiceComponent? die = null)
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var roll = rand.Next(1, entity.Comp.Sides + 1);
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{
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SetCurrentSide(entity, roll);
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// See the server system, client cannot predict rolling.
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var popupString = Loc.GetString("dice-component-on-roll-land",
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("die", entity),
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("currentSide", entity.Comp.CurrentValue));
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_popup.PopupPredicted(popupString, entity, user);
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_audio.PlayPredicted(entity.Comp.Sound, entity, user);
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}
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}
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}
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}
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